PlayerState_attach(this);
accuracy_resend(this);
- if (IS_BOT_CLIENT(this))
- {
- if (teamplay && Team_IsValidIndex(this.bot_forced_team))
- SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
- else
- this.bot_forced_team = 0;
- }
+ if (teamplay && this.bot_forced_team)
+ SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
if (this.team < 0)
TeamBalance_JoinBestTeam(this);
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
- this.move_qcphysics = autocvar_sv_qcphysics;
+ this.move_qcphysics = true;
// update physics stats (players can spawn before physics runs)
Physics_UpdateStats(this);