.bool m_entcs_private;
/** True when origin is available */
-// FIXME: it seems sometimes this is false when observing even though observers should be able to know about all players
-// easily reproducible on heart_v2 or The_Yard with bots - might be because they lack waypoints and bots stand still
-// it has happened in matches with players and no bots but much more rarely
.bool has_origin;
/** True when a recent server sent origin has been received */
void entcs_force_origin(entity player);
+ void entcs_update_players(entity player);
+
bool radar_showenemies;
#endif