// sv.time when the object was freed (to prevent early reuse which could
// mess up client interpolation or obscure severe QuakeC bugs)
float freetime;
+ // initially false to prevent projectiles from moving on their first frame
+ // (even if they were spawned by an synchronous client think)
+ qboolean move;
// cached cluster links for quick stationary object visibility checking
vec3_t cullmins, cullmaxs;