1 void CreatureFrame (void)
6 float damagerate; // where damagerate 5 means 5 hits per second (0.2 delay)
7 damagerate = (1 / bound(1, autocvar_g_balance_contents_damagerate, 100));
10 for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); )
12 if (self.movetype == MOVETYPE_NOCLIP) { continue; }
14 float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
15 float projectile = (self.projectiledeathtype);
18 // print("waterlevel: ", ftos((self.watertype <= CONTENT_WATER && self.waterlevel > 0)), ". \n");
20 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)
22 if (!(self.flags & FL_INWATER))
24 self.flags |= FL_INWATER;
26 //te_customflash(self.origin, 200, 20, '50 0.1 0.1');
29 if(!vehic && !projectile) // vehicles and projectiles don't drown
31 if (self.waterlevel != WATERLEVEL_SUBMERGED)
33 if(self.air_finished < time + 9)
34 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
35 self.air_finished = time + 12;
38 else if (self.air_finished < time)
41 if (self.pain_finished < time)
43 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * damagerate, DEATH_DROWN, self.origin, '0 0 0');
44 self.pain_finished = time + 0.5;
49 if (self.dmgtime < time)
51 self.dmgtime = time + damagerate;
55 if (self.watertype == CONTENT_LAVA)
57 if (self.watersound_finished < time)
59 self.watersound_finished = time + 0.5;
60 sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
62 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
64 else if (self.watertype == CONTENT_SLIME)
66 if (self.watersound_finished < time)
68 self.watersound_finished = time + 0.5;
69 sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
71 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
74 else if ((self.watertype == CONTENT_LAVA) || (self.watertype == CONTENT_SLIME))
76 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * 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;
87 //te_customflash(self.origin, 200, 20, '0.1 0.1 50');
89 self.air_finished = time + 12;
93 if(!vehic && !projectile) // vehicles don't get falling damage
95 // check for falling damage
96 float velocity_len = vlen(self.velocity);
97 if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
99 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
101 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
103 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
105 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
108 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
109 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
110 // play stupid sounds
113 if (self.flags & FL_ONGROUND)
114 if (velocity_len > autocvar_sv_maxspeed * 0.6)
116 if (time < self.lastground + 0.2)
118 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
120 self.nextstep = time + 0.3 + random() * 0.1;
121 trace_dphitq3surfaceflags = 0;
122 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
124 if(trace_fraction == 1)
127 dprint(ftos(trace_dphitq3surfaceflags), "\n");
129 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
131 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
132 GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
134 GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
140 self.oldvelocity = self.velocity;
150 Called before each frame by the server
155 float game_delay_last;
157 void RuneMatchGivePoints();
158 float RedirectionThink();
159 entity SelectSpawnPoint (float anypoint);
160 void StartFrame (void)
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 (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
208 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
210 skill = autocvar_skill;
215 // detect when the pre-game countdown (if any) has ended and the game has started
216 game_delay = (time < game_starttime) ? TRUE : FALSE;
218 if(game_delay_last == TRUE)
219 if(game_delay == FALSE)
220 if(autocvar_sv_eventlog)
221 GameLogEcho(":startdelay_ended");
223 game_delay_last = game_delay;
225 // if in warmup stage and limit for warmup is hit start match
227 if ((g_warmup_limit > 0 && time >= g_warmup_limit)
228 || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
239 RuneMatchGivePoints();
242 if(autocvar_spawn_debugview)
244 RandomSelection_Init();
245 for(self = world; (self = find(self, classname, "player")); )
246 RandomSelection_Add(self, 0, string_null, 1, 0);
247 self = RandomSelection_chosen_ent;
251 FOR_EACH_PLAYER(self)
252 self.porto_forbidden = max(0, self.porto_forbidden - 1);
255 .vector originjitter;
256 .vector anglesjitter;
258 .string gametypefilter;
260 float DoesQ3ARemoveThisEntity();
261 void SV_OnEntityPreSpawnFunction()
263 if(self.gametypefilter != "")
264 if not(isGametypeInFilter(game, teamplay, have_team_spawns, self.gametypefilter))
269 if(self.cvarfilter != "")
276 if(substring(s, 0, 1) == "+")
278 s = substring(s, 1, -1);
280 else if(substring(s, 0, 1) == "-")
283 s = substring(s, 1, -1);
287 for(i = 0; i < n; ++i)
299 if((o = strstrofs(s, ">=", 0)) >= 0)
301 k = substring(s, 0, o);
302 v = substring(s, o+2, -1);
303 if(cvar(k) < stof(v))
306 else if((o = strstrofs(s, "<=", 0)) >= 0)
308 k = substring(s, 0, o);
309 v = substring(s, o+2, -1);
310 if(cvar(k) > stof(v))
313 else if((o = strstrofs(s, ">", 0)) >= 0)
315 k = substring(s, 0, o);
316 v = substring(s, o+1, -1);
317 if(cvar(k) <= stof(v))
320 else if((o = strstrofs(s, "<", 0)) >= 0)
322 k = substring(s, 0, o);
323 v = substring(s, o+1, -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+2, -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+2, -1);
345 if(cvar_string(k) != 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_string(k) == v)
355 else if(substring(s, 0, 1) == "!")
357 k = substring(s, 1, -1);
370 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
373 //print("cvarfilter fail\n");
379 if(DoesQ3ARemoveThisEntity())
385 // support special -1 and -2 angle from radiant
386 if (self.angles == '0 -1 0')
387 self.angles = '-90 0 0';
388 else if (self.angles == '0 -2 0')
389 self.angles = '+90 0 0';
391 if(self.originjitter_x != 0)
392 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
393 if(self.originjitter_y != 0)
394 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
395 if(self.originjitter_z != 0)
396 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
397 if(self.anglesjitter_x != 0)
398 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
399 if(self.anglesjitter_y != 0)
400 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
401 if(self.anglesjitter_z != 0)
402 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
403 if(self.anglejitter != 0)
404 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
406 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
413 void WarpZone_PostInitialize_Callback(void)
415 // create waypoint links for warpzones
417 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
420 src = (e.absmin + e.absmax) * 0.5;
421 makevectors(e.warpzone_angles);
422 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
423 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
424 makevectors(e.enemy.warpzone_angles);
425 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
426 waypoint_spawnforteleporter_v(e, src, dst, 0);