ensure that ent->classname is always non-null (for entity numbers up to level.num_entities-1, and ENTITYNUM_WORLD and ENTITYNUM_NONE), for player entities and #ENTITYNUM_NONE in particular, patch by DevHC
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4 changed files with 341 additions and 79 deletions
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@ -466,6 +466,10 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
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// range are NEVER anything but clients
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level.num_entities = MAX_CLIENTS;
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for ( i=0 ; i<MAX_CLIENTS ; i++ ) {
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g_entities[i].classname = "clientslot";
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}
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// let the server system know where the entites are
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trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
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&level.clients[0].ps, sizeof( level.clients[0] ) );
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