// call player physics, this needs the proper frametime
PRVM_serverglobalfloat(frametime) = sv.frametime;
- SV_ClientThink();
+ SV_PlayerPhysics();
// call standard client pre-think, with frametime = 0
PRVM_serverglobalfloat(time) = sv.time;
// don't run physics here if running asynchronously
if (host_client->clmovement_inputtimeout <= 0)
{
- SV_ClientThink();
+ SV_PlayerPhysics();
//host_client->cmd.time = max(host_client->cmd.time, sv.time);
}