time2 = Sys_DoubleTime();
// update audio
- if (cls.signon == SIGNONS && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ if (cls.signon == SIGNONS && cl_entities[cl.viewentity].state_current.active)
{
// LordHavoc: this used to use renderer variables (eww)
S_Update(&cl_entities[cl.viewentity].render.matrix);