.vector porto_v_angle; // holds "held" view angles
.float porto_v_angle_held;
.vector right_vector;
+.float porto_forbidden;
#endif
#endif
#ifdef IMPLEMENTATION
spawnfunc(weapon_porto) { weapon_defaultspawnfunc(WEP_PORTO.m_id); }
+REGISTER_MUTATOR(porto_ticker, true);
+MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) {
+ entity e;
+ FOR_EACH_PLAYER(e)
+ e.porto_forbidden = max(0, e.porto_forbidden - 1);
+}
+
void W_Porto_Success(void)
{SELFPARAM();
if(self.realowner == world)
float game_delay_last;
float RedirectionThink();
-void StartFrame (void)
-{SELFPARAM();
+void StartFrame()
+{
+ SELFPARAM();
execute_next_frame();
remove = remove_unsafely; // not during spawning!
#ifdef PROFILING
if(time > client_cefc_accumulatortime + 1)
{
- float t, pp, c_seeing, c_seen;
- entity cl;
- t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
+ float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
- c_seeing = 0;
- c_seen = 0;
+ int c_seeing = 0;
+ int c_seen = 0;
+ entity cl;
FOR_EACH_CLIENT(cl)
{
if(IS_REAL_CLIENT(cl))
skill = autocvar_skill;
// detect when the pre-game countdown (if any) has ended and the game has started
- game_delay = (time < game_starttime) ? true : false;
+ game_delay = (time < game_starttime);
- if(game_delay_last == true)
- if(game_delay == false)
- if(autocvar_sv_eventlog)
+ if(autocvar_sv_eventlog && game_delay_last && !game_delay)
GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
- CreatureFrame ();
- CheckRules_World ();
+ CreatureFrame();
+ CheckRules_World();
// if in warmup stage and limit for warmup is hit start match
if(warmup_stage)
}
bot_serverframe();
-
- entity e;
- FOR_EACH_PLAYER(e)
- e.porto_forbidden = max(0, e.porto_forbidden - 1);
-
anticheat_startframe();
-
MUTATOR_CALLHOOK(SV_StartFrame);
}