if (self.watersound_finished < time)
{
self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_PLAYER_SINGLE, "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, ATTEN_NORM);
+ sound (self, CH_PLAYER_SINGLE, "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');
}
{
// check for falling damage
float velocity_len = vlen(self.velocity);
- if(!self.hook.state && !(g_cts && !autocvar_g_cts_selfdamage))
+ if(!self.hook.state)
{
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)
float game_delay_last;
float RedirectionThink();
-entity SelectSpawnPoint (float anypoint);
void StartFrame (void)
{
execute_next_frame();
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);
}