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Check out the function void Physics_RunThinkFunctions( bool simulating ) in
physics_main.cpp.
It has the following code:

for ( int i = 1; i < gpGlobals->maxClients; i++ )
        {
            CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
            if ( pPlayer )
            {
                // Always reset clock to real sv.time
                gpGlobals->curtime = starttime;
                Physics_SimulateEntity( pPlayer );
            }
        }

Which would mean that this doesn't get called for the last player.

Robbie
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