Send the player entity to the server when in intermission.

I don't think that this has any visible effect, but it's saver than
assume that in multiplayer all clients enter the intermission at the
same time. This was reported by maraakate in yquake2 issue #160.
This commit is contained in:
Yamagi Burmeister 2016-12-17 09:51:19 +01:00
parent 2820da8267
commit 75ea8fe63c

View file

@ -52,6 +52,8 @@ MoveClientToIntermission(edict_t *ent)
ent->s.sound = 0;
ent->solid = SOLID_NOT;
gi.linkentity(ent);
/* add the layout */
if (deathmatch->value || coop->value)
{