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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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