use "realtime", not the float time global, for entity allocation and freeing to protect the entity slot for 0.5 seconds (now 1 second). Should help entity networking a lot, as the time global doesn't grow monotonically when cl_movement is used on a client (basically, a client with 500ms latency can free an entity in PlayerPreThink, and that entity slot could get immediately reused in the next server frame or think function).
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8891
d7cf8633-e32d-0410-b094-
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