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engine: client: do not grab client updates during intermission, fixes the bug where player was seemingly moving during intermission
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@@ -1011,6 +1011,11 @@ void CL_PredictMovement( qboolean repredicting )
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if(( cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged ) >= CL_UPDATE_MASK )
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return;
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// goldsrc checks for intermission here, so it technically allows sending commands
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// during intermission but completely disables any client updates, predicted or not
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if( cl.intermission )
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return;
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// this is the last frame received from the server
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frame = &cl.frames[cl.parsecountmod];
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