float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
float projectile = (self.flags & FL_PROJECTILE);
+ float monster = (self.flags & FL_MONSTER);
if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
{
self.dmgtime = 0;
}
- if(!vehic && !projectile) // vehicles and projectiles don't drown
+ if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
{
if (self.waterlevel != WATERLEVEL_SUBMERGED)
{
{
self.dmgtime = time + autocvar_g_balance_contents_damagerate;
- if (!projectile)
+ if (projectile)
+ {
+ if (self.watertype == CONTENT_LAVA)
+ {
+ Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
+ }
+ else if (self.watertype == CONTENT_SLIME)
+ {
+ Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
+ }
+ }
+ else
{
if (self.watertype == CONTENT_LAVA)
{
Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
}
}
- else if ((self.watertype == CONTENT_LAVA) || (self.watertype == CONTENT_SLIME))
- {
- Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
- }
}
}
else
float game_delay;
float game_delay_last;
-void RuneMatchGivePoints();
float RedirectionThink();
entity SelectSpawnPoint (float anypoint);
void StartFrame (void)
{
+ execute_next_frame();
+
remove = remove_unsafely; // not during spawning!
serverprevtime = servertime;
servertime = time;
if(sys_frametime <= 0)
sys_frametime = 1.0 / 60.0; // somewhat safe fallback
- if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
+ if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
skill = autocvar_skill;
+ count_players();
+ if(g_ca || g_freezetag)
+ count_alive_players();
+ Arena_Warmup();
Spawnqueue_Check();
-
// detect when the pre-game countdown (if any) has ended and the game has started
game_delay = (time < game_starttime) ? TRUE : FALSE;
CreatureFrame ();
CheckRules_World ();
- AuditTeams();
-
- RuneMatchGivePoints();
bot_serverframe();
FOR_EACH_PLAYER(self)
float DoesQ3ARemoveThisEntity();
void SV_OnEntityPreSpawnFunction()
{
- if(self.gametypefilter != "")
- if not(isGametypeInFilter(game, teamplay, have_team_spawns, self.gametypefilter))
+ if (self)
+ if (self.gametypefilter != "")
+ if not(isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
{
remove(self);
return;