#define spawn_pure() _spawn()
#endif
+#ifdef SVQC
+// TODO
+.bool move_qcphysics;
+#endif
+
entity __spawn(string _classname, string _sourceLoc, bool pure)
{
entity this = pure ? spawn_pure() : _spawn();
setorigin(this, (world.mins + world.maxs) * 0.5);
#endif
}
+ #ifdef SVQC
+ else {
+ this.move_qcphysics = true;
+ }
+ #endif
return this;
}
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
+ this.move_qcphysics = true;
+
// update physics stats (players can spawn before physics runs)
Physics_UpdateStats(this);