ent->v->angles[1] += trace.fraction * pushangles[1];
SV_LinkEdict (ent, true);
- if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
+ if (trace.fraction < 1 && trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
SV_Impact (ent, trace.ent);
return trace;
}
if (pr_global_struct->force_retouch)
SV_LinkEdict (ent, true); // force retouch even for stationary
- if (i > 0 && i <= MAX_SCOREBOARD)
+ if (i > 0 && i <= svs.maxclients)
{
- if (!svs.connectedclients[i-1] || !svs.connectedclients[i-1]->spawned)
+ if (!svs.clients[i-1].spawned)
continue;
// connected slot
// call standard client pre-think
VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
}
// relink normal entities here, players always get relinked so don't relink twice
- if (!(i > 0 && i <= MAX_SCOREBOARD))
+ if (!(i > 0 && i <= svs.maxclients))
SV_LinkEdict(ent, false);
break;
case MOVETYPE_STEP:
SV_Physics_Toss (ent);
break;
case MOVETYPE_FLY:
- if (i > 0 && i <= MAX_SCOREBOARD)
+ if (i > 0 && i <= svs.maxclients)
{
if (SV_RunThink (ent))
{
break;
}
- if (i > 0 && i <= MAX_SCOREBOARD && !ent->e->free)
+ if (i > 0 && i <= svs.maxclients && !ent->e->free)
{
SV_CheckVelocity (ent);