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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;
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>
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checkquad(curtime);
if (m_arena)
arenarespawn();
moveprojectiles((float)curtime);
demoplaybackstep();
if (!demoplayback) {
if (getclientnum() >= 0)
// only shoot when connected to server
shoot(player1, &worldpos);
// do this first, so we have most accurate information
// when our player moves
gets2c();
}
otherplayers();
if (!demoplayback) {
monsterthink();
if (player1.state == CS_DEAD) {
if (lastmillis - player1.lastaction < 2000) {
player1.move = player1.strafe = 0;
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