Non moving objects can only think
=============
*/
+// LordHavoc: inlined manually because it was a real time waster
+/*
void SV_Physics_None (edict_t *ent)
{
// regular thinking
SV_RunThink (ent);
}
+*/
/*
=============
SV_Physics_Pusher (ent);
break;
case MOVETYPE_NONE:
- SV_Physics_None (ent);
+// SV_Physics_None (ent);
+ // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
+ if (ent->v.nextthink > 0 && ent->v.nextthink <= sv.time + sv.frametime)
+ SV_RunThink (ent);
break;
case MOVETYPE_FOLLOW:
SV_Physics_Follow (ent);