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engine: server: add new client state cs_spawning, to ensure that client cannot spawn before it has an entity
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@@ -94,6 +94,7 @@ typedef enum
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cs_free = 0, // can be reused for a new connection
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cs_zombie, // client has been disconnected, but don't reuse connection for a couple seconds
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cs_connected, // has been assigned to a sv_client_t, but not in game yet
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cs_spawning, // put in game, but not spawned yet
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cs_spawned // client is fully in game
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} cl_state_t;
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