}
}
+void SV_ApplyClientMove (void);
void SV_Physics_ClientEntity (prvm_edict_t *ent)
{
+ SV_ApplyClientMove();
// make sure the velocity is sane (not a NaN)
SV_CheckVelocity(ent);
// LordHavoc: QuakeC replacement for SV_ClientThink (player movement)