===============
*/
-void World_LinkEdict(world_t *world, prvm_edict_t *ent, const vec3_t mins, const vec3_t maxs)
+void World_LinkEdict(world_t *world, prvm_edict_t *ent, const vec3_t mins, const vec3_t maxs, qbool link_solid_not)
{
prvm_prog_t *prog = world->prog;
// unlink from old position first
if (ent->priv.server->areagrid[0].list.prev)
World_UnlinkEdict(ent);
+ // some games don't want SOLID_NOT entities linked
+ if (!link_solid_not && PRVM_serveredictfloat(ent, solid) == SOLID_NOT)
+ return;
+
// don't add the world
if (ent == prog->edicts)
return;