public static void G_SetMovedir(float[] angles, float[] movedir) { if (Math3D.VectorEquals(angles, VEC_UP)) { Math3D.VectorCopy(MOVEDIR_UP, movedir); } else if (Math3D.VectorEquals(angles, VEC_DOWN)) { Math3D.VectorCopy(MOVEDIR_DOWN, movedir); } else { Math3D.AngleVectors(angles, movedir, null, null); } Math3D.VectorClear(angles); }
/** * 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(); }