Replace the gamestate resend approach for map_restart with a custom
snapshot flag (SNAPFLAG_RESET_ENTITIES, bit 4 in snapFlags byte).
Server side (sv_netdemo.c):
- On restart frame, OR the flag into svs.snapFlagServerBit (one-shot)
- Cleared at the start of the next playback frame
Client side (cg_snapshot.c):
- CG_SetNextSnap: clear currentValid for all entities when flag is set,
making them all "new" — existing interpolation check at line 228
sets interpolate=qfalse, CG_TransitionEntity calls CG_ResetEntity
- Also set cg.nextFrameTeleport=qtrue to prevent playerstate
interpolation during follow mode
No loading screen, no lost frames, no gamestate resend. Entities and
playerstate both snap to correct positions on map_restart.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Debug TA and Release TA configs now copy their output DLLs to
workdir/missionpack/ instead of workdir/baseq3/, matching the
Q3 Team Arena directory layout. MISSIONPACK was already defined
for TA configs; this completes the baseline TA setup.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>