float game_delay;
float game_delay_last;
-void RuneMatchGivePoints();
float RedirectionThink();
entity SelectSpawnPoint (float anypoint);
void StartFrame (void)
c_seen = 0;
FOR_EACH_CLIENT(cl)
{
- if(clienttype(cl) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(cl))
++c_seeing;
- if(cl.classname == "player")
+ if(IS_PLAYER(cl))
++c_seen;
}
print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
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;
if(game_delay_last == TRUE)
if(game_delay == FALSE)
if(autocvar_sv_eventlog)
- GameLogEcho(":startdelay_ended");
+ GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
CreatureFrame ();
CheckRules_World ();
- RuneMatchGivePoints();
bot_serverframe();
FOR_EACH_PLAYER(self)