/** * G_RunFrame * * <p>Advances the world by Defines.FRAMETIME (0.1) seconds. */ public static void G_RunFrame() { int i; Entity ent; level.framenum++; level.time = level.framenum * Constants.FRAMETIME; // choose a client for monsters to target this frame GameAI.AI_SetSightClient(); // exit intermissions if (level.exitintermission) { ExitLevel(); return; } // // treat each object in turn // even the world gets a chance to think // for (i = 0; i < num_edicts; i++) { ent = g_edicts[i]; if (!ent.inuse) continue; level.current_entity = ent; Math3D.VectorCopy(ent.s.origin, ent.s.old_origin); // if the ground entity moved, make sure we are still on it if ((ent.groundentity != null) && (ent.groundentity.linkcount != ent.groundentity_linkcount)) { ent.groundentity = null; if (0 == (ent.flags & (Constants.FL_SWIM | Constants.FL_FLY)) && (ent.svflags & Constants.SVF_MONSTER) != 0) { ClientMonsterMethods.M_CheckGround(ent); } } if (i > 0 && i <= maxclients.value) { PlayerClient.ClientBeginServerFrame(ent); continue; } G_RunEntity(ent); } // see if it is time to end a deathmatch CheckDMRules(); // see if needpass needs updated CheckNeedPass(); // build the playerstate_t structures for all players ClientEndServerFrames(); }
/** Returns the created target changelevel. */ public static Entity CreateTargetChangeLevel(String map) { Entity ent; ent = GameUtil.G_Spawn(); ent.classname = "target_changelevel"; level.nextmap = map; ent.map = level.nextmap; return ent; }
/** Exits a level. */ public static void ExitLevel() { int i; Entity ent; String command = "gamemap \"" + level.changemap + "\"\n"; CommandBuffer.AddText(command); level.changemap = null; level.exitintermission = false; level.intermissiontime = 0; ClientEndServerFrames(); // clear some things before going to next level for (i = 0; i < maxclients.value; i++) { ent = g_edicts[1 + i]; if (!ent.inuse) continue; if (ent.health > ent.client.pers.max_health) ent.health = ent.client.pers.max_health; } }