tr = SV_Move (top, vec3_origin, vec3_origin, bottom, MOVE_NOMONSTERS, sv_player);
// if looking at a wall, leave ideal the way is was
- if (tr.allsolid)
+ if (tr.startsolid)
return;
// near a dropoff
|| strncasecmp(s, "ping", 4) == 0
|| strncasecmp(s, "ban", 3) == 0
|| strncasecmp(s, "pmodel", 6) == 0
+ || strncasecmp(s, "rate", 4) == 0
|| (gamemode == GAME_NEHAHRA && (strncasecmp(s, "max", 3) == 0 || strncasecmp(s, "monster", 7) == 0 || strncasecmp(s, "scrag", 5) == 0 || strncasecmp(s, "gimme", 5) == 0 || strncasecmp(s, "wraith", 6) == 0))
|| (gamemode != GAME_NEHAHRA && (strncasecmp(s, "god", 3) == 0 || strncasecmp(s, "notarget", 8) == 0 || strncasecmp(s, "fly", 3) == 0 || strncasecmp(s, "give", 4) == 0 || strncasecmp(s, "noclip", 6) == 0)))
Cmd_ExecuteString (s, src_client);
case clc_ackentities:
host_client->entitydatabase4->ackframenum = MSG_ReadLong();
- if (developer_networkentities.integer)
+ if (developer_networkentities.integer >= 1)
Con_Printf("recv clc_ackentities %i\n", host_client->entitydatabase4->ackframenum);
EntityFrame4_AckFrame(host_client->entitydatabase4, host_client->entitydatabase4->ackframenum);
break;