#include "g_hook.qh"
#include "g_world.qh"
-#include "bot/bot.qh"
-#include "bot/waypoints.qh"
+#include "bot/api.qh"
#include "command/common.qh"
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
#include "weapons/csqcprojectile.qh"
#include "../common/constants.qh"
#include "../common/util.qh"
#include "../common/vehicles/all.qh"
-#include "../common/weapons/all.qh"
+#include <common/weapons/_all.qh>
#include "../lib/csqcmodel/sv_model.qh"
{
// check for falling damage
float velocity_len = vlen(this.velocity);
- if(!this.hook.state)
+ bool have_hook = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook && this.(weaponentity).hook.state)
+ {
+ have_hook = true;
+ break;
+ }
+ }
+ if(!have_hook)
{
float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
if (IS_DEAD(this))
void CreatureFrame_All()
{
- FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
+ IL_EACH(g_damagedbycontents, it.damagedbycontents,
+ {
if (it.move_movetype == MOVETYPE_NOCLIP) continue;
CreatureFrame_Liquids(it);
CreatureFrame_FallDamage(it);
void StartFrame()
{
// TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
}
#endif
- FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
+ IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
if (RedirectionThink()) return;
CreatureFrame_All();
CheckRules_World();
- if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
+ if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
ReadyRestart();
return;
}
MUTATOR_CALLHOOK(SV_StartFrame);
FOREACH_CLIENT(true, GlobalStats_update(it));
- FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it));
+ IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
}
.vector originjitter;
if (this.gametypefilter != "")
if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
{
- remove(this);
+ delete(this);
__spawnfunc_expecting = false;
return;
}
if (!inv)
{
//print("cvarfilter fail\n");
- remove(this);
+ delete(this);
__spawnfunc_expecting = false;
return;
}
if(DoesQ3ARemoveThisEntity(this))
{
- remove(this);
+ delete(this);
__spawnfunc_expecting = false;
return;
}
- this.move_movetype = this.movetype;
+ set_movetype(this, this.movetype);
// support special -1 and -2 angle from radiant
if (this.angles == '0 -1 0')
if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this))
{
- remove(this);
+ delete(this);
__spawnfunc_expecting = false;
return;
}
void WarpZone_PostInitialize_Callback()
{
// create waypoint links for warpzones
- entity e;
- for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
+ //for(entity e = warpzone_first; e; e = e.warpzone_next)
+ for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
{
vector src, dst;
src = (e.absmin + e.absmax) * 0.5;