float game_delay;
float game_delay_last;
-bool autocvar_sv_autopause = true;
+bool autocvar_sv_autopause = false;
float RedirectionThink();
void PM_Main(Client this);
void StartFrame()
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
- remove = remove_unsafely; // not during spawning!
+ delete_fn = remove_unsafely; // not during spawning!
serverprevtime = servertime;
servertime = time;
serverframetime = frametime;