X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fsv_main.qc;h=9e4296539e9f72f983664c7b295af25aea97182f;hp=3a14529ba8622dc84e6d484f8508b50b3b14d3da;hb=ae2c1407ec9a05e4f501a6604a7cce8e1030df9f;hpb=162f44cd51240d42732b894d8d28de9f03fe7b62 diff --git a/qcsrc/server/sv_main.qc b/qcsrc/server/sv_main.qc index 3a14529ba8..9e4296539e 100644 --- a/qcsrc/server/sv_main.qc +++ b/qcsrc/server/sv_main.qc @@ -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) { @@ -94,7 +123,7 @@ void CreatureFrame (void) { // 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) @@ -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) @@ -155,7 +185,6 @@ float game_delay; float game_delay_last; float RedirectionThink(); -entity SelectSpawnPoint (float anypoint); void StartFrame (void) { execute_next_frame(); @@ -211,10 +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"); @@ -380,20 +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)) {