commit fdbcb0b78094eac381d07d04db09e2805333c6ca Author: NY00123 Date: Tue Oct 14 21:39:42 2025 +0300 SW: Improve prediction of interpolated bob_z value The addition of the "bob_z" field to the PREDICT struct might be unnecessary, technically speaking, but it probably won't hurt to ensure values are synced. commit 964ce88eb893717a6ddf3a3a9204b31eb04d78b5 Author: NY00123 Date: Tue Oct 14 20:02:20 2025 +0300 SW: Fixed player movement prediction, now actually based on predicted angle commit 8c882027709c22b22d54d6b6b7bed651464419cb Author: NY00123 Date: Mon Oct 13 09:44:09 2025 +0300 SW: Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi commit 1ca030ffca469832eb66df7f516b652d78295d26 Author: NY00123 Date: Sun Oct 12 23:58:29 2025 +0300 SW: Simplify HandleWeaponAutoSwitch usage to go through the DamageData array commit 29693743ef284966942115b3b49f5629e5ca3967 Author: NY00123 Date: Sun Oct 12 22:33:04 2025 +0300 SW: Fix multiplayer sync errors with the weapon auto-switching toggle This also permanently enables weapon auto-switching for PedanticMode. The idea here is that outside of pedantic mode, within multiplayer games, a new bit or more of the inspected player's Flags2 field will be set for the weapon. Afterwards, only for player no. myconnectindex, the function getinput will set loc->bits as if a matching key was pressed for selecting the weapon. loc->bits should be properly synced. Note that each player's structure, including Flags2, is reset within InitNewGame, but not from InitLevel as far as I may tell. commit aca3d385c29d8e3d2621bb0ff9481f0169bd6ab6 Author: NY00123 Date: Sun Oct 12 22:31:01 2025 +0300 SW: Introduce new weapon auto-switch PF2 flags for a follow-up commit See https://voidpoint.io/terminx/eduke32 for more details.