]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/sv_main.qc
Merge branch 'master' into Mario/vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
index b25528e1645ccf1f635a20e5ae2866dc05eaf045..9e4296539e9f72f983664c7b295af25aea97182f 100644 (file)
@@ -1,16 +1,45 @@
+#include "_all.qh"
+
+#include "anticheat.qh"
+#include "g_hook.qh"
+#include "g_world.qh"
+
+#include "bot/bot.qh"
+#include "bot/waypoints.qh"
+
+#include "command/common.qh"
+
+#include "mutators/mutators_include.qh"
+#include "weapons/csqcprojectile.qh"
+
+#include "../common/constants.qh"
+#include "../common/deathtypes.qh"
+#include "../common/mapinfo.qh"
+#include "../common/util.qh"
+
+#include "../common/vehicles/sv_vehicles.qh"
+#include "../common/weapons/all.qh"
+
+#include "../csqcmodellib/sv_model.qh"
+
+#include "../warpzonelib/common.qh"
+#include "../warpzonelib/server.qh"
+
+.float lastground;
+
 void CreatureFrame (void)
 {
        entity oldself;
        float dm;
 
        oldself = self;
-       for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); )
+       for(self = world; (self = findfloat(self, damagedbycontents, true)); )
        {
                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)
                {
@@ -111,6 +140,7 @@ void CreatureFrame (void)
                        if (g_footsteps)
                        if (!gameover)
                        if (self.flags & FL_ONGROUND)
+                       if (!self.crouch)
                        if (velocity_len > autocvar_sv_maxspeed * 0.6)
                        if (!self.deadflag)
                        if (time < self.lastground + 0.2)
@@ -210,10 +240,10 @@ void StartFrame (void)
        skill = autocvar_skill;
 
        // detect when the pre-game countdown (if any) has ended and the game has started
-       game_delay = (time < game_starttime) ? TRUE : FALSE;
+       game_delay = (time < game_starttime) ? true : false;
 
-       if(game_delay_last == TRUE)
-       if(game_delay == FALSE)
+       if(game_delay_last == true)
+       if(game_delay == false)
        if(autocvar_sv_eventlog)
                GameLogEcho(":startdelay_ended");
 
@@ -379,20 +409,20 @@ void SV_OnEntityPreSpawnFunction()
        else if (self.angles == '0 -2 0')
                self.angles = '+90 0 0';
 
-       if(self.originjitter_x != 0)
-               self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
-       if(self.originjitter_y != 0)
-               self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
-       if(self.originjitter_z != 0)
-               self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
-       if(self.anglesjitter_x != 0)
-               self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
-       if(self.anglesjitter_y != 0)
-               self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
-       if(self.anglesjitter_z != 0)
-               self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
+       if(self.originjitter.x != 0)
+               self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
+       if(self.originjitter.y != 0)
+               self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
+       if(self.originjitter.z != 0)
+               self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
+       if(self.anglesjitter.x != 0)
+               self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
+       if(self.anglesjitter.y != 0)
+               self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
+       if(self.anglesjitter.z != 0)
+               self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
        if(self.anglejitter != 0)
-               self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
+               self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
 
        if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
        {