735 lines
17 KiB
C
735 lines
17 KiB
C
#include "g_local.h"
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#include "g_Skeletons.h"
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#include "ArrayedList.h"
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#include "vector.h"
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#include "g_Physics.h"
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#include "g_volume_effect.h"
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#include "PrimitiveDisplayHack.h"
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#include "q_shared.h"
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#include "timing.h"
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#include "fx.h"
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#include "Utilities.h"
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#include "random.h"
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#include "g_playstats.h"
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#include "p_anims2.h"
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#include "cl_strings.h"
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//Used for monster_speeds timing stuff
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#ifdef _DEVEL
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__int64 begin_monster_time, end_monster_time;
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__int64 begin_ent_time, end_ent_time;
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__int64 next_update, all, mt, cur_all, cur_mt;
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int num_monsters, num_ents;
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#endif //_DEVEL
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game_locals_t game;
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level_locals_t level;
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game_import_t gi;
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game_export_t globals;
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spawn_temp_t st;
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int sm_meat_index;
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qboolean MonsterAdvanceFrame=false;
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//int snd_fry;
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edict_t *g_edicts;
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cvar_t *deathmatch;
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cvar_t *coop;
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cvar_t *dmflags;
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cvar_t *skill;
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cvar_t *fraglimit;
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cvar_t *timelimit;
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cvar_t *password;
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cvar_t *maxclients;
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cvar_t *maxentities;
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cvar_t *sv_maplist;
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cvar_t *g_select_empty;
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cvar_t *dedicated;
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cvar_t *filterban;
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cvar_t *sv_maxvelocity;
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cvar_t *sv_gravity;
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cvar_t *sv_friction;
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cvar_t *sv_rollspeed;
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cvar_t *sv_rollangle;
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cvar_t *gun_x;
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cvar_t *gun_y;
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cvar_t *gun_z;
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cvar_t *run_pitch;
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cvar_t *run_roll;
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cvar_t *bob_up;
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cvar_t *bob_pitch;
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cvar_t *bob_roll;
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cvar_t *sv_cheats;
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cvar_t *sv_nomonsters=NULL;
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cvar_t *sv_freezemonsters;
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cvar_t *autorotate;
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cvar_t *blood;
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cvar_t *checkanim;
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cvar_t *pvs_cull;
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cvar_t *showbuoys;
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cvar_t *showlitebuoys;
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cvar_t *mgai_debug;
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cvar_t *deactivate_buoys;
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cvar_t *anarchy;
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cvar_t *impact_damage;
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cvar_t *cheating_monsters;
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cvar_t *singing_ogles;
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cvar_t *flood_msgs;
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cvar_t *flood_persecond;
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cvar_t *flood_waitdelay;
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cvar_t *flood_killdelay;
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cvar_t *game_test;
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cvar_t *player_dll;
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cvar_t *sv_cinematicfreeze;
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cvar_t *sv_jumpcinematic;
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cvar_t *blood_level;
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void SpawnEntities (char *mapname, char *entities, char *spawnpoint, qboolean loadgame);
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void ClientThink (edict_t *ent, usercmd_t *cmd);
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qboolean ClientConnect (edict_t *ent, char *userinfo);
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void ClientUserinfoChanged (edict_t *ent, char *userinfo);
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void ClientDisconnect (edict_t *ent);
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void ClientBegin (edict_t *ent);
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void ClientCommand (edict_t *ent);
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void RunEntity (edict_t *ent);
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void WriteGame (char *filename, qboolean autosave);
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void ReadGame (char *filename);
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void WriteLevel (char *filename);
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void ReadLevel (char *filename);
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void InitGame (void);
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void G_RunFrame (void);
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void ConstructEntities(void);
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void CheckCoopTimeout(qboolean BeenHereBefore);
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void ClearMessageQueues();
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//===================================================================
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/*
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=================
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ShutdownGame
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=================
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*/
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void ShutdownGame (void)
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{
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void G_ReleaseResourceManagers();
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edict_t *ent;
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int i;
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gi.dprintf ("==== ShutdownGame ====\n");
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ShutdownScripts(true);
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if(game.entitiesSpawned)
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{
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ClearMessageQueues();
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for(i = 0, ent = g_edicts; i < game.maxentities ; ++i, ++ent)
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{
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SLList_Des(&ent->msgQ.msgs);
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G_FreeEdict(ent);
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}
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G_ReleaseResourceManagers();
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}
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game.entitiesSpawned = false;
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gi.FS_FreeFile(messagebuf);
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gi.FreeTags(TAG_LEVEL);
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gi.FreeTags(TAG_GAME);
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P_Freelib(); // free the player lib
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}
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game_export_t *GetGameAPI (game_import_t *import)
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{
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gi = *import;
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globals.apiversion = GAME_API_VERSION;
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globals.numSkeletalJoints = MAX_ARRAYED_SKELETAL_JOINTS;
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globals.skeletalJoints = skeletalJoints;
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globals.jointNodes = jointNodes;
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globals.Init = InitGame;
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globals.Shutdown = ShutdownGame;
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globals.SpawnEntities = SpawnEntities;
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globals.ConstructEntities = ConstructEntities;
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globals.CheckCoopTimeout= CheckCoopTimeout;
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globals.WriteGame = WriteGame;
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globals.ReadGame = ReadGame;
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globals.WriteLevel = WriteLevel;
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globals.ReadLevel = ReadLevel;
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globals.ClientThink = ClientThink;
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globals.ClientConnect = ClientConnect;
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globals.ClientUserinfoChanged = ClientUserinfoChanged;
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globals.ClientDisconnect = ClientDisconnect;
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globals.ClientBegin = ClientBegin;
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globals.ClientCommand = ClientCommand;
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globals.RunFrame = G_RunFrame;
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globals.ServerCommand = ServerCommand;
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globals.edict_size = sizeof(edict_t);
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memset(&game, 0, sizeof(game));
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return &globals;
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}
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//======================================================================
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/*
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=================
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ClientEndServerFrames
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=================
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*/
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void ClientEndServerFrames (void)
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{
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int i;
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edict_t *ent;
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// calc the player views now that all pushing
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// and damage has been added
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for (i=0 ; i<maxclients->value ; i++)
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{
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ent = g_edicts + 1 + i;
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if (!ent->inuse || !ent->client)
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continue;
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ClientEndServerFrame (ent);
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}
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}
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/*
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=================
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CreateTargetChangeLevel
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Returns the created target changelevel
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=================
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*/
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edict_t *CreateTargetChangeLevel(char *map)
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{
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edict_t *ent;
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ent = G_Spawn ();
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ent->classname = "target_changelevel";
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Com_sprintf(level.nextmap, sizeof(level.nextmap), "%s", map);
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ent->map = level.nextmap;
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return ent;
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}
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/*
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=================
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EndDMLevel
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The timelimit or fraglimit has been exceeded
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=================
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*/
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void EndDMLevel (void)
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{
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edict_t *ent;
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char *s, *t, *f;
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static const char *seps = " ,\n\r";
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// stay on same level flag
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if ((int)dmflags->value & DF_SAME_LEVEL)
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{
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BeginIntermission (CreateTargetChangeLevel (level.mapname) );
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return;
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}
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// see if it's in the map list
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if (*sv_maplist->string)
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{
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s = strdup(sv_maplist->string);
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f = NULL;
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t = strtok(s, seps);
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while (t != NULL)
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{
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if (Q_stricmp(t, level.mapname) == 0)
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{
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// it's in the list, go to the next one
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t = strtok(NULL, seps);
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if (t == NULL)
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{ // end of list, go to first one
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if (f == NULL) // there isn't a first one, same level
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BeginIntermission (CreateTargetChangeLevel (level.mapname) );
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else
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BeginIntermission (CreateTargetChangeLevel (f) );
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}
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else
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{
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BeginIntermission (CreateTargetChangeLevel (t) );
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}
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free(s);
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return;
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}
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if (!f)
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{
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f = t;
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}
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t = strtok(NULL, seps);
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}
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free(s);
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}
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if (level.nextmap[0]) // go to a specific map
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BeginIntermission (CreateTargetChangeLevel (level.nextmap) );
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else
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{ // search for a changelevel
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ent = G_Find (NULL, FOFS(classname), "target_changelevel");
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if (!ent)
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{ // the map designer didn't include a changelevel,
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// so create a fake ent that goes back to the same level
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BeginIntermission (CreateTargetChangeLevel (level.mapname) );
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return;
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}
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BeginIntermission (ent);
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}
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}
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/*
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=================
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CheckDMRules
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=================
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*/
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void CheckDMRules (void)
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{
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int i;
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gclient_t *cl;
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if (level.intermissiontime)
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return;
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if (!deathmatch->value)
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return;
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if (timelimit->value)
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{
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if (level.time >= timelimit->value*60)
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{
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gi.Obituary (PRINT_HIGH, GM_TIMELIMIT, 0, 0);
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EndDMLevel ();
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return;
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}
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}
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if (fraglimit->value)
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{
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for (i=0 ; i<maxclients->value ; i++)
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{
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cl = game.clients + i;
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if (!g_edicts[i+1].inuse)
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continue;
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if (cl->resp.score >= fraglimit->value)
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{
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gi.Obituary (PRINT_HIGH, GM_FRAGLIMIT, 0, 0);
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EndDMLevel ();
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return;
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}
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}
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}
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}
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/*
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=============
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ExitLevel
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=============
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*/
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void ExitLevel (void)
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{
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char command [256];
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Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
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gi.AddCommandString (command);
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level.changemap = NULL;
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level.exitintermission = 0;
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level.intermissiontime = 0;
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ClientEndServerFrames ();
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ClearMessageQueues();
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}
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void CheckContinuousAutomaticEffects(edict_t *self)
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{//only used for fire damage for now
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edict_t *damager;
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vec3_t checkpoint;
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if(self->fire_damage_time > level.time)
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{
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VectorCopy(self->s.origin, checkpoint);
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checkpoint[2] += self->mins[2];
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checkpoint[2] += self->size[2] * 0.5;
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if(gi.pointcontents(checkpoint) & (CONTENTS_WATER|CONTENTS_SLIME)) // Not lava
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{//FIXME: make hiss and smoke too
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gi.dprintf("%s fire doused\n", self->classname);
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self->fire_damage_time = 0;
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gi.RemoveEffects(&self->s, FX_FIRE_ON_ENTITY);//turn off CFX too
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self->s.effects |= EF_MARCUS_FLAG1; // Use this to instead notify the fire to stop.
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gi.CreateEffect(NULL,
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FX_ENVSMOKE,
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CEF_FLAG6,
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checkpoint,
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"");
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return;
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}
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if(self->health <= 0)
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return;
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if(self->fire_damage_enemy)
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damager = self->fire_damage_enemy;
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else
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damager = world;
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if (self->client)
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{ // Take less damage than a monster.
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if (!(((byte)(level.time*10))&0x07))
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{
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T_Damage(self, damager, damager, vec3_origin, self->s.origin, vec3_origin,
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1, 0, DAMAGE_BURNING,MOD_BURNT);
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}
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}
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else // For monsters
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{ // Only account for damage every .4 second.
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if (!(((byte)(level.time*10))&0x03))
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{
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T_Damage(self, damager, damager, vec3_origin, self->s.origin, vec3_origin,
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irand(FIRE_LINGER_DMG_MIN, FIRE_LINGER_DMG_MAX), 0, DAMAGE_BURNING,MOD_BURNT);
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}
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//tint it darker brown as goes on? How to get back? no, scorched art would look better
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}
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if(self->client)
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{
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if(self->client->playerinfo.lowerseq == ASEQ_ROLLDIVEF_W || self->client->playerinfo.lowerseq == ASEQ_ROLLDIVEF_R || self->client->playerinfo.lowerseq == ASEQ_ROLL_FROM_FFLIP ||
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self->client->playerinfo.upperseq == ASEQ_ROLLDIVEF_W || self->client->playerinfo.upperseq == ASEQ_ROLLDIVEF_R || self->client->playerinfo.upperseq == ASEQ_ROLL_FROM_FFLIP ||
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self->client->playerinfo.lowerseq == ASEQ_ROLL_L || self->client->playerinfo.lowerseq == ASEQ_ROLL_R || self->client->playerinfo.lowerseq == ASEQ_ROLL_B ||
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self->client->playerinfo.upperseq == ASEQ_ROLL_L || self->client->playerinfo.upperseq == ASEQ_ROLL_R || self->client->playerinfo.upperseq == ASEQ_ROLL_B)
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{
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float waterlevel;
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waterlevel = self->waterlevel/5.0;
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if (self->watertype & CONTENTS_LAVA)
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waterlevel = 0;
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self->fire_damage_time -= (0.15 + (waterlevel*0.5));//stop, drop and roll!
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}
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}
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}
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else if(self->fire_damage_time>0)
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{
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self->fire_damage_time = 0;
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gi.RemoveEffects(&self->s, FX_FIRE_ON_ENTITY);//turn off CFX too
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self->s.effects |= EF_MARCUS_FLAG1; // Use this to instead notify the fire to stop.
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return;
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}
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}
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static void EntityThink(edict_t *self)
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{
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float thinktime;
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//see if anything is happening to us we need to update...
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CheckContinuousAutomaticEffects(self);
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thinktime = self->nextthink;
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if(self->pre_think && self->next_pre_think > 0.0f && self->next_pre_think < level.time)
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{//not used for guides anymore, but nice for effects
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//like tinting/fading, etc that should continue
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//while the entity is doing other stuff
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self->pre_think(self);
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}
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if(!ThinkTime(self))
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{
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return;
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}
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self->think(self);
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assert(!self->inuse || !self->think || thinktime != self->nextthink);
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//NOTENOTE: This is a Quake oldy... it's common practice to do this!
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/*assert(self->nextthink == -1);*/
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}
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static void EntityPostThink(edict_t *self)
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{
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if(self->post_think && self->next_post_think > 0.0f && self->next_post_think < level.time)
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{//for effects that rely on accurate physics info
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self->post_think (self);
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}
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}
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static void SetNumPlayers (void)
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{
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int i;
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edict_t *ent;
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ent = g_edicts;
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game.num_clients = 0;
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for(i = 0; i < MAX_CLIENTS; i++, ent++)
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{//If player hasn't moved, don't clear this
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if(ent)
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{
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if(ent->client)
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{
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game.num_clients++;
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}
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}
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}
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}
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static void UpdatePlayerBuoys (void)
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{
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qboolean dont_null;
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int i, j;
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edict_t *ent;
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vec3_t v;
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for(i = 0; i<MAX_CLIENTS; i++)
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{
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if(level.player_buoy[i] > NULL_BUOY)
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{
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ent = g_edicts;
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for(j = 0; j < globals.num_edicts; j++, ent++)
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{//If player hasn't moved, don't clear this
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if(ent->s.number - 1 == i)
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{
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VectorSubtract(level.buoy_list[level.player_buoy[i]].origin, ent->s.origin, v);
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if(VectorLengthSquared(v) > 576)//24 squared
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dont_null = false;
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else
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dont_null = true;
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break;
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}
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}
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}
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if(!dont_null)
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{
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level.player_last_buoy[i] = level.player_buoy[i];//save it so monsters can check this first- FIXME: should this expire?
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level.player_buoy[i] = NULL_BUOY;//this is for monsters following buoys- only the first monster who's searching for the player has to do a buoy connection to him this frame, the rest can use this- reset each frame
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}
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}
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}
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/*
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================
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G_RunFrame
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Advances the world by 0.1 seconds
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================
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*/
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void G_RunFrame (void)
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{
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void UpdateSkeletons();
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int i;
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edict_t *ent;
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// void (*update)(edict_t *self); //old crap causing buoy crash
|
|
|
|
qboolean SV_RunThink(edict_t *ent);
|
|
|
|
if(deathmatch->value || coop->value)
|
|
Clamp(blood_level->value, VIOLENCE_NONE, VIOLENCE_NORMAL);
|
|
|
|
// Update server ticks
|
|
level.framenum++;
|
|
level.time = level.framenum * FRAMETIME;
|
|
|
|
// choose a client for monsters to target this frame
|
|
// Only targets one client for all monsters
|
|
AI_SetSightClient ();
|
|
|
|
// exit intermissions
|
|
if (level.exitintermission)
|
|
{
|
|
ExitLevel ();
|
|
return;
|
|
}
|
|
|
|
// Update any joints that need to be
|
|
UpdateSkeletons();
|
|
|
|
//Keep track of player buoys
|
|
if(!deathmatch->value)
|
|
UpdatePlayerBuoys();
|
|
else
|
|
SetNumPlayers();//for shrines and pick-ups
|
|
|
|
//
|
|
// treat each object in turn
|
|
// even the world gets a chance to think
|
|
//
|
|
ent = g_edicts;
|
|
for(i = 0; i < globals.num_edicts; i++, ent++)
|
|
{
|
|
|
|
if (sv_cinematicfreeze->value)
|
|
{
|
|
if ((ent->svflags & SVF_MONSTER) && (!ent->monsterinfo.c_mode))
|
|
continue;
|
|
}
|
|
|
|
// If entity not in use - don`t process
|
|
if(!ent->inuse)
|
|
{
|
|
#ifdef BBOX_DISPLAY_HACK
|
|
DisableBBoxDisplay(i);
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// Don`t let monster think or move if its not in the PVS and not hunting
|
|
//
|
|
|
|
// If the ent is a monster (but not a cinematic monster) and the culling is active...
|
|
|
|
if ((ent->svflags & SVF_MONSTER) && (!ent->monsterinfo.c_mode) && pvs_cull->value)
|
|
{
|
|
// Ent cannot be hunting an enemy or moving to a goalentity.
|
|
|
|
if (!ent->enemy && !ent->goalentity && level.sight_client)
|
|
{
|
|
int j;
|
|
edict_t *client_ent;
|
|
|
|
// If not in our PVS, we don't care.
|
|
|
|
for(j=0;j<maxclients->value;j++)
|
|
{
|
|
client_ent=g_edicts+1+j;
|
|
|
|
if(client_ent->inuse)
|
|
{
|
|
// if (!gi.inPVS(ent->s.origin, level.sight_client->s.origin))
|
|
if (!gi.inPVS(ent->s.origin, client_ent->s.origin))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef BBOX_DISPLAY_HACK
|
|
EnableBBoxDisplay(i);
|
|
#endif
|
|
level.current_entity = ent;
|
|
|
|
#ifndef G_TRANSITION
|
|
assert(ent->msgHandler);
|
|
#else
|
|
if(ent->msgHandler) // eventually this check wont be needed
|
|
#endif // G_TRANSITION
|
|
{
|
|
ProcessMessages(ent);
|
|
}
|
|
|
|
if(ent->flags & FL_SUSPENDED)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Remember original origin
|
|
VectorCopy(ent->s.origin, ent->s.old_origin);
|
|
|
|
// Make sure the entity still has something to stand on
|
|
if(ent->groundentity)
|
|
{
|
|
// check for the groundentity being freed
|
|
if(!ent->groundentity->inuse)
|
|
{
|
|
ent->groundentity = NULL;
|
|
}
|
|
else if(ent->groundentity->linkcount != ent->groundentity_linkcount)
|
|
{ // if the ground entity moved, make sure we are still on it
|
|
ent->groundentity = NULL;
|
|
|
|
if(ent->svflags & SVF_MONSTER)
|
|
{
|
|
CheckEntityOn(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (i > 0 && i <= maxclients->value)
|
|
{
|
|
ClientBeginServerFrame (ent);
|
|
// ok, we need to hack in some bits here - the players think function never appears to get called. Why, I don't know
|
|
// kinda defies the point of having a think based system if your not going to use it. Still, never mind.
|
|
// we need the think function for when the player is a chicken, in order to keep track of how long he should remain a chicken
|
|
|
|
if (ent->flags & FL_CHICKEN) // We're set as a chicken
|
|
EntityThink(ent);
|
|
|
|
continue;
|
|
}
|
|
|
|
// Use new physics for everything except flymissile (and movetype none)
|
|
// The scripts work using the new physics now
|
|
if(ent->movetype != MOVETYPE_FLYMISSILE)
|
|
{
|
|
EntityThink(ent);
|
|
|
|
assert(ent->movetype < NUM_PHYSICSTYPES);
|
|
|
|
if(!ent->inuse)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
EntityPhysics(ent);
|
|
EntityPostThink(ent);
|
|
}
|
|
else
|
|
// Use old physics for missiles (for compatibility)
|
|
{
|
|
G_RunEntity(ent);
|
|
}
|
|
}
|
|
|
|
// If the monsters are frozen, we wanted a single frame advance.
|
|
if (MonsterAdvanceFrame)
|
|
{
|
|
MonsterAdvanceFrame = false;
|
|
}
|
|
|
|
ProcessScripts ();
|
|
|
|
// see if it is time to end a deathmatch
|
|
CheckDMRules ();
|
|
|
|
// build the playerstate_t structures for all players
|
|
ClientEndServerFrames ();
|
|
|
|
assert(Vec3IsZero(vec3_origin));
|
|
}
|
|
|