1526
1526
REAL lag = simTime - dest->gameTime; // the real lag
1527
1527
REAL lagOffset = simTime - lastTime; // difference between real lag and practical lag (what we need to compensate)
1530
1530
eLag::Report( Owner(), lag );
1531
1531
if ( currentWall && currentWall->Wall() && rubberSpeedFactor >= 1-EPS )