if (sv.protocol == PROTOCOL_DARKPLACES5 || sv.protocol == PROTOCOL_DARKPLACES6)
client->entitydatabase5 = EntityFrame5_AllocDatabase(sv_mempool);
+ SZ_Clear (&client->message);
MSG_WriteByte (&client->message, svc_print);
dpsnprintf (message, sizeof (message), "\002\nServer: %s build %s (progs %i crc)", gamename, buildstring, pr_crc);
MSG_WriteString (&client->message,message);
continue;
}
- if (host_client->deadsocket || host_client->message.overflowed)
+ if (host_client->message.overflowed)
{
SV_DropClient (true); // if the message couldn't send, kick off
continue;