no longer runs physics on disconnected clients (quake did not run them), fixing the physics problems with frikbots, thanks to FrikaC for explanation of this problem
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5181
d7cf8633-e32d-0410-b094-
e92efae38249
SV_LinkEdict(ent, true);
// just hit ground
SV_LinkEdict(ent, true);
// just hit ground
- if (hitsound && (int)ent->v->flags & FL_ONGROUND)
+ if (hitsound && (int)ent->v->flags & FL_ONGROUND && gamemode != GAME_NEXUIZ)
SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
}
if (pr_global_struct->force_retouch)
SV_LinkEdict (ent, true); // force retouch even for stationary
if (pr_global_struct->force_retouch)
SV_LinkEdict (ent, true); // force retouch even for stationary
- if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
+ if (i >= 1 && i <= svs.maxclients)
+ // don't do physics on disconnected clients, FrikBot relies on this
+ if (!svs.clients[i-1].spawned)
+ continue;
// connected slot
// call standard client pre-think
SV_CheckVelocity (ent);
// connected slot
// call standard client pre-think
SV_CheckVelocity (ent);
- if (i >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
+ if (i >= 1 && i <= svs.maxclients)
{
SV_CheckVelocity (ent);
{
SV_CheckVelocity (ent);