float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
float projectile = (self.flags & FL_PROJECTILE);
+ float monster = (self.flags & FL_MONSTER);
if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
{
self.dmgtime = 0;
}
- if(!vehic && !projectile) // vehicles and projectiles don't drown
+ if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
{
if (self.waterlevel != WATERLEVEL_SUBMERGED)
{
game_delay_last = game_delay;
+ CreatureFrame ();
+ CheckRules_World ();
+
// if in warmup stage and limit for warmup is hit start match
- if (warmup_stage)
- if ((g_warmup_limit > 0 && time >= g_warmup_limit)
+ if(warmup_stage)
+ if(!gameover)
+ if((g_warmup_limit > 0 && time >= g_warmup_limit)
|| (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
{
ReadyRestart();
return;
}
- CreatureFrame ();
- CheckRules_World ();
-
bot_serverframe();
FOR_EACH_PLAYER(self)
self.porto_forbidden = max(0, self.porto_forbidden - 1);
+ anticheat_startframe();
+
MUTATOR_CALLHOOK(SV_StartFrame);
}