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Clear any effects on disconnect.
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@ -125,6 +125,7 @@ void ClientDisconnect( edict_t *pEntity )
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// since the edict doesn't get deleted, fix it so it doesn't interfere.
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pEntity->v.takedamage = DAMAGE_NO;// don't attract autoaim
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pEntity->v.solid = SOLID_NOT;// nonsolid
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pEntity->v.effects = 0;// clear any effects
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UTIL_SetOrigin( &pEntity->v, pEntity->v.origin );
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g_pGameRules->ClientDisconnected( pEntity );
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