// Reads a snapshot and updates the client game state.
virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0;
// Patches the network entity states at the client with a snapshot.
virtual bool ClientApplySnapshot( int clientNum, int sequence ) = 0;