PROP(true, skin, \
{ WriteByte(chan, this.skin); }, \
{ this.skin = ReadByte(); }) \
+ \
+ PROP(true, clientcolors, \
+ { WriteByte(chan, this.clientcolors); }, \
+ { this.colormap = ReadByte(); }) \
+ \
+ PROP(true, frags, \
+ { WriteShort(chan, this.frags); }, \
+ { this.frags = ReadShort(); }) \
\
/**/
sf |= this.m_forceupdate;
this.m_forceupdate = 0;
bool valid =
- IS_PLAYER(player) // player must be active
- || player == to // player is self
+ time > game_starttime
+ && (IS_PLAYER(player) // player must be active
+ || player == to) // player is self
;
if (!valid) sf = 0;
if (chan == MSG_ENTITY)
void entcs_detach(entity player)
{
if (!player.entcs) return;
- remove(player.entcs);
+ delete(player.entcs);
player.entcs = NULL;
}
int n = this.sv_entnum;
entity e = entcs_receiver(n);
entcs_receiver(n, NULL);
- if (e != this) remove(e);
+ if (e != this) delete(e);
}
void entcs_think(entity this)