Cube  Diff

Differences From Artifact [33b9c3010f]:

To Artifact [e005695b56]:


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// clientgame.cpp: core game related stuff

#include "cube.h"

#include <memory>

int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

void
mode(int n)
{
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);




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// clientgame.cpp: core game related stuff

#include "cube.h"



int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

void
mode(int n)
{
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);
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void
updateworld(int millis) // main game update loop
{
	if (lastmillis) {
		curtime = millis - lastmillis;
		if (sleepwait && lastmillis > sleepwait) {
			sleepwait = 0;
			@autoreleasepool {
				std::unique_ptr<char> cmd(
				    strdup(sleepcmd.UTF8String));
				execute(cmd.get());
			}
		}
		physicsframe();
		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {
			if (getclientnum() >= 0)
				shoot(player1, worldpos); // only shoot when
				                          // connected to server
			gets2c(); // do this first, so we have most accurate
			          // information when our player moves
		};

		otherplayers();
		if (!demoplayback) {
			monsterthink();
			if (player1->state == CS_DEAD) {
				if (lastmillis - player1->lastaction < 2000) {
					player1->move = player1->strafe = 0;
					moveplayer(player1, 10, false);
				} else if (!m_arena && !m_sp &&
				           lastmillis - player1->lastaction >
				               10000)
					respawn();
			} else if (!intermission) {
				moveplayer(player1, 20, true);
				checkitems();
			};
			c2sinfo(player1); // do this last, to reduce the
			                  // effective frame lag
		};
	};


	lastmillis = millis;
};


void
entinmap(dynent *
        d) // brute force but effective way to find a free spawn spot in the map
{
	loopi(100) // try max 100 times
	{







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void
updateworld(int millis) // main game update loop
{
	if (lastmillis) {
		curtime = millis - lastmillis;
		if (sleepwait && lastmillis > sleepwait) {
			sleepwait = 0;



			execute(sleepcmd);

		}
		physicsframe();
		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {
			if (getclientnum() >= 0)
				shoot(player1, worldpos); // only shoot when
				                          // connected to server
			gets2c(); // do this first, so we have most accurate
			          // information when our player moves

		}
		otherplayers();
		if (!demoplayback) {
			monsterthink();
			if (player1->state == CS_DEAD) {
				if (lastmillis - player1->lastaction < 2000) {
					player1->move = player1->strafe = 0;
					moveplayer(player1, 10, false);
				} else if (!m_arena && !m_sp &&
				           lastmillis - player1->lastaction >
				               10000)
					respawn();
			} else if (!intermission) {
				moveplayer(player1, 20, true);
				checkitems();
			};
			c2sinfo(player1); // do this last, to reduce the
			                  // effective frame lag


		}
	}
	lastmillis = millis;

}

void
entinmap(dynent *
        d) // brute force but effective way to find a free spawn spot in the map
{
	loopi(100) // try max 100 times
	{