1 void CreatureFrame (void)
7 for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); )
9 if (self.movetype == MOVETYPE_NOCLIP) { continue; }
11 float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
12 float projectile = (self.flags & FL_PROJECTILE);
14 if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
16 if (!(self.flags & FL_INWATER))
18 self.flags |= FL_INWATER;
22 if(!vehic && !projectile) // vehicles and projectiles don't drown
24 if (self.waterlevel != WATERLEVEL_SUBMERGED)
26 if(self.air_finished < time)
27 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
28 self.air_finished = time + autocvar_g_balance_contents_drowndelay;
31 else if (self.air_finished < time)
34 if (self.pain_finished < time)
36 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0');
37 self.pain_finished = time + 0.5;
42 if (self.dmgtime < time)
44 self.dmgtime = time + autocvar_g_balance_contents_damagerate;
48 if (self.watertype == CONTENT_LAVA)
50 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
52 else if (self.watertype == CONTENT_SLIME)
54 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
59 if (self.watertype == CONTENT_LAVA)
61 if (self.watersound_finished < time)
63 self.watersound_finished = time + 0.5;
64 sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
66 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
68 else if (self.watertype == CONTENT_SLIME)
70 if (self.watersound_finished < time)
72 self.watersound_finished = time + 0.5;
73 sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
75 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
82 if (self.flags & FL_INWATER)
84 // play leave water sound
85 self.flags &~= FL_INWATER;
88 self.air_finished = time + 12;
92 if(!vehic && !projectile) // vehicles don't get falling damage
94 // check for falling damage
95 float velocity_len = vlen(self.velocity);
96 if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
98 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
100 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
102 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
104 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
107 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
108 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
109 // play stupid sounds
112 if (self.flags & FL_ONGROUND)
113 if (velocity_len > autocvar_sv_maxspeed * 0.6)
115 if (time < self.lastground + 0.2)
117 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
119 self.nextstep = time + 0.3 + random() * 0.1;
120 trace_dphitq3surfaceflags = 0;
121 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
123 if(trace_fraction == 1)
126 dprint(ftos(trace_dphitq3surfaceflags), "\n");
128 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
130 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
131 GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
133 GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
139 self.oldvelocity = self.velocity;
149 Called before each frame by the server
154 float game_delay_last;
156 float RedirectionThink();
157 entity SelectSpawnPoint (float anypoint);
158 void StartFrame (void)
160 execute_next_frame();
162 remove = remove_unsafely; // not during spawning!
163 serverprevtime = servertime;
165 serverframetime = frametime;
168 if(time > client_cefc_accumulatortime + 1)
170 float t, pp, c_seeing, c_seen;
172 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
173 print("CEFC time: ", ftos(t * 1000), "ms; ");
178 if(clienttype(cl) == CLIENTTYPE_REAL)
180 if(cl.classname == "player")
183 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
184 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
186 client_cefc_accumulatortime = time;
187 client_cefc_accumulator = 0;
192 for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
193 CSQCProjectile_Check(e);
195 if(RedirectionThink())
198 UncustomizeEntitiesRun();
199 InitializeEntitiesRun();
201 WarpZone_StartFrame();
203 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
204 if(sys_frametime <= 0)
205 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
207 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
208 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
210 skill = autocvar_skill;
212 // detect when the pre-game countdown (if any) has ended and the game has started
213 game_delay = (time < game_starttime) ? TRUE : FALSE;
215 if(game_delay_last == TRUE)
216 if(game_delay == FALSE)
217 if(autocvar_sv_eventlog)
218 GameLogEcho(":startdelay_ended");
220 game_delay_last = game_delay;
222 // if in warmup stage and limit for warmup is hit start match
224 if ((g_warmup_limit > 0 && time >= g_warmup_limit)
225 || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
236 FOR_EACH_PLAYER(self)
237 self.porto_forbidden = max(0, self.porto_forbidden - 1);
239 MUTATOR_CALLHOOK(SV_StartFrame);
242 .vector originjitter;
243 .vector anglesjitter;
245 .string gametypefilter;
247 float DoesQ3ARemoveThisEntity();
248 void SV_OnEntityPreSpawnFunction()
251 if (self.gametypefilter != "")
252 if not(isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
257 if(self.cvarfilter != "")
264 if(substring(s, 0, 1) == "+")
266 s = substring(s, 1, -1);
268 else if(substring(s, 0, 1) == "-")
271 s = substring(s, 1, -1);
274 n = tokenize_console(s);
275 for(i = 0; i < n; ++i)
287 if((o = strstrofs(s, ">=", 0)) >= 0)
289 k = substring(s, 0, o);
290 v = substring(s, o+2, -1);
291 if(cvar(k) < stof(v))
294 else if((o = strstrofs(s, "<=", 0)) >= 0)
296 k = substring(s, 0, o);
297 v = substring(s, o+2, -1);
298 if(cvar(k) > stof(v))
301 else if((o = strstrofs(s, ">", 0)) >= 0)
303 k = substring(s, 0, o);
304 v = substring(s, o+1, -1);
305 if(cvar(k) <= stof(v))
308 else if((o = strstrofs(s, "<", 0)) >= 0)
310 k = substring(s, 0, o);
311 v = substring(s, o+1, -1);
312 if(cvar(k) >= stof(v))
315 else if((o = strstrofs(s, "==", 0)) >= 0)
317 k = substring(s, 0, o);
318 v = substring(s, o+2, -1);
319 if(cvar(k) != stof(v))
322 else if((o = strstrofs(s, "!=", 0)) >= 0)
324 k = substring(s, 0, o);
325 v = substring(s, o+2, -1);
326 if(cvar(k) == stof(v))
329 else if((o = strstrofs(s, "===", 0)) >= 0)
331 k = substring(s, 0, o);
332 v = substring(s, o+2, -1);
333 if(cvar_string(k) != v)
336 else if((o = strstrofs(s, "!==", 0)) >= 0)
338 k = substring(s, 0, o);
339 v = substring(s, o+2, -1);
340 if(cvar_string(k) == v)
343 else if(substring(s, 0, 1) == "!")
345 k = substring(s, 1, -1);
358 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
361 //print("cvarfilter fail\n");
367 if(DoesQ3ARemoveThisEntity())
373 // support special -1 and -2 angle from radiant
374 if (self.angles == '0 -1 0')
375 self.angles = '-90 0 0';
376 else if (self.angles == '0 -2 0')
377 self.angles = '+90 0 0';
379 if(self.originjitter_x != 0)
380 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
381 if(self.originjitter_y != 0)
382 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
383 if(self.originjitter_z != 0)
384 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
385 if(self.anglesjitter_x != 0)
386 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
387 if(self.anglesjitter_y != 0)
388 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
389 if(self.anglesjitter_z != 0)
390 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
391 if(self.anglejitter != 0)
392 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
394 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
401 void WarpZone_PostInitialize_Callback(void)
403 // create waypoint links for warpzones
405 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
408 src = (e.absmin + e.absmax) * 0.5;
409 makevectors(e.warpzone_angles);
410 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
411 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
412 makevectors(e.enemy.warpzone_angles);
413 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
414 waypoint_spawnforteleporter_v(e, src, dst, 0);