old_base = PlayerChunks().Base();
sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
}
+ // if we have packet skip enabled and just pushed an entity
+ // update, don't also send chunk data
+ if (NetStat().SuggestedPacketSkip() > 0 && entity_updates_skipped == 0) {
+ return;
+ }
if (transmitter.Transmitting()) {
transmitter.Transmit();
return;