diff --git a/src/engine/client/cl_parse.cpp b/src/engine/client/cl_parse.cpp index cf91714f19..2169c114fd 100644 --- a/src/engine/client/cl_parse.cpp +++ b/src/engine/client/cl_parse.cpp @@ -409,6 +409,9 @@ void CL_ParseGamestate( msg_t *msg ) // a gamestate always marks a server command sequence clc.serverCommandSequence = MSG_ReadLong( msg ); + + // trash any commands from previous game + clc.lastExecutedServerCommand = clc.serverCommandSequence; } // parse all the configstrings and baselines diff --git a/src/engine/server/sv_client.cpp b/src/engine/server/sv_client.cpp index 3b6f336754..469c99f96a 100644 --- a/src/engine/server/sv_client.cpp +++ b/src/engine/server/sv_client.cpp @@ -354,6 +354,7 @@ void SV_SendClientGameState( client_t *client ) // we have to do this cause we send the client->reliableSequence // with a gamestate and it sets the clc.serverCommandSequence at // the client side + // TODO(0.57): remove. The client will just throw away old commands on getting a gamestate SV_UpdateServerCommandsToClient( client, &msg ); // send the gamestate