return s;
}
+bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
+
/**
=============
ClientConnect
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
- this.move_qcphysics = true;
+ this.move_qcphysics = autocvar_sv_qcphysics;
// update physics stats (players can spawn before physics runs)
Physics_UpdateStats(this);