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fix: skip injecting a backwards sample into projectiles
i know this is Valve's way to fix a theoretical visual bug and smooth out over interp for projectile spawning. however, players were setting their interp to dangerously low values because they got the impression that their projectiles were delayed by interp. in testing, I couldn't really find much benefit to adding the history at higher interps like the max of 0.5 and it was a negligible difference at 0.1 and lower.
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src/game/shared/tf/tf_projectile_base.cpp

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@@ -252,6 +252,8 @@ void CTFBaseProjectile::PostDataUpdate( DataUpdateType_t type )
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// Pass through to the base class.
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BaseClass::PostDataUpdate( type );
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return;
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if ( type == DATA_UPDATE_CREATED )
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{
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// Now stick our initial velocity and angles into the interpolation history.

src/game/shared/tf/tf_weaponbase_grenadeproj.cpp

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@@ -184,6 +184,8 @@ void CTFWeaponBaseGrenadeProj::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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return;
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if ( type == DATA_UPDATE_CREATED )
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{
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// Now stick our initial velocity into the interpolation history

src/game/shared/tf/tf_weaponbase_rocket.cpp

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@@ -188,6 +188,8 @@ void CTFBaseRocket::PostDataUpdate( DataUpdateType_t type )
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// Pass through to the base class.
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BaseClass::PostDataUpdate( type );
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return;
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if ( type == DATA_UPDATE_CREATED )
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{
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// Now stick our initial velocity and angles into the interpolation history.

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