mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-28 14:42:05 +00:00
137 lines
2.5 KiB
C++
137 lines
2.5 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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float max_clients;
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// Various cvars [possibly] referenced by QC
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float rocket_jump;
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float sv_mintic, sv_maxtic;
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float sv_gravity;
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float sv_stopspeed, sv_maxspeed, sv_spectatormaxspeed;
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float sv_accelerate, sv_airaccelerate, sv_wateraccelerate;
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float sv_friction, sv_waterfriction;
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float cl_rollangle, cl_rollspeed;
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#define SV_FRAMES_BEFORE_SPAWN 3
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void ()
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main =
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{
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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)))
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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 ()
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StartFrame =
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{
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if (sv_spawning) {
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sv_spawning--;
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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)
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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 ()
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PlayerStartFrame =
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{
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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 ()
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PlayerEndFrame =
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{
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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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