players now keep their speed (not optimal: they should keep their angle relative...
authorkadaverjack <kadaverjack@f962a42d-fe04-0410-a3ab-8c8b0445ebaa>
Sat, 18 Mar 2006 10:20:47 +0000 (10:20 +0000)
committerkadaverjack <kadaverjack@f962a42d-fe04-0410-a3ab-8c8b0445ebaa>
Sat, 18 Mar 2006 10:20:47 +0000 (10:20 +0000)
commit8b946246bb7a32eaff6d964e5ff0afa2745ff224
tree7bfd225bb79177f3016d838d0c6836f14769b804
parent5b083f63b5decd08abdbae6bb6dfb9514ca6ad0a
players now keep their speed (not optimal: they should keep their angle relative to the teleporter as well) and become invis for a short time (to avoid "ghostimages" created by interpolation) when stepping through teleporters and fixed the items falling through floor bug hopefully once and for all (nexdm10 still gave warnings about stuck entities)

git-svn-id: svn://svn.icculus.org/nexuiz/trunk@1167 f962a42d-fe04-0410-a3ab-8c8b0445ebaa
data/qcsrc/server/gamec/cl_player.c
data/qcsrc/server/gamec/cl_weaponsystem.c
data/qcsrc/server/gamec/t_items.c
data/qcsrc/server/gamec/t_teleporters.c