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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79 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
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80 // this must be allowed to cut the normal pain sounds (played after them and on the same channel)
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81 // there's no way to detect falling damage and prevent the pain sounds for this to be played instead
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83 PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
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85 else if(vlen(self.velocity) > 100000 && cvar("developer"))
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87 dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));
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88 Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
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92 // play stupid sounds
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95 if (self.flags & FL_ONGROUND)
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96 if (vlen(self.velocity) > sv_maxspeed * 0.6)
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98 if (time < self.lastground + 0.2)
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100 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
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102 self.nextstep = time + 0.3 + random() * 0.1;
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103 trace_dphitq3surfaceflags = 0;
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104 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
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106 if(trace_fraction == 1)
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109 dprint(ftos(trace_dphitq3surfaceflags), "\n");
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111 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
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113 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
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114 GlobalSound(globalsound_metalstep, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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116 GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
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120 self.oldvelocity = self.velocity;
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122 self = findfloat(self, iscreature, TRUE);
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132 Called before each frame by the server
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137 float game_delay_last;
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139 float RedirectionThink();
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140 entity SelectSpawnPoint (float anypoint);
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141 void StartFrame (void)
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143 remove = remove_unsafely; // not during spawning!
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144 serverprevtime = servertime;
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146 serverframetime = frametime;
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149 if(time > client_cefc_accumulatortime + 1)
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151 float t, pp, c_seeing, c_seen;
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153 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
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154 print("CEFC time: ", ftos(t * 1000), "ms; ");
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157 FOR_EACH_CLIENT(cl)
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159 if(clienttype(cl) == CLIENTTYPE_REAL)
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161 if(cl.classname == "player")
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164 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
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165 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
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167 client_cefc_accumulatortime = time;
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168 client_cefc_accumulator = 0;
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173 for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
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174 CSQCProjectile_Check(e);
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176 if(RedirectionThink())
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179 UncustomizeEntitiesRun();
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180 InitializeEntitiesRun();
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182 WarpZone_StartFrame();
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184 sv_gravity = cvar("sv_gravity");
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185 sv_maxairspeed = cvar("sv_maxairspeed");
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186 sv_maxspeed = cvar ("sv_maxspeed");
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187 sv_friction = cvar ("sv_friction");
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188 sv_accelerate = cvar ("sv_accelerate");
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189 sv_airaccelerate = cvar("sv_airaccelerate");
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190 sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");
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191 sv_airaccel_qw = cvar("sv_airaccel_qw");
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192 sv_stopspeed = cvar ("sv_stopspeed");
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193 sv_airstopaccelerate = cvar("sv_airstopaccelerate");
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194 sv_airstrafeaccelerate = cvar("sv_airstrafeaccelerate");
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195 sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");
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196 sv_aircontrol = cvar("sv_aircontrol");
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197 sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");
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198 sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");
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199 sv_warsowbunny_topspeed = cvar("sv_warsowbunny_topspeed");
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200 sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");
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201 sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");
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202 teamplay = cvar ("teamplay");
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203 sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
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205 if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
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206 orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout
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208 if(teams_matter && !teamplay)
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210 if(!teams_matter && teamplay)
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213 skill = cvar("skill");
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215 Spawnqueue_Check();
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218 // detect when the pre-game countdown (if any) has ended and the game has started
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219 game_delay = (time < game_starttime) ? TRUE : FALSE;
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221 if(game_delay_last == TRUE)
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222 if(game_delay == FALSE)
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223 if(cvar("sv_eventlog"))
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224 GameLogEcho(":startdelay_ended");
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226 game_delay_last = game_delay;
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228 // if in warmup stage and limit for warmup is hit start match
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230 if ((g_warmup_limit > 0 && time >= g_warmup_limit)
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231 || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))
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238 CheckRules_World ();
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244 if(cvar("spawn_debugview"))
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246 RandomSelection_Init();
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247 for(self = world; (self = find(self, classname, "player")); )
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248 RandomSelection_Add(self, 0, string_null, 1, 0);
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249 self = RandomSelection_chosen_ent;
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250 SelectSpawnPoint(0);
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253 FOR_EACH_PLAYER(self)
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254 self.porto_forbidden = max(0, self.porto_forbidden - 1);
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257 .vector originjitter;
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258 .vector anglesjitter;
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259 .float anglejitter;
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260 .string gametypefilter;
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261 .string cvarfilter;
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262 void SV_OnEntityPreSpawnFunction()
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264 if(self.gametypefilter != "")
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265 if not(isGametypeInFilter(game, teams_matter, self.gametypefilter))
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270 if(self.cvarfilter != "")
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272 float n, i, o, inv;
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276 s = self.cvarfilter;
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277 if(substring(s, 0, 1) == "+")
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279 s = substring(s, 1, -1);
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281 else if(substring(s, 0, 1) == "-")
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284 s = substring(s, 1, -1);
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288 for(i = 0; i < n; ++i)
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300 if((o = strstrofs(s, ">=", 0)) >= 0)
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302 k = substring(s, 0, o);
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303 v = substring(s, o+2, -1);
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304 if(cvar(k) < stof(v))
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307 else if((o = strstrofs(s, "<=", 0)) >= 0)
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309 k = substring(s, 0, o);
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310 v = substring(s, o+2, -1);
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311 if(cvar(k) > stof(v))
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314 else if((o = strstrofs(s, ">", 0)) >= 0)
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316 k = substring(s, 0, o);
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317 v = substring(s, o+1, -1);
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318 if(cvar(k) <= stof(v))
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321 else if((o = strstrofs(s, "<", 0)) >= 0)
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323 k = substring(s, 0, o);
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324 v = substring(s, o+1, -1);
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325 if(cvar(k) >= stof(v))
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328 else if((o = strstrofs(s, "==", 0)) >= 0)
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330 k = substring(s, 0, o);
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331 v = substring(s, o+2, -1);
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332 if(cvar(k) != stof(v))
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335 else if((o = strstrofs(s, "!=", 0)) >= 0)
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337 k = substring(s, 0, o);
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338 v = substring(s, o+2, -1);
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339 if(cvar(k) == stof(v))
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342 else if((o = strstrofs(s, "===", 0)) >= 0)
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344 k = substring(s, 0, o);
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345 v = substring(s, o+2, -1);
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346 if(cvar_string(k) != v)
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349 else if((o = strstrofs(s, "!==", 0)) >= 0)
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351 k = substring(s, 0, o);
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352 v = substring(s, o+2, -1);
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353 if(cvar_string(k) == v)
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356 else if(substring(s, 0, 1) == "!")
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358 k = substring(s, 1, -1);
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371 // 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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374 //print("cvarfilter fail\n");
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380 // support special -1 and -2 angle from radiant
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381 if (self.angles == '0 -1 0')
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382 self.angles = '-90 0 0';
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383 else if (self.angles == '0 -2 0')
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384 self.angles = '+90 0 0';
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386 if(self.originjitter_x != 0)
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387 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
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388 if(self.originjitter_y != 0)
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389 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
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390 if(self.originjitter_z != 0)
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391 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
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392 if(self.anglesjitter_x != 0)
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393 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
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394 if(self.anglesjitter_y != 0)
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395 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
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396 if(self.anglesjitter_z != 0)
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397 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
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398 if(self.anglejitter != 0)
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399 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
\r