Players in big sessions ended up on different BSPs:
- The host told clients about a switch only every half second, and not
reliably, so a client could predict its player for a while in a BSP it
hadn't loaded. A switch is now sent at once, reliably, ahead of the
players' new positions.
- A client still loading reports so: its input carries the BSP it has
loaded. Until it has the host's, the host takes none of its movement
(which falls there with no floor) and none of its loading zones.
- After a switch, by a trigger, a script or a skipped cutscene, no trigger
can switch again until every machine has loaded the new BSP (at most
ten seconds), so no client falls two switches behind.
- A player the host can't place beside whoever crossed, when a big team
runs out of room there, is placed beside another teammate instead of
being left where they were.