quake2ts 0.0.542 → 0.0.543

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@@ -34,6 +34,7 @@ __export(index_exports, {
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  createClient: () => createClient,
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  createDefaultBindings: () => createDefaultBindings,
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  createSession: () => createSession,
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+ defaultPredictionState: () => import_cgame5.defaultPredictionState,
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  interpolatePredictionState: () => import_cgame5.interpolatePredictionState,
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  normalizeCommand: () => normalizeCommand,
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  normalizeInputCode: () => normalizeInputCode,
@@ -14325,7 +14326,7 @@ var MultiplayerConnection = class {
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  this.currentPing = 0;
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  this.driver = new BrowserWebSocketNetDriver();
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  this.options = options;
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- this.netchan = new NetChan();
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+ this.netchan = options.netchan ?? new NetChan();
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  this.driver.onMessage((data) => this.handleMessage(data));
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  this.driver.onClose(() => this.handleDisconnect());
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  this.driver.onError((err2) => {
@@ -16318,7 +16319,7 @@ function createClient(imports) {
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  const tr = imports.engine.trace(point, point, zero3, zero3);
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  return tr.contents || 0;
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  };
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- const prediction = new import_cgame3.ClientPrediction(imports.engine.trace, pointContents);
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+ const prediction = new import_cgame3.ClientPrediction({ trace: imports.engine.trace, pointContents });
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  const view = new import_cgame4.ViewEffects();
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  const demoPlayback = new DemoPlaybackController();
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  const demoControls = new DemoControls(demoPlayback, (speed) => {
@@ -17324,6 +17325,7 @@ function createClient(imports) {
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  createClient,
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  createDefaultBindings,
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  createSession,
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+ defaultPredictionState,
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  interpolatePredictionState,
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  normalizeCommand,
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  normalizeInputCode,