]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/sv_main.qc
Merge branch 'master' into samual/water_and_damage_blur
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
index 0a170635b877781576890064bff53e450ce4dda7..aebea7523f66fea9e67d93ee485024bffeb9ff36 100644 (file)
@@ -2,7 +2,7 @@
 void CreatureFrame (void)
 {
        local entity oldself;
-       local float dm, maxspeed;
+       local float dm;
        oldself = self;
        self = findfloat(world, iscreature, TRUE);
        while (self)
@@ -67,26 +67,26 @@ void CreatureFrame (void)
                                self.dmg = 2;
                        }
                        // check for falling damage
-                       if(!self.hook.state && !g_ca && !(g_cts && !cvar("g_cts_selfdamage")))
+                       float velocity_len = vlen(self.velocity);
+                       if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
                        {
-                               dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+                               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)
-                                       dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
+                                       dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
                                else
-                                       dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
+                                       dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
                                if (dm > 0)
                                        Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
                        }
 
-                       maxspeed = cvar("g_maxspeed");
-                       if(maxspeed > 0 && vlen(self.velocity) > maxspeed)
+                       if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
                                Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
 
                        // play stupid sounds
                        if (g_footsteps)
                        if (!gameover)
                        if (self.flags & FL_ONGROUND)
-                       if (vlen(self.velocity) > autocvar_sv_maxspeed * 0.6)
+                       if (velocity_len > autocvar_sv_maxspeed * 0.6)
                        if (!self.deadflag)
                        if (time < self.lastground + 0.2)
                        {
@@ -175,14 +175,14 @@ void StartFrame (void)
 
        WarpZone_StartFrame();
 
-       sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
+       sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
        if(sys_frametime <= 0)
                sys_frametime = 1.0 / 60.0; // somewhat safe fallback
 
        if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
-               orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout
+               orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
 
-       skill = cvar("skill");
+       skill = autocvar_skill;
 
        Spawnqueue_Check();
 
@@ -192,7 +192,7 @@ void StartFrame (void)
 
        if(game_delay_last == TRUE)
        if(game_delay == FALSE)
-       if(cvar("sv_eventlog"))
+       if(autocvar_sv_eventlog)
                        GameLogEcho(":startdelay_ended");
 
        game_delay_last = game_delay;
@@ -200,7 +200,7 @@ void StartFrame (void)
        // if in warmup stage and limit for warmup is hit start match
        if (inWarmupStage)
        if ((g_warmup_limit > 0 && time >= g_warmup_limit)
-        || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))
+        || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
        {
                ReadyRestart();
                return;
@@ -214,7 +214,7 @@ void StartFrame (void)
        RuneMatchGivePoints();
        bot_serverframe();
 
-       if(cvar("spawn_debugview"))
+       if(autocvar_spawn_debugview)
        {
                RandomSelection_Init();
                for(self = world; (self = find(self, classname, "player")); )