// start on the entity after the world
cl.num_brushmodel_entities = 0;
- for (i = 1;i < cl.num_entities;i++)
+ for (i = cl.maxclients + 1;i < cl.num_entities;i++)
{
if (cl.entities_active[i])
{
{
// do not interpolate the bmodels for this
CL_UpdateNetworkEntity(ent, 32, false);
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
}
}
}
void CL_RelinkWorld(void)
{
entity_t *ent = &cl.entities[0];
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
ent->render.matrix = identitymatrix;
CL_UpdateRenderEntity(&ent->render);
V_DriftPitch();
V_FadeViewFlashs();
- if (cl.movement_predicted)
- {
- // if prediction is enabled we have to update all the collidable
- // network entities before the prediction code can be run
- CL_UpdateNetworkCollisionEntities();
- }
+ // if prediction is enabled we have to update all the collidable
+ // network entities before the prediction code can be run
+ CL_UpdateNetworkCollisionEntities();
// now update the player prediction
CL_ClientMovement_Replay();