CLIENT/SERVER: Properly network that players drop-out to clientside rendering

This commit is contained in:
cypress 2023-12-28 09:59:28 -05:00
parent eaabc6b3a8
commit 981cd3a5ad
2 changed files with 12 additions and 0 deletions

View file

@ -561,6 +561,11 @@ noref void(float isnew) CSQC_Ent_Update =
self.flags = readfloat(); self.flags = readfloat();
self.stance = readbyte(); self.stance = readbyte();
if (self.movetype == MOVETYPE_TOSS)
self.solid = SOLID_NOT;
else
self.solid = SOLID_SLIDEBOX;
setmodelindex(self, self.modelindex); setmodelindex(self, self.modelindex);
if (self.stance == 2) if (self.stance == 2)
setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING); setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);

View file

@ -925,6 +925,13 @@ void() ClientDisconnect =
setmodel(self, "models/sprites/null.spr"); setmodel(self, "models/sprites/null.spr");
GameRestart_ResetPerkaColas(); GameRestart_ResetPerkaColas();
#ifdef FTE
// Network everything
self.SendFlags = 1;
#endif // FTE
}; };