float game_delay;
float game_delay_last;
+bool autocvar_sv_autopause = true;
float RedirectionThink();
void StartFrame()
{
SELFPARAM();
execute_next_frame();
- if (!server_is_dedicated) Pause_TryPause(true);
+ if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
remove = remove_unsafely; // not during spawning!
serverprevtime = servertime;