@ -1274,15 +1274,15 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
@@ -1274,15 +1274,15 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
size=ent->v.size.z;
if(size>512)// big brushes may be rotated, but dist check does not cover this
dist=abs(delta.z),size=ent->v.size.z;
dist=fabs(delta.z),size=ent->v.size.z;
else
{
if(abs(delta.x)>dist)
dist=abs(delta.x);
if(abs(delta.y)>dist)
dist=abs(delta.y);
if(abs(delta.z)>dist)
dist=abs(delta.z);
if(fabs(delta.x)>dist)
dist=fabs(delta.x);
if(fabs(delta.y)>dist)
dist=fabs(delta.y);
if(fabs(delta.z)>dist)
dist=fabs(delta.z);
}
dist-=size/2;
@ -1314,7 +1314,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
@@ -1314,7 +1314,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
// attachments/sounds, so we may just skip adding it to packet
// but left it just hidden if we have enough visents to prevent
// sending big delta packets, but reserve 256 slots for visible
virtualBOOLIsPlayer(void){return!(pev->flags&FL_SPECTATOR);}// Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned