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