// sv.time when the object was freed (to prevent early reuse which could
// mess up client interpolation or obscure severe QuakeC bugs)
float freetime;
+ // mark for the leak detector
+ int mark;
+ // place in the code where it was allocated (for the leak detector)
+ const char *allocation_origin;
// initially false to prevent projectiles from moving on their first frame
// (even if they were spawned by an synchronous client think)
qboolean move;
// LordHavoc: gross hack to make floating items still work
int suspendedinairflag;
+
+ // cached position to avoid redundant SV_CheckWaterTransition calls on monsters
+ qboolean waterposition_forceupdate; // force an update on this entity (set by SV_PushMove code for moving water entities)
+ vec3_t waterposition_origin; // updates whenever this changes
+
// used by PushMove to keep track of where objects were before they were
// moved, in case they need to be moved back
vec3_t moved_from;