- compensate sv_fps for timescale value.
- Add a non-dirty-hack fix for client hanging when unpausing a game.
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@@ -219,6 +219,10 @@ void CL_ParseSnapshot( msg_t *msg ) {
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newSnap.serverTime = MSG_ReadLong( msg );
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// if we were just unpaused, we can only *now* really let the
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// change come into effect or the client hangs.
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cl_paused->modified = 0;
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newSnap.messageNum = clc.serverMessageSequence;
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deltaNum = MSG_ReadByte( msg );
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