]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/sv_main.qc
Switch my physics to be default for testing purposes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
index d80b777a6f129197428f16146e36af1b32fc186a..a9b2443b73f1715fdf1678a7a8b781517a32f624 100644 (file)
@@ -93,7 +93,7 @@ void CreatureFrame (void)
                {
                        // check for falling damage
                        float velocity_len = vlen(self.velocity);
-                       if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
+                       if(!self.hook.state && !(g_cts && !autocvar_g_cts_selfdamage))
                        {
                                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)
@@ -175,9 +175,9 @@ void StartFrame (void)
                c_seen = 0;
                FOR_EACH_CLIENT(cl)
                {
-                       if(clienttype(cl) == CLIENTTYPE_REAL)
+                       if(IS_REAL_CLIENT(cl))
                                ++c_seeing;
-                       if(cl.classname == "player")
+                       if(IS_PLAYER(cl))
                                ++c_seen;
                }
                print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
@@ -209,19 +209,13 @@ void StartFrame (void)
 
        skill = autocvar_skill;
 
-       count_players();
-       if(g_ca || g_freezetag)
-               count_alive_players();
-       Arena_Warmup();
-       Spawnqueue_Check();
-
        // detect when the pre-game countdown (if any) has ended and the game has started
        game_delay = (time < game_starttime) ? TRUE : FALSE;
 
        if(game_delay_last == TRUE)
        if(game_delay == FALSE)
        if(autocvar_sv_eventlog)
-                       GameLogEcho(":startdelay_ended");
+               GameLogEcho(":startdelay_ended");
 
        game_delay_last = game_delay;