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