Reduce the chances of input_cursor_entity getting stale values on map changes.
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@ -2315,6 +2315,10 @@ void SV_Begin_Core(client_t *split)
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return;
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}
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split->spawned = true;
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split->lastcmd.cursor_entitynumber = 0; //make sure this doesn't get reapplied between maps...
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split->lastcmd.buttons = 0;
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split->lastcmd.impulse = 0;
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split->lastcmd.weapon = 0;
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#ifdef Q2SERVER
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if (ge)
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