//***************************************************************************** // void MEDAL_PlayerDied( ULONG ulPlayer, ULONG ulSourcePlayer ) { if ( PLAYER_IsValidPlayerWithMo ( ulPlayer ) == false ) return; // Check for domination and first frag medals. if ( PLAYER_IsValidPlayerWithMo ( ulSourcePlayer ) && ( players[ulSourcePlayer].mo->IsTeammate( players[ulPlayer].mo ) == false ) && // [Dusk] As players do not get frags for spawn telefrags, they shouldn't get medals for that either ( MeansOfDeath != NAME_SpawnTelefrag )) { players[ulSourcePlayer].ulFragsWithoutDeath++; players[ulSourcePlayer].ulDeathsWithoutFrag = 0; medal_CheckForFirstFrag( ulSourcePlayer ); medal_CheckForDomination( ulSourcePlayer ); medal_CheckForFisting( ulSourcePlayer ); medal_CheckForExcellent( ulSourcePlayer ); medal_CheckForTermination( ulPlayer, ulSourcePlayer ); medal_CheckForLlama( ulPlayer, ulSourcePlayer ); players[ulSourcePlayer].ulLastFragTick = level.time; } players[ulPlayer].ulDeathCount++; players[ulPlayer].ulFragsWithoutDeath = 0; // [BB] Don't punish being killed by a teammate (except if a player kills himself). if ( ( ulPlayer == ulSourcePlayer ) || ( PLAYER_IsValidPlayerWithMo ( ulSourcePlayer ) == false ) || ( players[ulSourcePlayer].mo->IsTeammate( players[ulPlayer].mo ) == false ) ) { players[ulPlayer].ulDeathsWithoutFrag++; medal_CheckForYouFailIt( ulPlayer ); } }
void UNLAGGED_Tick( void ) { // [BB] Only the server has to do anything here. if ( NETWORK_GetState() != NETSTATE_SERVER ) return; // [Spleen] Record sectors soon before they are reconciled/restored UNLAGGED_RecordSectors( ); // [Spleen] Record players for ( ULONG ulIdx = 0; ulIdx < MAXPLAYERS; ++ulIdx ) { if ( PLAYER_IsValidPlayerWithMo( ulIdx ) ) UNLAGGED_RecordPlayer( &players[ulIdx] ); } // [BB] Spawn debug actors if the server runner wants them. if ( sv_unlagged_debugactors ) UNLAGGED_SpawnDebugActors( ); }