void CreatureFrame_FallDamage(entity this)
{
if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
+ if(this.velocity || this.oldvelocity) // moving or has moved
{
// check for falling damage
float velocity_len = vlen(this.velocity);
void CreatureFrame_All()
{
FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
- if (it.movetype == MOVETYPE_NOCLIP) continue;
+ if (it.move_movetype == MOVETYPE_NOCLIP) continue;
CreatureFrame_Liquids(it);
CreatureFrame_FallDamage(it);
it.oldvelocity = it.velocity;
float game_delay;
float game_delay_last;
-bool autocvar_sv_autopause = true;
+bool autocvar_sv_autopause = false;
float RedirectionThink();
void systems_update();
void sys_phys_update(entity this, float dt);
execute_next_frame();
if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
- remove = remove_unsafely; // not during spawning!
+ delete_fn = remove_unsafely; // not during spawning!
serverprevtime = servertime;
servertime = time;
serverframetime = frametime;
return;
}
+ this.move_movetype = this.movetype;
+
// support special -1 and -2 angle from radiant
if (this.angles == '0 -1 0')
this.angles = '-90 0 0';