mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-24 21:02:14 +00:00
Server: more small perf tweaks
This commit is contained in:
parent
707141ec68
commit
87319e13cf
3 changed files with 57 additions and 192 deletions
|
@ -36,12 +36,12 @@ void() main =
|
|||
localcmd("echo Server starting...\n");
|
||||
}
|
||||
|
||||
float ai_delay_time;
|
||||
|
||||
//called for each frame that QC runs
|
||||
float zombie_cleaned_w;
|
||||
void() StartFrame =
|
||||
{
|
||||
deathmatch = cvar("deathmatch");
|
||||
//coop = cvar("coop");
|
||||
framecount = framecount + 1;
|
||||
|
||||
if (waypoint_mode) {
|
||||
|
@ -101,7 +101,11 @@ void() StartFrame =
|
|||
|
||||
if (roundinit) {
|
||||
Round_Core();
|
||||
|
||||
if (ai_delay_time < time) {
|
||||
Do_Zombie_AI ();
|
||||
ai_delay_time = time + 0.05;
|
||||
}
|
||||
} else {
|
||||
entity SpawnedIn;
|
||||
SpawnedIn = find(world, classname, "player");
|
||||
|
|
|
@ -64,21 +64,8 @@ var struct {
|
|||
|
||||
};
|
||||
|
||||
// so we know whether to use normal values or pull from our struct!
|
||||
float(float wep) isCustomWeapon =
|
||||
{
|
||||
if (wep >= 70)
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
string(float wep) GetWeaponName =
|
||||
{
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].name;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -217,11 +204,6 @@ string(float perk) GetPerkName =
|
|||
|
||||
float(float wep) GetFiretype =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].firetype;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -536,11 +518,6 @@ float(float wep, float type) getWeaponMultiplier =
|
|||
|
||||
float(float wep) getWeaponMag =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].magSize;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -642,11 +619,6 @@ float(float wep) getWeaponMag =
|
|||
|
||||
float(float wep) getWeaponAmmo =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].reserveSize;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -750,11 +722,6 @@ float(float wep) getWeaponAmmo =
|
|||
|
||||
float(float wep) getWeaponDamage =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].damage;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -852,10 +819,6 @@ float(float wep) getWeaponDamage =
|
|||
|
||||
float(float wep) GetWeaponShotcount =
|
||||
{
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].shotcount;
|
||||
}
|
||||
|
||||
switch(wep)
|
||||
{
|
||||
case W_DB:
|
||||
|
@ -879,13 +842,6 @@ float(float wep, float penetration_times) getWeaponPenetration =
|
|||
if (!penetration_times)
|
||||
return 2;
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
if (penetration_times >= CustomWeapons[wep - 70].bodypen)
|
||||
return 0;
|
||||
|
||||
return CustomWeapons[wep - 70].penetration;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -997,10 +953,6 @@ float(float wep, float penetration_times) getWeaponPenetration =
|
|||
|
||||
float(float wep) GetWeaponSpread =
|
||||
{
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].spread;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -1104,14 +1056,6 @@ float(float wep) GetWeaponSpread =
|
|||
|
||||
float(float wep, float delaytype) getWeaponDelay =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
if (delaytype == RELOAD)
|
||||
return CustomWeapons[wep - 70].rdelay;
|
||||
else if (delaytype == FIRE)
|
||||
return CustomWeapons[wep - 70].fdelay;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -1320,10 +1264,6 @@ float GetWeaponWalkSpeed(float perks, float weapontype)
|
|||
|
||||
spd = 0;
|
||||
|
||||
if (isCustomWeapon(weapontype)) {
|
||||
spd = CustomWeapons[weapontype - 70].walkspeed;
|
||||
}
|
||||
|
||||
switch(weapontype) {
|
||||
default: spd = 1;
|
||||
case W_KAR:
|
||||
|
@ -1361,10 +1301,6 @@ float GetWeaponWalkSpeed(float perks, float weapontype)
|
|||
|
||||
vector GetWeaponADSPos(float wep) {
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].adsofs;
|
||||
}
|
||||
|
||||
switch (wep) {
|
||||
case W_COLT:
|
||||
return [-2.99, 2.77, 0.92];
|
||||
|
@ -2337,13 +2273,6 @@ float(float wep, float frametype, optional float z) GetFrame =
|
|||
string(float wep, float gorvmodel) GetWeaponModel =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
if (gorvmodel)
|
||||
return CustomWeapons[wep - 70].gmodel;
|
||||
else
|
||||
return CustomWeapons[wep - 70].vmodel;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -2514,17 +2443,6 @@ string(float wep, float gorvmodel) GetWeaponModel =
|
|||
|
||||
string(float wep) GetWeapon2Model =
|
||||
{
|
||||
|
||||
// naievil -- fixme, add support for custom weapon2models
|
||||
/*
|
||||
if (isCustomWeapon(wep)) {
|
||||
if (gorvmodel)
|
||||
return CustomWeapons[wep - 70].gmodel;
|
||||
else
|
||||
return CustomWeapons[wep - 70].vmodel;
|
||||
}
|
||||
*/
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_BIATCH:
|
||||
|
@ -2543,11 +2461,6 @@ string(float wep) GetWeapon2Model =
|
|||
|
||||
string(float wep) GetWeaponSound =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].firesound;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_BIATCH:
|
||||
|
@ -2627,11 +2540,6 @@ string(float wep) GetWeaponSound =
|
|||
}
|
||||
|
||||
float(float wep) IsDualWeapon = {
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].isDual;
|
||||
}
|
||||
|
||||
switch(wep) {
|
||||
case W_BIATCH:
|
||||
return 1;
|
||||
|
@ -2643,11 +2551,6 @@ float(float wep) IsDualWeapon = {
|
|||
}
|
||||
|
||||
string(float wep) GetLeftWeaponModel = {
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].vmodel2;
|
||||
}
|
||||
|
||||
switch(wep) {
|
||||
case W_BIATCH:
|
||||
return "models/weapons/m1911/v_biatch_left.mdl";
|
||||
|
@ -2659,11 +2562,6 @@ string(float wep) GetLeftWeaponModel = {
|
|||
}
|
||||
|
||||
float(float wep) IsPapWeapon = {
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].ispap;
|
||||
}
|
||||
|
||||
switch(wep) {
|
||||
case W_BIATCH:
|
||||
case W_ARMAGEDDON:
|
||||
|
@ -2695,11 +2593,6 @@ float(float wep) IsPapWeapon = {
|
|||
}
|
||||
|
||||
float(float wep) GetWepSkin = {
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].skin;
|
||||
}
|
||||
|
||||
switch(wep) {
|
||||
case W_BIATCH:
|
||||
return 0;
|
||||
|
@ -2717,11 +2610,6 @@ float(float wep) GetWepSkin = {
|
|||
|
||||
float(float wep) EqualNonPapWeapon =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].nonpap;
|
||||
}
|
||||
|
||||
switch (wep) {
|
||||
case W_BIATCH:
|
||||
return W_COLT;
|
||||
|
@ -2785,11 +2673,6 @@ float(float wep) EqualNonPapWeapon =
|
|||
}
|
||||
float(float wep) EqualPapWeapon =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].pap;
|
||||
}
|
||||
|
||||
switch (wep) {
|
||||
case W_COLT:
|
||||
return W_BIATCH;
|
||||
|
@ -3168,11 +3051,6 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
|
|||
|
||||
void(float weptype) precache_extra =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(weptype)) {
|
||||
precache_model(CustomWeapons[weptype - 70].vmodel);
|
||||
}
|
||||
|
||||
switch (weptype) {
|
||||
case W_COLT:
|
||||
case W_BIATCH:
|
||||
|
@ -3364,11 +3242,6 @@ void(float weptype) precache_extra =
|
|||
|
||||
float(float wep) getWeaponRecoilReturn =
|
||||
{
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].recoil;
|
||||
}
|
||||
|
||||
switch (wep)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -3521,10 +3394,6 @@ float(float weapon, float stance) CrossHairWeapon =
|
|||
|
||||
sprd = 0;
|
||||
|
||||
if (isCustomWeapon(weapon)) {
|
||||
sprd = CustomWeapons[weapon - 70].crossmin;
|
||||
}
|
||||
|
||||
switch(weapon)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -3647,10 +3516,6 @@ float(float weapon, float stance) CrossHairMaxSpread =
|
|||
|
||||
sprd = 0;
|
||||
|
||||
if (isCustomWeapon(weapon)) {
|
||||
return CustomWeapons[weapon - 70].crossmax;
|
||||
}
|
||||
|
||||
switch(weapon)
|
||||
{
|
||||
case W_COLT:
|
||||
|
@ -4123,10 +3988,6 @@ vector (float wep) GetWeaponFlash_Offset =
|
|||
|
||||
float (float wep) GetWeaponFlash_Size = {
|
||||
|
||||
if (isCustomWeapon(wep)) {
|
||||
return CustomWeapons[wep - 70].flashsize;
|
||||
}
|
||||
|
||||
switch(wep) {
|
||||
case W_COLT:
|
||||
return 5;
|
||||
|
|
Loading…
Reference in a new issue