{
this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
entity player = this.owner;
+ if (!this.realowner)
+ {
+ this.realowner = player;
+ if (IS_REAL_CLIENT(player))
+ FOREACH_CLIENT(true, {
+ assert(CS(it).entcs);
+ _entcs_send(CS(it).entcs, msg_entity = player, BITS(23), MSG_ONE);
+ });
+ return;
+ }
FOREACH(EntCSProps, it.m_check(this, player),
{
this.SendFlags |= BIT(it.m_id);
entity e = CS(player).entcs = new(entcs_sender);
e.owner = player;
setthink(e, entcs_think);
- e.nextthink = time;
+ e.nextthink = time + 0.033333333333;
Net_LinkEntity(e, false, 0, entcs_send);
}