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Sometimes when the game server doesnt crash, the quake-c fault is not so obvious. Seems like this screen might have a few too many cubes though.
Hint: the actual morph cube sequence goes like this: A spawner starts up and spawns a number of cubes at random specced by an sv_{} variable. After a timeout those cubes go away and new ones spawn in other random locations.
What went wrong here was the cubes were not timing out and going away like they were supposed to. This was likely a logic fault that didnt start the timeout sequence or a .nextthink time assignment failure on the .think() to remove the cubes.