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CSmoothTime









const float TimeSinceLastTick = (float)std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - LastTickTime).count();
float GameTickTime = TimeSinceLastTick / 1000.f;
so something like this would be correct?TimeSinceLastTick / (1000.f / (float)SERVER_TICK_SPEED)?




const float TimeSinceLastTick = (float)std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now() - LastTickTime).count();
float GameTickTime = TimeSinceLastTick / 1000.f;
so something like this would be correct? 

TimeSinceLastTick / (1000.f / (float)SERVER_TICK_SPEED)? 

CSmoothTime does then
CSmoothTime even is (edited)

void SetAdjustSpeed(EAdjustDirection Direction, float Value);





































stop leak (edited)



























&& and || keys?
bind shift+space "say space" and simultaneously bind space +jump ?


















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