3 #include "anticheat.qh"
8 #include "bot/waypoints.qh"
10 #include "command/common.qh"
12 #include "mutators/all.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/weapons/all.qh"
24 #include "../lib/csqcmodel/sv_model.qh"
26 #include "../lib/warpzone/common.qh"
27 #include "../lib/warpzone/server.qh"
32 void CreatureFrame_hotliquids(entity this)
34 if (this.dmgtime < time)
36 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
38 if (this.flags & FL_PROJECTILE)
40 if (this.watertype == CONTENT_LAVA)
41 Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
42 else if (this.watertype == CONTENT_SLIME)
43 Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
47 if (this.watertype == CONTENT_LAVA)
49 if (this.watersound_finished < time)
51 this.watersound_finished = time + 0.5;
52 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
54 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
55 if(autocvar_g_balance_contents_playerdamage_lava_burn)
56 Fire_AddDamage(this, world, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
58 else if (this.watertype == CONTENT_SLIME)
60 if (this.watersound_finished < time)
62 this.watersound_finished = time + 0.5;
63 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
65 Damage (this, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
71 void CreatureFrame_Liquids(entity this)
73 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)
75 if (!(this.flags & FL_INWATER))
77 this.flags |= FL_INWATER;
81 CreatureFrame_hotliquids(this);
85 if (this.flags & FL_INWATER)
87 // play leave water sound
88 this.flags &= ~FL_INWATER;
91 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
100 // check for falling damage
101 float velocity_len = vlen(this.velocity);
104 float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
106 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
108 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
110 Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
113 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
114 Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
118 void CreatureFrame_All()
120 FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
121 if (it.movetype == MOVETYPE_NOCLIP) continue;
122 CreatureFrame_Liquids(it);
123 CreatureFrame_FallDamage(it);
124 it.oldvelocity = it.velocity;
128 void Pause_TryPause(bool ispaused)
131 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
132 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
139 void SV_PausedTic(float elapsedtime)
141 if (!server_is_dedicated) Pause_TryPause(false);
148 Called before each frame by the server
153 float game_delay_last;
155 bool autocvar_sv_autopause = true;
156 float RedirectionThink();
157 void PM_Main(Client this);
160 // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
161 FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PM_Main(it));
162 FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPreThink()));
164 execute_next_frame();
165 if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
167 remove = remove_unsafely; // not during spawning!
168 serverprevtime = servertime;
170 serverframetime = frametime;
173 if(time > client_cefc_accumulatortime + 1)
175 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
176 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
179 FOREACH_CLIENT(true, LAMBDA(
180 if(IS_REAL_CLIENT(it))
185 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
186 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
188 client_cefc_accumulatortime = time;
189 client_cefc_accumulator = 0;
193 FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
195 if (RedirectionThink()) return;
197 UncustomizeEntitiesRun();
198 InitializeEntitiesRun();
200 WarpZone_StartFrame();
202 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
203 if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
205 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
206 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
208 skill = autocvar_skill;
210 // detect when the pre-game countdown (if any) has ended and the game has started
211 game_delay = (time < game_starttime);
213 if (autocvar_sv_eventlog && game_delay_last && !game_delay)
214 GameLogEcho(":startdelay_ended");
216 game_delay_last = game_delay;
221 if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
227 anticheat_startframe();
228 MUTATOR_CALLHOOK(SV_StartFrame);
230 FOREACH_CLIENT(true, GlobalStats_update(it));
231 FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPostThink()));
234 .vector originjitter;
235 .vector anglesjitter;
237 .string gametypefilter;
239 float DoesQ3ARemoveThisEntity();
240 void SV_OnEntityPreSpawnFunction()
242 __spawnfunc_expect = this;
244 if (self.gametypefilter != "")
245 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
250 if(self.cvarfilter != "")
257 if(substring(s, 0, 1) == "+")
259 s = substring(s, 1, -1);
261 else if(substring(s, 0, 1) == "-")
264 s = substring(s, 1, -1);
267 n = tokenize_console(s);
268 for(i = 0; i < n; ++i)
280 if((o = strstrofs(s, ">=", 0)) >= 0)
282 k = substring(s, 0, o);
283 v = substring(s, o+2, -1);
284 if(cvar(k) < stof(v))
287 else 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+1, -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+2, -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_string(k) != 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(substring(s, 0, 1) == "!")
338 k = substring(s, 1, -1);
351 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
354 //print("cvarfilter fail\n");
360 if(DoesQ3ARemoveThisEntity())
366 // support special -1 and -2 angle from radiant
367 if (self.angles == '0 -1 0')
368 self.angles = '-90 0 0';
369 else if (self.angles == '0 -2 0')
370 self.angles = '+90 0 0';
372 if(self.originjitter.x != 0)
373 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
374 if(self.originjitter.y != 0)
375 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
376 if(self.originjitter.z != 0)
377 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
378 if(self.anglesjitter.x != 0)
379 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
380 if(self.anglesjitter.y != 0)
381 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
382 if(self.anglesjitter.z != 0)
383 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
384 if(self.anglejitter != 0)
385 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
387 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
394 void WarpZone_PostInitialize_Callback()
396 // create waypoint links for warpzones
398 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
401 src = (e.absmin + e.absmax) * 0.5;
402 makevectors(e.warpzone_angles);
403 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
404 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
405 makevectors(e.enemy.warpzone_angles);
406 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
407 waypoint_spawnforteleporter_v(e, src, dst, 0);