if (self.watersound_finished < time)
{
self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTEN_NORM);
}
Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
}
if (self.watersound_finished < time)
{
self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTEN_NORM);
}
Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
}
if (self.flags & FL_INWATER)
{
// play leave water sound
- self.flags &~= FL_INWATER;
+ self.flags &= ~FL_INWATER;
self.dmgtime = 0;
}
self.air_finished = time + 12;
{
// check for falling damage
float velocity_len = vlen(self.velocity);
- if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
+ if(!self.hook.state && !(g_cts && !autocvar_g_cts_selfdamage))
{
dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (self.deadflag)
c_seen = 0;
FOR_EACH_CLIENT(cl)
{
- if(clienttype(cl) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(cl))
++c_seeing;
- if(cl.classname == "player")
+ if(IS_PLAYER(cl))
++c_seen;
}
print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
skill = autocvar_skill;
- count_players();
- if(g_ca || g_freezetag)
- count_alive_players();
- Arena_Warmup();
- Spawnqueue_Check();
-
// detect when the pre-game countdown (if any) has ended and the game has started
game_delay = (time < game_starttime) ? TRUE : FALSE;
if(game_delay_last == TRUE)
if(game_delay == FALSE)
if(autocvar_sv_eventlog)
- GameLogEcho(":startdelay_ended");
+ GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;