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// clientgame.cpp: core game related stuff
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "OFString+Cube.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
static void
mode(int n)
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// clientgame.cpp: core game related stuff
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"
#import "OFString+Cube.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
static void
mode(int n)
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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;
moveplayer(player1, 10, false);
} else if (!m_arena && !m_sp &&
lastmillis - player1.lastAction > 10000)
respawn();
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shoot(player1, &worldpos);
// do this first, so we have most accurate information
// when our player moves
gets2c();
}
otherplayers();
if (!demoplayback) {
[Monster thinkAll];
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();
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startmap(OFString *name) // called just after a map load
{
if (netmapstart() && m_sp) {
gamemode = 0;
conoutf(@"coop sp not supported yet");
}
sleepwait = 0;
monsterclear();
projreset();
spawncycle = -1;
spawnplayer(player1);
player1.frags = 0;
for (id player in players)
if (player != [OFNull null])
[player setFrags:0];
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startmap(OFString *name) // called just after a map load
{
if (netmapstart() && m_sp) {
gamemode = 0;
conoutf(@"coop sp not supported yet");
}
sleepwait = 0;
[Monster resetAll];
projreset();
spawncycle = -1;
spawnplayer(player1);
player1.frags = 0;
for (id player in players)
if (player != [OFNull null])
[player setFrags:0];
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