// sv.time when the object was freed (to prevent early reuse which could
// mess up client interpolation or obscure severe QuakeC bugs)
float freetime;
+ // initially false to prevent projectiles from moving on their first frame
+ // (even if they were spawned by an synchronous client think)
+ qboolean move;
// cached cluster links for quick stationary object visibility checking
vec3_t cullmins, cullmaxs;
// we should avoid extensive checking on entities already encountered
int areagridmarknumber;
- // PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE
+ // PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE, PROTOCOL_QUAKEWORLD
// baseline values
entity_state_t baseline;
extern int eval_colormod;
extern int eval_playermodel;
extern int eval_playerskin;
+extern int eval_SendEntity;
+extern int eval_Version;
+extern int eval_customizeentityforclient;
extern mfunction_t *SV_PlayerPhysicsQC;
extern mfunction_t *EndFrameQC;
// we should avoid extensive checking on entities already encountered
int areagridmarknumber;
- // PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE
+ // PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE, PROTOCOL_QUAKEWORLD
// baseline values
entity_state_t baseline;