http://www.quake-1.com/docs/rendering/r_alias.c
Managed to turn it into a cvar. My software renderer code is about 98% the same as stock WinQuake and while this file alone isn't the complete implementation (a couple of small adjustments to 3 or 4 other files, 1 or 2 liners).
It gives a good illustration for a third party (i.e., not either of you two obviously, hahaha) of how I turned it into a cvar and how I can optionally simply not even compile it into the engine.
I added cl_gameplayhack_monster_lerp 1 (as default value) and sv_gameplayfix_monster_lerp 1 (as default value) into my engine [GL builds too, of course].
Combined with MH interpolation, those deliver a much better single player experience in software and at any of the 3 or 4 NQ online coop servers (killing U_NOLERP ... sigh, what a difference).
That is really some wonderful code, MH.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..