FOR_EACH_PLAYER(player)
if(player != forent)
antilag_takeback(player, time - lag);
+ FOR_EACH_MONSTER(player)
+ antilag_takeback(player, time - lag);
}
// do the trace
FOR_EACH_PLAYER(player)
if(player != forent)
antilag_restore(player);
+ FOR_EACH_MONSTER(player)
+ antilag_restore(player);
}
// restore shooter solid type