+ {
+ // this doesn't apply to clients, and only applies to unmatched entities
+ // don't run think/move on newly spawned projectiles as it messes up
+ // movement interpolation and rocket trails, and is inconsistent with
+ // respect to entities spawned in the same frame
+ // (if an ent spawns a higher numbered ent, it moves in the same frame,
+ // but if it spawns a lower numbered ent, it doesn't - this never moves
+ // ents in the first frame regardless)
+ if(!didmove && GAMEPLAYFIX_DELAYPROJECTILES(this) > 0)
+ return;