X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fsv_main.qc;h=c8a75032bffa6fbca95ea045ebd089baf1c8dc93;hp=2dc7ab190035f44c5212a23c088adb284084c6ca;hb=31bf64ba7821ebb5c0aba8a154472810074ed11e;hpb=6c4446c0a7fd41a7539ad2983aebef4d1c323911 diff --git a/qcsrc/server/sv_main.qc b/qcsrc/server/sv_main.qc index 2dc7ab1900..c8a75032bf 100644 --- a/qcsrc/server/sv_main.qc +++ b/qcsrc/server/sv_main.qc @@ -2,15 +2,16 @@ void CreatureFrame (void) { entity oldself; float dm; - + oldself = self; for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); ) { if (self.movetype == MOVETYPE_NOCLIP) { continue; } - + float vehic = (self.vehicle_flags & VHF_ISVEHICLE); float projectile = (self.flags & FL_PROJECTILE); - + float monster = (self.flags & FL_MONSTER); + 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) { if (!(self.flags & FL_INWATER)) @@ -19,7 +20,7 @@ void CreatureFrame (void) self.dmgtime = 0; } - if(!vehic && !projectile) // vehicles and projectiles don't drown + if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown { if (self.waterlevel != WATERLEVEL_SUBMERGED) { @@ -38,11 +39,11 @@ void CreatureFrame (void) } } } - + if (self.dmgtime < time) { - self.dmgtime = time + autocvar_g_balance_contents_damagerate; - + self.dmgtime = time + autocvar_g_balance_contents_damagerate; + if (projectile) { if (self.watertype == CONTENT_LAVA) @@ -61,7 +62,7 @@ void CreatureFrame (void) if (self.watersound_finished < time) { self.watersound_finished = time + 0.5; - sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_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'); } @@ -70,7 +71,7 @@ void CreatureFrame (void) if (self.watersound_finished < time) { self.watersound_finished = time + 0.5; - sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_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'); } @@ -82,7 +83,7 @@ void CreatureFrame (void) if (self.flags & FL_INWATER) { // play leave water sound - self.flags &~= FL_INWATER; + self.flags &= ~FL_INWATER; self.dmgtime = 0; } self.air_finished = time + 12; @@ -93,7 +94,7 @@ 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) @@ -125,7 +126,7 @@ void CreatureFrame (void) else dprint(ftos(trace_dphitq3surfaceflags), "\n"); */ - if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) + if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) { if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND); @@ -135,7 +136,7 @@ void CreatureFrame (void) } } } - + self.oldvelocity = self.velocity; } self = oldself; @@ -219,23 +220,26 @@ void StartFrame (void) 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); } @@ -249,7 +253,7 @@ void SV_OnEntityPreSpawnFunction() { if (self) if (self.gametypefilter != "") - if not(isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter)) + if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter)) { remove(self); return; @@ -349,14 +353,14 @@ void SV_OnEntityPreSpawnFunction() else { k = s; - if not(cvar(k)) + if (!cvar(k)) goto cvar_fail; } } inv = !inv; :cvar_fail // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it - if not(inv) + if (!inv) { //print("cvarfilter fail\n"); remove(self);