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)
{
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)
{
float game_delay;
float game_delay_last;
-void Arena_Main();
-void RuneMatchGivePoints();
float RedirectionThink();
entity SelectSpawnPoint (float anypoint);
void StartFrame (void)
return;
}
- Arena_Main();
-
CreatureFrame ();
CheckRules_World ();
- RuneMatchGivePoints();
bot_serverframe();
FOR_EACH_PLAYER(self)