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Quad server settings #276
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Quad server settings #276
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mostly harmless, but matters when called in future !self contexts
This fixes EMPs shaking screen.
Now always enabled with `fo_pmove 1`
pm: take self knockback prediction out of beta
pm: reconnect dash, change to seq-based addressing
Clean up and tighten matching, widen fuzzy-match slightly now that we have synch on removal
When we simulate ahead there are cases where the underlying entity may not be stable for replay.
This is actually interesting since the entity associated with the knock only exists for 100ms. Meaning for pings over 100ms the client never sees the grenade before it's exploded. Handle this by treating the held grenade like a locally fired projectile and piggy-backing on that infrastructure, allowing us to forward simulate the virtual projectile and emit a knock we'll later stitch up with the actual ent.
pm: skeleton for knockback from other players
pm: scout: fix conc + dash during prematch
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When using admin menu, there is the option for "Quad Mode"
Can this be edited/renamed to
4v4 Quad Mode
with the additional setting of
rcon sv_maxclients 8
In addition adding 5v5 Quad Mode within the admin menu
rcon sv_maxclients 10
Ever remember seeing 15/16 during a #cawpug on a server browser...
Seeing 8/8 or receiving SERVER FULL request on join gives fomo... (marketing 201)