3 #include "anticheat.qh"
10 #include "command/common.qh"
12 #include <server/mutators/_mod.qh>
13 #include "weapons/csqcprojectile.qh"
15 #include "../common/constants.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/debug.qh"
18 #include "../common/mapinfo.qh"
19 #include "../common/util.qh"
21 #include "../common/vehicles/all.qh"
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/weapons/_all.qh>
25 #include "../lib/csqcmodel/sv_model.qh"
27 #include "../lib/warpzone/common.qh"
28 #include "../lib/warpzone/server.qh"
33 void CreatureFrame_hotliquids(entity this)
35 if (this.dmgtime < time)
37 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
39 if (this.flags & FL_PROJECTILE)
41 if (this.watertype == CONTENT_LAVA)
42 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
43 else if (this.watertype == CONTENT_SLIME)
44 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
48 if (this.watertype == CONTENT_LAVA)
50 if (this.watersound_finished < time)
52 this.watersound_finished = time + 0.5;
53 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
55 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
56 if(autocvar_g_balance_contents_playerdamage_lava_burn)
57 Fire_AddDamage(this, NULL, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
59 else if (this.watertype == CONTENT_SLIME)
61 if (this.watersound_finished < time)
63 this.watersound_finished = time + 0.5;
64 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
66 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
72 void CreatureFrame_Liquids(entity this)
74 if (this.watertype <= CONTENT_WATER && this.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
76 if (!(this.flags & FL_INWATER))
78 this.flags |= FL_INWATER;
82 CreatureFrame_hotliquids(this);
86 if (this.flags & FL_INWATER)
88 // play leave water sound
89 this.flags &= ~FL_INWATER;
92 this.air_finished = time + 12;
96 void CreatureFrame_FallDamage(entity this)
98 if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
99 if(this.velocity || this.oldvelocity) // moving or has moved
101 // check for falling damage
102 float velocity_len = vlen(this.velocity);
103 bool have_hook = false;
104 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
106 .entity weaponentity = weaponentities[slot];
107 if(this.(weaponentity).hook && this.(weaponentity).hook.state)
115 float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
117 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
119 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
121 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
124 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
125 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
129 void CreatureFrame_All()
131 if(game_stopped || time < game_starttime)
134 IL_EACH(g_damagedbycontents, it.damagedbycontents,
136 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
137 CreatureFrame_Liquids(it);
138 CreatureFrame_FallDamage(it);
139 it.oldvelocity = it.velocity;
143 void Pause_TryPause(bool ispaused)
146 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
147 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
154 void SV_PausedTic(float elapsedtime)
156 if (!server_is_dedicated) Pause_TryPause(false);
163 Called before each frame by the server
167 bool game_delay_last;
169 bool autocvar_sv_autopause = false;
170 float RedirectionThink();
171 void systems_update();
172 void sys_phys_update(entity this, float dt);
175 // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
176 IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
177 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
179 execute_next_frame();
180 if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
182 delete_fn = remove_unsafely; // not during spawning!
183 serverprevtime = servertime;
185 serverframetime = frametime;
188 if(time > client_cefc_accumulatortime + 1)
190 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
193 FOREACH_CLIENT(true, {
194 if(IS_REAL_CLIENT(it))
200 "CEFC time: ", ftos(t * 1000), "ms; ",
201 "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
202 "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
204 client_cefc_accumulatortime = time;
205 client_cefc_accumulator = 0;
209 IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
211 if (RedirectionThink()) return;
213 UncustomizeEntitiesRun();
214 InitializeEntitiesRun();
216 WarpZone_StartFrame();
218 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
219 if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
221 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
222 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
224 // detect when the pre-game countdown (if any) has ended and the game has started
225 bool game_delay = (time < game_starttime);
226 if (autocvar_sv_eventlog && game_delay_last && !game_delay)
227 GameLogEcho(":startdelay_ended");
228 game_delay_last = game_delay;
233 if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
239 anticheat_startframe();
240 MUTATOR_CALLHOOK(SV_StartFrame);
242 FOREACH_CLIENT(true, GlobalStats_update(it));
243 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
246 .vector originjitter;
247 .vector anglesjitter;
249 .string gametypefilter;
251 bool DoesQ3ARemoveThisEntity(entity this);
254 * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
255 * +: all must match. this is the default
256 * -: one must NOT match
267 bool expr_evaluate(string s)
270 if (str2chr(s, 0) == '+') {
271 s = substring(s, 1, -1);
272 } else if (str2chr(s, 0) == '-') {
274 s = substring(s, 1, -1);
276 bool expr_fail = false;
277 for (int i = 0, n = tokenize_console(s); i < n; ++i) {
288 #define BINOP(op, len, expr) \
289 if ((o = strstrofs(s, op, 0)) >= 0) { \
290 k = substring(s, 0, o); \
291 v = substring(s, o + len, -1); \
294 BINOP(">=", 2, cvar(k) >= stof(v));
295 BINOP("<=", 2, cvar(k) <= stof(v));
296 BINOP(">", 1, cvar(k) > stof(v));
297 BINOP("<", 1, cvar(k) < stof(v));
298 BINOP("==", 2, cvar(k) == stof(v));
299 BINOP("!=", 2, cvar(k) != stof(v));
300 BINOP("===", 3, cvar_string(k) == v);
301 BINOP("!==", 3, cvar_string(k) != v);
305 if (str2chr(k, 0) == '!') {
306 k = substring(s, 1, -1);
310 bool isnum = ftos(f) == k;
311 X(boolean(isnum ? f : cvar(k)) == b);
319 // now ret is true if we want to keep the item, and false if we want to get rid of it
323 void SV_OnEntityPreSpawnFunction(entity this)
326 if (this.gametypefilter != "")
327 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
331 if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
335 if (DoesQ3ARemoveThisEntity(this)) {
339 set_movetype(this, this.movetype);
341 if (this.monster_attack) {
342 IL_PUSH(g_monster_targets, this);
345 // support special -1 and -2 angle from radiant
346 if (this.angles == '0 -1 0') {
347 this.angles = '-90 0 0';
348 } else if (this.angles == '0 -2 0') {
349 this.angles = '+90 0 0';
352 #define X(out, in) MACRO_BEGIN \
353 if (in != 0) { out = out + (random() * 2 - 1) * in; } \
355 X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
356 X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
357 X(this.angles.y, this.anglejitter);
360 if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
368 void WarpZone_PostInitialize_Callback()
370 // create waypoint links for warpzones
371 entity tracetest_ent = spawn();
372 setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
373 tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
374 //for(entity e = warpzone_first; e; e = e.warpzone_next)
375 for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
378 src = (e.absmin + e.absmax) * 0.5;
379 makevectors(e.warpzone_angles);
380 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
381 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
382 makevectors(e.enemy.warpzone_angles);
383 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
384 waypoint_spawnforteleporter_wz(e, src, dst, 0, -v_up, tracetest_ent);
386 delete(tracetest_ent);
393 unused but required by the engine