+ // make a second pass to see if any ents spawned this frame and make
+ // sure they run their move/think
+ if (sv_gameplayfix_delayprojectiles.integer < 0)
+ for (i = svs.maxclients + 1, ent = PRVM_EDICT_NUM(i);i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
+ if (!ent->priv.server->move && !ent->priv.server->free)
+ SV_Physics_Entity(ent);
+ }