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engine: client: fix crash if server sends new movevars before entities were created
Nothing bad will happen if we skip wave height for world entity for now, but we might need to handle this situation somehow in the future.
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@@ -83,7 +83,10 @@ static void CL_ParseNewMovevars( sizebuf_t *msg )
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R_SetupSky( clgame.movevars.skyName );
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clgame.oldmovevars = clgame.movevars;
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clgame.entities->curstate.scale = clgame.movevars.waveHeight;
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// FIXME: set world wave height when entities will be allocated
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if( clgame.entities )
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clgame.entities->curstate.scale = clgame.movevars.waveHeight;
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// keep features an actual!
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clgame.oldmovevars.features = clgame.movevars.features = host.features;
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