I'm using pev->vuser1 vector for players to keep there some information for 
physics system. PM-shared code on server can read and  change it, if needed. 
But i also want to send this variable to client to make predicting work 
correctly.
I've added strings with it to delta.lst, added code in server's AddToFullPack, 
and in HUD_ProcessPlayerState added
VectorCopy( src->vuser1, dst->vuser1 );

Now, i can access this vector on client side this way -
gEngfuncs.GetLocalPlayer()->curstate.vuser1
But client's PM-shared code still can't read this vector from pmove->vuser1 - 
it reads three zero values.

What also should i do to make vuser1 avaiable in client-side prediction system?

(sorry for my english..)

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