+#include "sv_main.qh"
#include "anticheat.qh"
#include "g_hook.qh"
if(!this.hook.state)
{
float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
- if (this.deadflag)
+ if (IS_DEAD(this))
dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
else
dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
void Pause_TryPause(bool ispaused)
{
int n = 0;
- entity it;
- FOR_EACH_REALPLAYER(it)
- {
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
++n;
- }
+ ));
if (!n) return;
setpause(ispaused);
}
bool autocvar_sv_autopause = true;
float RedirectionThink();
+void PM_Main(Client this);
void StartFrame()
{
- SELFPARAM();
+ // 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), PM_Main(it));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITH(entity, self, it, PlayerPreThink()));
+
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
int c_seeing = 0;
int c_seen = 0;
- entity cl;
- FOR_EACH_CLIENT(cl)
- {
- if(IS_REAL_CLIENT(cl))
+ FOREACH_CLIENT(true, LAMBDA(
+ if(IS_REAL_CLIENT(it))
++c_seeing;
- if(IS_PLAYER(cl))
+ if(IS_PLAYER(it))
++c_seen;
- }
+ ));
LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
CreatureFrame_All();
CheckRules_World();
- // if in warmup stage and limit for warmup is hit start match
- 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))
+ if(warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit)
{
ReadyRestart();
return;
MUTATOR_CALLHOOK(SV_StartFrame);
FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITH(entity, self, it, PlayerPostThink()));
}
.vector originjitter;
}
}
inv = !inv;
-:cvar_fail
+LABEL(cvar_fail)
// now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
if (!inv)
{