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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();
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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, true);
}
physicsframe();
checkquad(curtime);
if (m_arena)
arenarespawn();
moveprojectiles((float)curtime);
demoplaybackstep();
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showscores(true);
addmsg(1, 2, SV_DIED, actor);
player1.lifesequence++;
player1.attacking = false;
player1.state = CS_DEAD;
player1.pitch = 0;
player1.roll = 60;
playsound(S_DIE1 + rnd(2));
spawnstate(player1);
player1.lastaction = lastmillis;
} else
playsound(S_PAIN6);
}
void
timeupdate(int timeremain)
{
if (!timeremain) {
intermission = true;
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showscores(true);
addmsg(1, 2, SV_DIED, actor);
player1.lifesequence++;
player1.attacking = false;
player1.state = CS_DEAD;
player1.pitch = 0;
player1.roll = 60;
playsound(S_DIE1 + rnd(2), NULL);
spawnstate(player1);
player1.lastaction = lastmillis;
} else
playsound(S_PAIN6, NULL);
}
void
timeupdate(int timeremain)
{
if (!timeremain) {
intermission = true;
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