#include "command/common.qh"
#include "mutators/mutators_include.qh"
-#include "vehicles/vehicle.qh"
#include "weapons/csqcprojectile.qh"
#include "../common/constants.qh"
#include "../common/mapinfo.qh"
#include "../common/util.qh"
+#include "../common/vehicles/all.qh"
#include "../common/weapons/all.qh"
#include "../csqcmodellib/sv_model.qh"
{
if (self.movetype == MOVETYPE_NOCLIP) { continue; }
- float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
+ float vehic = IS_VEHICLE(self);
float projectile = (self.flags & FL_PROJECTILE);
- float monster = (self.flags & FL_MONSTER);
+ float monster = IS_MONSTER(self);
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)
{
float t, pp, c_seeing, c_seen;
entity cl;
t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
- print("CEFC time: ", ftos(t * 1000), "ms; ");
+ LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
c_seeing = 0;
c_seen = 0;
FOR_EACH_CLIENT(cl)
if(IS_PLAYER(cl))
++c_seen;
}
- print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
- print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
+ LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
+ LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
client_cefc_accumulatortime = time;
client_cefc_accumulator = 0;