diff --git a/neo/d3xp/Game_local.cpp b/neo/d3xp/Game_local.cpp index 047d873a9..fbf275a90 100644 --- a/neo/d3xp/Game_local.cpp +++ b/neo/d3xp/Game_local.cpp @@ -5563,20 +5563,21 @@ bool idGameLocal::IsPortalSkyAcive() idGameLocal::SelectTimeGroup ============ */ -void idGameLocal::SelectTimeGroup( int timeGroup ) +void idGameLocal::SelectTimeGroup(int timeGroup) { - if( timeGroup ) + // Koz: VR: We still render frames when game is paused. Make sure the 'fast' (player) timegroup is selected during pause. + // This prevents issues with player animation timing in pause. + // Nothing in the slow timegroup should change during pause. + if (timeGroup || (commonVr->VR_GAME_PAUSED && commonVr->PDAforced)) { - fast.Get( time, previousTime, realClientTime ); + fast.Get(time, previousTime, realClientTime); } else { - slow.Get( time, previousTime, realClientTime ); + slow.Get(time, previousTime, realClientTime); } - selectedGroup = timeGroup; } - /* =========== idGameLocal::GetTimeGroupTime