2 void CreatureFrame (void)
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4 local entity oldself;
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7 self = findfloat(world, iscreature, TRUE);
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10 if (self.movetype != MOVETYPE_NOCLIP)
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12 if (self.waterlevel)
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14 if (!(self.flags & FL_INWATER))
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16 self.flags |= FL_INWATER;
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19 if (self.waterlevel != WATERLEVEL_SUBMERGED)
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21 if(self.air_finished < time + 9)
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22 PlayerSound(self, playersound_gasp, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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23 self.air_finished = time + 12;
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26 else if (self.air_finished < time)
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29 if (self.pain_finished < time)
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31 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
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32 self.pain_finished = time + 0.5;
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35 if (self.dmgtime < time)
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37 self.dmgtime = time + 0.1;
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38 if (self.watertype == CONTENT_LAVA)
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40 if (self.watersound_finished < time)
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42 self.watersound_finished = time + 0.5;
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43 sound (self, CHAN_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
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45 Damage (self, world, world, 6 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
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47 else if (self.watertype == CONTENT_SLIME)
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49 if (self.watersound_finished < time)
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51 self.watersound_finished = time + 0.5;
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52 sound (self, CHAN_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
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54 Damage (self, world, world, 2 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
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60 if (self.flags & FL_INWATER)
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62 // play leave water sound
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63 self.flags &~= FL_INWATER;
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66 self.air_finished = time + 12;
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69 // check for falling damage
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70 if(!(g_cts && !cvar("g_cts_selfdamage")))
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72 dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
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74 dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
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76 dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
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77 if(cvar("g_healthsize")) // if we are smaller or larger, we take more or less falling damage
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78 dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale;
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80 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
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81 else if(vlen(self.velocity) > 100000 && cvar("developer"))
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83 dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));
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84 Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
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88 // play stupid sounds
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91 if (self.flags & FL_ONGROUND)
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92 if (vlen(self.velocity) > sv_maxspeed * 0.6)
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94 if (time < self.lastground + 0.2)
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96 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
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98 self.nextstep = time + 0.3 + random() * 0.1;
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99 trace_dphitq3surfaceflags = 0;
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100 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
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102 if(trace_fraction == 1)
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105 dprint(ftos(trace_dphitq3surfaceflags), "\n");
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107 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
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109 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
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110 GlobalSound(globalsound_metalstep, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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112 GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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116 self.oldvelocity = self.velocity;
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118 self = findfloat(self, iscreature, TRUE);
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128 Called before each frame by the server
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133 float game_delay_last;
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135 float RedirectionThink();
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136 entity SelectSpawnPoint (float anypoint);
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137 void StartFrame (void)
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139 remove = remove_unsafely; // not during spawning!
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140 serverprevtime = servertime;
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142 serverframetime = frametime;
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145 if(time > client_cefc_accumulatortime + 1)
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147 float t, pp, c_seeing, c_seen;
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149 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
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150 print("CEFC time: ", ftos(t * 1000), "ms; ");
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153 FOR_EACH_CLIENT(cl)
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155 if(clienttype(cl) == CLIENTTYPE_REAL)
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157 if(cl.classname == "player")
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160 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
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161 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
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163 client_cefc_accumulatortime = time;
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164 client_cefc_accumulator = 0;
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169 for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
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170 CSQCProjectile_Check(e);
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172 if(RedirectionThink())
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175 UncustomizeEntitiesRun();
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176 InitializeEntitiesRun();
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178 WarpZone_StartFrame();
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180 sv_gravity = cvar("sv_gravity");
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181 sv_maxairspeed = cvar("sv_maxairspeed");
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182 sv_maxspeed = cvar ("sv_maxspeed");
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183 sv_friction = cvar ("sv_friction");
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184 sv_accelerate = cvar ("sv_accelerate");
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185 sv_airaccelerate = cvar("sv_airaccelerate");
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186 sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");
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187 sv_airaccel_qw = cvar("sv_airaccel_qw");
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188 sv_stopspeed = cvar ("sv_stopspeed");
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189 sv_airstopaccelerate = cvar("sv_airstopaccelerate");
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190 sv_airstrafeaccelerate = cvar("sv_airstrafeaccelerate");
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191 sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");
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192 sv_aircontrol = cvar("sv_aircontrol");
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193 sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");
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194 sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");
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195 sv_warsowbunny_topspeed = cvar("sv_warsowbunny_topspeed");
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196 sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");
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197 sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");
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198 teamplay = cvar ("teamplay");
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199 sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
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201 if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
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202 orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout
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204 if(teams_matter && !teamplay)
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206 if(!teams_matter && teamplay)
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209 skill = cvar("skill");
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211 Spawnqueue_Check();
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214 // detect when the pre-game countdown (if any) has ended and the game has started
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215 game_delay = (time < game_starttime) ? TRUE : FALSE;
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217 if(game_delay_last == TRUE)
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218 if(game_delay == FALSE)
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219 if(cvar("sv_eventlog"))
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220 GameLogEcho(":startdelay_ended");
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222 game_delay_last = game_delay;
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224 // if in warmup stage and limit for warmup is hit start match
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226 if ((g_warmup_limit > 0 && time >= g_warmup_limit)
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227 || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))
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234 CheckRules_World ();
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240 if(cvar("spawn_debugview"))
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242 RandomSelection_Init();
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243 for(self = world; (self = find(self, classname, "player")); )
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244 RandomSelection_Add(self, 0, string_null, 1, 0);
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245 self = RandomSelection_chosen_ent;
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246 SelectSpawnPoint(0);
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249 FOR_EACH_PLAYER(self)
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250 self.porto_forbidden = max(0, self.porto_forbidden - 1);
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253 .vector originjitter;
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254 .vector anglesjitter;
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255 .float anglejitter;
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256 .string gametypefilter;
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257 .string cvarfilter;
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258 void SV_OnEntityPreSpawnFunction()
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260 if(self.gametypefilter != "")
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261 if not(isGametypeInFilter(game, teams_matter, self.gametypefilter))
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266 if(self.cvarfilter != "")
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268 float n, i, o, inv;
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272 s = self.cvarfilter;
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273 if(substring(s, 0, 1) == "+")
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275 s = substring(s, 1, -1);
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277 else if(substring(s, 0, 1) == "-")
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280 s = substring(s, 1, -1);
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284 for(i = 0; i < n; ++i)
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296 if((o = strstrofs(s, ">=", 0)) >= 0)
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298 k = substring(s, 0, o);
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299 v = substring(s, o+2, -1);
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300 if(cvar(k) < stof(v))
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303 else if((o = strstrofs(s, "<=", 0)) >= 0)
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305 k = substring(s, 0, o);
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306 v = substring(s, o+2, -1);
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307 if(cvar(k) > stof(v))
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310 else if((o = strstrofs(s, ">", 0)) >= 0)
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312 k = substring(s, 0, o);
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313 v = substring(s, o+1, -1);
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314 if(cvar(k) <= stof(v))
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317 else if((o = strstrofs(s, "<", 0)) >= 0)
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319 k = substring(s, 0, o);
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320 v = substring(s, o+1, -1);
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321 if(cvar(k) >= stof(v))
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324 else if((o = strstrofs(s, "==", 0)) >= 0)
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326 k = substring(s, 0, o);
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327 v = substring(s, o+2, -1);
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328 if(cvar(k) != stof(v))
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331 else if((o = strstrofs(s, "!=", 0)) >= 0)
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333 k = substring(s, 0, o);
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334 v = substring(s, o+2, -1);
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335 if(cvar(k) == stof(v))
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338 else if((o = strstrofs(s, "===", 0)) >= 0)
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340 k = substring(s, 0, o);
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341 v = substring(s, o+2, -1);
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342 if(cvar_string(k) != v)
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345 else if((o = strstrofs(s, "!==", 0)) >= 0)
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347 k = substring(s, 0, o);
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348 v = substring(s, o+2, -1);
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349 if(cvar_string(k) == v)
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352 else if(substring(s, 0, 1) == "!")
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354 k = substring(s, 1, -1);
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367 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
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370 //print("cvarfilter fail\n");
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376 // support special -1 and -2 angle from radiant
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377 if (self.angles == '0 -1 0')
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378 self.angles = '-90 0 0';
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379 else if (self.angles == '0 -2 0')
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380 self.angles = '+90 0 0';
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382 if(self.originjitter_x != 0)
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383 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
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384 if(self.originjitter_y != 0)
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385 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
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386 if(self.originjitter_z != 0)
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387 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
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388 if(self.anglesjitter_x != 0)
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389 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
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390 if(self.anglesjitter_y != 0)
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391 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
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392 if(self.anglesjitter_z != 0)
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393 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
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394 if(self.anglejitter != 0)
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395 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
\r