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
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;