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Wipe the entity frames on map changes, so we arn't left with lots of ents all over the void.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2452 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -242,6 +242,7 @@ void Broadcast(cluster_t *cluster, char *buffer, int length, int suitablefor)
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static void ParseServerData(sv_t *tv, netmsg_t *m, int to, unsigned int playermask)
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{
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int i;
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int protocol;
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viewer_t *v;
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@ -303,6 +304,10 @@ static void ParseServerData(sv_t *tv, netmsg_t *m, int to, unsigned int playerma
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memset(tv->players, 0, sizeof(tv->players));
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for (i = 0; i < MAX_ENTITY_FRAMES; i++)
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{
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tv->frame[i].numents = 0;
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}
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if (tv->usequkeworldprotocols)
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{
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