{
vec3_t v_angle;
+ //Con_Printf("clientthink for %ims\n", (int) (sv.frametime * 1000));
+
SV_ApplyClientMove();
// make sure the velocity is sane (not a NaN)
SV_CheckVelocity(host_client->edict);
}
// now copy the new move
host_client->cmd = sv_readmoves[sv_numreadmoves-1];
+ host_client->cmd.time = max(host_client->cmd.time, sv.time);
+ // physics will run up to sv.time, so allow no predicted moves
+ // before that otherwise, there is a speedhack by turning
+ // prediction on and off repeatedly on client side because the
+ // engine would run BOTH client and server physics for the same
+ // time
host_client->movesequence = 0;
// make sure that normal physics takes over immediately
host_client->clmovement_skipphysicsframes = 0;