split CL_ClientMovement into CL_ClientMovement_Input (called each input packet) and CL_ClientMovement_Replay (called each frame) functions to cure a feedback loop that could freeze up a client with a full prediction queue (prediction became slower with each queue item, and the server was not affected by the slowness of the replay, so it could keep the client busy with an endless packet stream and the client would never catch up)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5423
d7cf8633-e32d-0410-b094-
e92efae38249