mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 14:41:57 +00:00
113 lines
2.1 KiB
C++
113 lines
2.1 KiB
C++
#include "common.qh"
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#include "server.qh"
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#include "damage.qh"
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#include "bodyque.qh"
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#include "weapon.qh"
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#include "client.qh"
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#include "sz_watch.qh"
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#include "mdl_player.qh"
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#include "mdl_eyes.qh"
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#include "act_player.qh"
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#include "delays.qh"
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#include "mapents.qh"
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#define SV_FRAMES_BEFORE_SPAWN 3
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void() main = {
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local entity walk;
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/* Must be first. */
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max_clients = 0;
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walk = world;
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while (walk = nextent(walk)) max_clients++;
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sv_spawning = SV_FRAMES_BEFORE_SPAWN;
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damage_init();
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bodyque_init();
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weapon_init();
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client_init();
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SZ_init();
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mdl_player_init();
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mdl_eyes_init();
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act_player_init();
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};
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float players_frame_started;
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void() StartFrame = {
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if (sv_spawning) {
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sv_spawning = sv_spawning - 1;
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if (!sv_spawning) {
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if (!intermission_head)
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intermission_head = spawn_head;
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if (!spawn_head)
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error("Unable to find a spawn point.\n");
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}
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}
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SZ_frame();
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rocket_jump = stof(infokey(world, "rj"));
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if (rocket_jump <= 1) rocket_jump = 0;
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sv_mintic = cvar("sv_mintic");
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sv_maxtic = cvar("sv_maxtic");
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sv_gravity = cvar("sv_gravity");
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sv_stopspeed = cvar("sv_stopspeed");
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sv_maxspeed = cvar("sv_maxspeed");
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sv_spectatormaxspeed = cvar("sv_spectatormaxspeed");
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sv_accelerate = cvar("sv_accelerate");
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sv_airaccelerate = cvar("sv_airaccelerate");
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sv_wateraccelerate = cvar("sv_wateraccelerate");
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sv_friction = cvar("sv_friction");
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sv_waterfriction = cvar("sv_waterfriction");
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cl_rollangle = cvar("cl_rollangle");
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cl_rollspeed = cvar("cl_rollspeed");
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PlayerStartFrame();
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players_frame_started = -1;
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};
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/* This is really called by QSG engines */
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// void() EndFrame = { };
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void() PlayerStartFrame = {
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if (players_frame_started == -1) {
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/* First player after StartFrame */
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players_frame_started = TRUE;
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return;
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}
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if (players_frame_started)
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return;
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players_frame_started = TRUE;
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delays_swapin_stats_all();
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};
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void() PlayerEndFrame = {
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/* Unfortunately, a newmis can us damage this frame,
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after our postthink has been called. Damn. */
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/* We just force an update this frame for now. */
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if (newmis) {
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delays_force_update_all();
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} else {
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players_frame_started = FALSE;
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delays_swapout_stats_all();
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}
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};
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