bottom[0] = top[0];
bottom[1] = top[1];
bottom[2] = top[2] - 160;
-
+
tr = SV_Move (top, vec3_origin, vec3_origin, bottom, MOVE_NOMONSTERS, sv_player);
if (tr.allsolid)
return; // looking at a wall, leave ideal the way is was
eval_t *val;
len = VectorNormalizeLength (sv_player->v.punchangle);
-
+
len -= 10*sv.frametime;
if (len < 0)
len = 0;
case clc_move:
SV_ReadClientMove (&host_client->cmd);
break;
+
+ case clc_ackentities:
+ EntityFrame_AckFrame(&host_client->entitydatabase, MSG_ReadLong());
+ break;
}
}
} while (ret == 1);