// sv.time when the object was freed (to prevent early reuse which could
// mess up client interpolation or obscure severe QuakeC bugs)
float freetime;
+ // mark for the leak detector
+ int mark;
+ // place in the code where it was allocated (for the leak detector)
+ const char *allocation_origin;
// initially false to prevent projectiles from moving on their first frame
// (even if they were spawned by an synchronous client think)
qboolean move;