3 #include "anticheat.qh"
8 #include "bot/waypoints.qh"
10 #include "command/common.qh"
12 #include "mutators/mutators_include.qh"
13 #include "weapons/csqcprojectile.qh"
15 #include "../common/constants.qh"
16 #include "../common/deathtypes.qh"
17 #include "../common/mapinfo.qh"
18 #include "../common/util.qh"
20 #include "../common/vehicles/all.qh"
21 #include "../common/weapons/all.qh"
23 #include "../csqcmodellib/sv_model.qh"
25 #include "../warpzonelib/common.qh"
26 #include "../warpzonelib/server.qh"
30 void CreatureFrame (void)
36 for(self = world; (self = findfloat(self, damagedbycontents, true)); )
38 if (self.movetype == MOVETYPE_NOCLIP) { continue; }
40 float vehic = IS_VEHICLE(self);
41 float projectile = (self.flags & FL_PROJECTILE);
42 float monster = IS_MONSTER(self);
44 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)
46 if (!(self.flags & FL_INWATER))
48 self.flags |= FL_INWATER;
52 if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
54 if (self.waterlevel != WATERLEVEL_SUBMERGED)
56 if(self.air_finished < time)
57 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
58 self.air_finished = time + autocvar_g_balance_contents_drowndelay;
61 else if (self.air_finished < time)
64 if (self.pain_finished < time)
66 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0');
67 self.pain_finished = time + 0.5;
72 if (self.dmgtime < time)
74 self.dmgtime = time + autocvar_g_balance_contents_damagerate;
78 if (self.watertype == CONTENT_LAVA)
80 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
82 else if (self.watertype == CONTENT_SLIME)
84 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
89 if (self.watertype == CONTENT_LAVA)
91 if (self.watersound_finished < time)
93 self.watersound_finished = time + 0.5;
94 sound (self, CH_PLAYER_SINGLE, "player/lava.wav", VOL_BASE, ATTEN_NORM);
96 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
98 else if (self.watertype == CONTENT_SLIME)
100 if (self.watersound_finished < time)
102 self.watersound_finished = time + 0.5;
103 sound (self, CH_PLAYER_SINGLE, "player/slime.wav", VOL_BASE, ATTEN_NORM);
105 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
112 if (self.flags & FL_INWATER)
114 // play leave water sound
115 self.flags &= ~FL_INWATER;
118 self.air_finished = time + 12;
122 if(!vehic && !projectile) // vehicles don't get falling damage
124 // check for falling damage
125 float velocity_len = vlen(self.velocity);
128 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
130 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
132 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
134 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
137 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
138 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
139 // play stupid sounds
142 if (self.flags & FL_ONGROUND)
144 if (velocity_len > autocvar_sv_maxspeed * 0.6)
146 if (time < self.lastground + 0.2)
148 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
150 self.nextstep = time + 0.3 + random() * 0.1;
151 trace_dphitq3surfaceflags = 0;
152 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
154 if(trace_fraction == 1)
157 dprint(ftos(trace_dphitq3surfaceflags), "\n");
159 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
161 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
162 GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
164 GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
170 self.oldvelocity = self.velocity;
180 Called before each frame by the server
185 float game_delay_last;
187 float RedirectionThink();
188 void StartFrame (void)
190 execute_next_frame();
192 remove = remove_unsafely; // not during spawning!
193 serverprevtime = servertime;
195 serverframetime = frametime;
198 if(time > client_cefc_accumulatortime + 1)
200 float t, pp, c_seeing, c_seen;
202 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
203 print("CEFC time: ", ftos(t * 1000), "ms; ");
208 if(IS_REAL_CLIENT(cl))
213 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
214 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
216 client_cefc_accumulatortime = time;
217 client_cefc_accumulator = 0;
222 for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
223 CSQCProjectile_Check(e);
225 if(RedirectionThink())
228 UncustomizeEntitiesRun();
229 InitializeEntitiesRun();
231 WarpZone_StartFrame();
233 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
234 if(sys_frametime <= 0)
235 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
237 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
238 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
240 skill = autocvar_skill;
242 // detect when the pre-game countdown (if any) has ended and the game has started
243 game_delay = (time < game_starttime) ? true : false;
245 if(game_delay_last == true)
246 if(game_delay == false)
247 if(autocvar_sv_eventlog)
248 GameLogEcho(":startdelay_ended");
250 game_delay_last = game_delay;
255 // if in warmup stage and limit for warmup is hit start match
258 if((g_warmup_limit > 0 && time >= g_warmup_limit)
259 || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
267 FOR_EACH_PLAYER(self)
268 self.porto_forbidden = max(0, self.porto_forbidden - 1);
270 anticheat_startframe();
272 MUTATOR_CALLHOOK(SV_StartFrame);
275 .vector originjitter;
276 .vector anglesjitter;
278 .string gametypefilter;
280 float DoesQ3ARemoveThisEntity();
281 void SV_OnEntityPreSpawnFunction()
284 if (self.gametypefilter != "")
285 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
290 if(self.cvarfilter != "")
297 if(substring(s, 0, 1) == "+")
299 s = substring(s, 1, -1);
301 else if(substring(s, 0, 1) == "-")
304 s = substring(s, 1, -1);
307 n = tokenize_console(s);
308 for(i = 0; i < n; ++i)
320 if((o = strstrofs(s, ">=", 0)) >= 0)
322 k = substring(s, 0, o);
323 v = substring(s, o+2, -1);
324 if(cvar(k) < stof(v))
327 else if((o = strstrofs(s, "<=", 0)) >= 0)
329 k = substring(s, 0, o);
330 v = substring(s, o+2, -1);
331 if(cvar(k) > stof(v))
334 else if((o = strstrofs(s, ">", 0)) >= 0)
336 k = substring(s, 0, o);
337 v = substring(s, o+1, -1);
338 if(cvar(k) <= stof(v))
341 else if((o = strstrofs(s, "<", 0)) >= 0)
343 k = substring(s, 0, o);
344 v = substring(s, o+1, -1);
345 if(cvar(k) >= stof(v))
348 else if((o = strstrofs(s, "==", 0)) >= 0)
350 k = substring(s, 0, o);
351 v = substring(s, o+2, -1);
352 if(cvar(k) != stof(v))
355 else if((o = strstrofs(s, "!=", 0)) >= 0)
357 k = substring(s, 0, o);
358 v = substring(s, o+2, -1);
359 if(cvar(k) == stof(v))
362 else if((o = strstrofs(s, "===", 0)) >= 0)
364 k = substring(s, 0, o);
365 v = substring(s, o+2, -1);
366 if(cvar_string(k) != v)
369 else if((o = strstrofs(s, "!==", 0)) >= 0)
371 k = substring(s, 0, o);
372 v = substring(s, o+2, -1);
373 if(cvar_string(k) == v)
376 else if(substring(s, 0, 1) == "!")
378 k = substring(s, 1, -1);
391 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
394 //print("cvarfilter fail\n");
400 if(DoesQ3ARemoveThisEntity())
406 // support special -1 and -2 angle from radiant
407 if (self.angles == '0 -1 0')
408 self.angles = '-90 0 0';
409 else if (self.angles == '0 -2 0')
410 self.angles = '+90 0 0';
412 if(self.originjitter.x != 0)
413 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
414 if(self.originjitter.y != 0)
415 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
416 if(self.originjitter.z != 0)
417 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
418 if(self.anglesjitter.x != 0)
419 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
420 if(self.anglesjitter.y != 0)
421 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
422 if(self.anglesjitter.z != 0)
423 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
424 if(self.anglejitter != 0)
425 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
427 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
434 void WarpZone_PostInitialize_Callback(void)
436 // create waypoint links for warpzones
438 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
441 src = (e.absmin + e.absmax) * 0.5;
442 makevectors(e.warpzone_angles);
443 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
444 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
445 makevectors(e.enemy.warpzone_angles);
446 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
447 waypoint_spawnforteleporter_v(e, src, dst, 0);