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The existing check for when we have to fallback to the inaccurate client speed is flawed. Checking the coop cvar makes sure that the host falls back to showing client-side speed when they are hosting a coop server. But in other multiplayer scenarios like deathmatch, their speedometer will be broken. Also when just playing singleplayer but coincidentally having set the coop cvar to 1, they will get the less accurate speed display for no good reason. Non-host clients of multiplayer games on the other hand will have no speed display at all, unless their unused coop cvar happens to be 1 by chance. We really only need to choose the fallback method if either we are not hosting and just connected to a server (!sv.active) or if we are hosting a game with multiple players (sv.maxplayers != 1).
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