/* ================ G_RunFrame Advances the non-player objects in the world ================ */ void G_RunFrame( int levelTime ) { int i; gentity_t *ent; // if we are waiting for the level to restart, do nothing if ( level.restarted ) { return; } level.framenum++; level.previousTime = level.time; level.time = levelTime; // get any cvar changes G_UpdateCvars(); // // go through all allocated objects // ent = &g_entities[0]; for (i=0 ; i<level.num_entities ; i++, ent++) { if ( !ent->inuse ) { continue; } // clear events that are too old if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) { if ( ent->s.event ) { ent->s.event = 0; // &= EV_EVENT_BITS; if ( ent->client ) { ent->client->ps.externalEvent = 0; // predicted events should never be set to zero //ent->client->ps.events[0] = 0; //ent->client->ps.events[1] = 0; } } if ( ent->freeAfterEvent ) { // tempEntities or dropped items completely go away after their event G_FreeEntity( ent ); continue; } else if ( ent->unlinkAfterEvent ) { // items that will respawn will hide themselves after their pickup event ent->unlinkAfterEvent = qfalse; trap_UnlinkEntity( ent ); } } // temporary entities don't think if ( ent->freeAfterEvent ) { continue; } if ( !ent->r.linked && ent->neverFree ) { continue; } if ( ent->s.eType == ET_MISSILE ) { G_RunMissile( ent ); continue; } if ( ent->s.eType == ET_ITEM || ent->physicsObject ) { G_RunItem( ent ); continue; } if ( ent->s.eType == ET_MOVER ) { G_RunMover( ent ); continue; } if ( i < MAX_CLIENTS ) { G_RunClient( ent ); continue; } G_RunThink( ent ); } // perform final fixups on the players ent = &g_entities[0]; for (i=0 ; i < level.maxclients ; i++, ent++ ) { if ( ent->inuse ) { ClientEndFrame( ent ); } } // see if it is time to do a tournement restart CheckTournament(); // see if it is time to end the level CheckExitRules(); // update to team status? CheckTeamStatus(); // cancel vote if timed out CheckVote(); // check team votes CheckTeamVote( TEAM_RED ); CheckTeamVote( TEAM_BLUE ); // for tracking changes CheckCvars(); if (g_listEntity.integer) { for (i = 0; i < MAX_GENTITIES; i++) { G_Printf("%4i: %s\n", i, g_entities[i].classname); } trap_Cvar_Set("g_listEntity", "0"); } }
/* ================ G_RunFrame Advances the non-player objects in the world ================ */ void G_RunFrame( int levelTime ) { int i; // if we are waiting for the level to restart, do nothing if( theLevel.restarted_ ) return; theLevel.framenum_++; theLevel.previousTime_ = theLevel.time_; theLevel.time_ = levelTime; int msec = theLevel.time_ - theLevel.previousTime_; // get any cvar changes G_UpdateCvars(); // // go through all allocated objects // int start = Sys_Milliseconds(); GameEntity* ent = 0;//&g_entities[0]; for( i=0 ; i<theLevel.num_entities_ ; i++ ) { ent = theLevel.getEntity(i); if( !ent || !ent->inuse_ ) continue; // clear events that are too old if( theLevel.time_ - ent->eventTime_ > EVENT_VALID_MSEC ) { if( ent->s.event ) { ent->s.event = 0; // &= EV_EVENT_BITS; if( ent->client_ ) { ent->client_->ps_.externalEvent = 0; // predicted events should never be set to zero //ent->client->ps.events[0] = 0; //ent->client->ps.events[1] = 0; } } if( ent->freeAfterEvent_ ) { // tempEntities or dropped items completely go away after their event ent->freeUp();// former G_FreeEntity continue; } else if( ent->unlinkAfterEvent_ ) { // items that will respawn will hide themselves after their pickup event ent->unlinkAfterEvent_ = false; SV_UnlinkEntity( ent ); } } // temporary entities don't think if( ent->freeAfterEvent_ ) continue; if( ent->s.eType == ET_MISSILE || ent->s.eType == ET_BULLET ) { G_RunMissile( ent ); continue; } if( ent->s.eType == ET_ITEM || ent->physicsObject_ ) { G_RunItem( ent ); continue; } if( ent->s.eType == ET_MOVER ) { G_RunMover( ent ); continue; } if( ent->client_ ) { G_RunClient( ent ); continue; } G_RunThink( ent ); } int end = Sys_Milliseconds(); start = Sys_Milliseconds(); // perform final fixups on the players //ent = &g_entities[0]; for( i=1 ; i <= theLevel.maxclients_ ; i++ ) { ent = theLevel.getEntity(i); if( ent && ent->inuse_ ) ClientEndFrame( ent ); } end = Sys_Milliseconds(); // see if it is time to do a tournement restart CheckTournament(); // see if it is time to end the level CheckExitRules(); // update to team status? CheckTeamStatus(); // cancel vote if timed out CheckVote(); // check team votes CheckTeamVote( ClientBase::TEAM_RED ); CheckTeamVote( ClientBase::TEAM_BLUE ); // for tracking changes CheckCvars(); if( g_listEntity.integer ) { for( i = 0; i < MAX_GENTITIES; i++ ) { ent = theLevel.getEntity(i); Com_Printf("%4i: %s\n", i, ent->classname_); } Cvar_Set("g_listEntity", "0"); } }