2 #include "anticheat.qh"
7 #include "bot/waypoints.qh"
9 #include "command/common.qh"
11 #include "mutators/all.qh"
12 #include "weapons/csqcprojectile.qh"
14 #include "../common/constants.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/debug.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 "../lib/csqcmodel/sv_model.qh"
25 #include "../lib/warpzone/common.qh"
26 #include "../lib/warpzone/server.qh"
31 void CreatureFrame_hotliquids(entity this)
33 if (this.dmgtime < time)
35 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
37 if (this.flags & FL_PROJECTILE)
39 if (this.watertype == CONTENT_LAVA)
40 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');
41 else if (this.watertype == CONTENT_SLIME)
42 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');
46 if (this.watertype == CONTENT_LAVA)
48 if (this.watersound_finished < time)
50 this.watersound_finished = time + 0.5;
51 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
53 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');
54 if(autocvar_g_balance_contents_playerdamage_lava_burn)
55 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);
57 else if (this.watertype == CONTENT_SLIME)
59 if (this.watersound_finished < time)
61 this.watersound_finished = time + 0.5;
62 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
64 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');
70 void CreatureFrame_Liquids(entity this)
72 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)
74 if (!(this.flags & FL_INWATER))
76 this.flags |= FL_INWATER;
80 CreatureFrame_hotliquids(this);
84 if (this.flags & FL_INWATER)
86 // play leave water sound
87 this.flags &= ~FL_INWATER;
90 this.air_finished = time + 12;
95 void CreatureFrame_FallDamage(entity this)
97 if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
99 // check for falling damage
100 float velocity_len = vlen(this.velocity);
103 float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
105 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
107 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
109 Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
112 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
113 Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
117 void CreatureFrame_All()
119 FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA(
120 if(it.movetype == MOVETYPE_NOCLIP) continue;
121 CreatureFrame_Liquids(it);
122 CreatureFrame_FallDamage(it);
123 it.oldvelocity = it.velocity;
127 void Pause_TryPause(bool ispaused)
130 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
131 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
138 void SV_PausedTic(float elapsedtime)
140 if (!server_is_dedicated) Pause_TryPause(false);
147 Called before each frame by the server
152 float game_delay_last;
154 bool autocvar_sv_autopause = true;
155 float RedirectionThink();
159 execute_next_frame();
160 if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
162 remove = remove_unsafely; // not during spawning!
163 serverprevtime = servertime;
165 serverframetime = frametime;
168 if(time > client_cefc_accumulatortime + 1)
170 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
171 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
174 FOREACH_CLIENT(true, LAMBDA(
175 if(IS_REAL_CLIENT(it))
180 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
181 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
183 client_cefc_accumulatortime = time;
184 client_cefc_accumulator = 0;
188 FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it)));
190 if(RedirectionThink())
193 UncustomizeEntitiesRun();
194 InitializeEntitiesRun();
196 WarpZone_StartFrame();
198 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
199 if(sys_frametime <= 0)
200 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
202 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
203 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
205 skill = autocvar_skill;
207 // detect when the pre-game countdown (if any) has ended and the game has started
208 game_delay = (time < game_starttime);
210 if(autocvar_sv_eventlog && game_delay_last && !game_delay)
211 GameLogEcho(":startdelay_ended");
213 game_delay_last = game_delay;
218 // if in warmup stage and limit for warmup is hit start match
221 if((g_warmup_limit > 0 && time >= g_warmup_limit)
222 || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
229 anticheat_startframe();
230 MUTATOR_CALLHOOK(SV_StartFrame);
232 FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
235 .vector originjitter;
236 .vector anglesjitter;
238 .string gametypefilter;
240 float DoesQ3ARemoveThisEntity();
241 void SV_OnEntityPreSpawnFunction()
243 __spawnfunc_expect = this;
245 if (self.gametypefilter != "")
246 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
251 if(self.cvarfilter != "")
258 if(substring(s, 0, 1) == "+")
260 s = substring(s, 1, -1);
262 else if(substring(s, 0, 1) == "-")
265 s = substring(s, 1, -1);
268 n = tokenize_console(s);
269 for(i = 0; i < n; ++i)
281 if((o = strstrofs(s, ">=", 0)) >= 0)
283 k = substring(s, 0, o);
284 v = substring(s, o+2, -1);
285 if(cvar(k) < stof(v))
288 else if((o = strstrofs(s, "<=", 0)) >= 0)
290 k = substring(s, 0, o);
291 v = substring(s, o+2, -1);
292 if(cvar(k) > stof(v))
295 else if((o = strstrofs(s, ">", 0)) >= 0)
297 k = substring(s, 0, o);
298 v = substring(s, o+1, -1);
299 if(cvar(k) <= stof(v))
302 else if((o = strstrofs(s, "<", 0)) >= 0)
304 k = substring(s, 0, o);
305 v = substring(s, o+1, -1);
306 if(cvar(k) >= stof(v))
309 else if((o = strstrofs(s, "==", 0)) >= 0)
311 k = substring(s, 0, o);
312 v = substring(s, o+2, -1);
313 if(cvar(k) != stof(v))
316 else if((o = strstrofs(s, "!=", 0)) >= 0)
318 k = substring(s, 0, o);
319 v = substring(s, o+2, -1);
320 if(cvar(k) == stof(v))
323 else if((o = strstrofs(s, "===", 0)) >= 0)
325 k = substring(s, 0, o);
326 v = substring(s, o+2, -1);
327 if(cvar_string(k) != v)
330 else if((o = strstrofs(s, "!==", 0)) >= 0)
332 k = substring(s, 0, o);
333 v = substring(s, o+2, -1);
334 if(cvar_string(k) == v)
337 else if(substring(s, 0, 1) == "!")
339 k = substring(s, 1, -1);
352 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
355 //print("cvarfilter fail\n");
361 if(DoesQ3ARemoveThisEntity())
367 // support special -1 and -2 angle from radiant
368 if (self.angles == '0 -1 0')
369 self.angles = '-90 0 0';
370 else if (self.angles == '0 -2 0')
371 self.angles = '+90 0 0';
373 if(self.originjitter.x != 0)
374 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
375 if(self.originjitter.y != 0)
376 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
377 if(self.originjitter.z != 0)
378 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
379 if(self.anglesjitter.x != 0)
380 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
381 if(self.anglesjitter.y != 0)
382 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
383 if(self.anglesjitter.z != 0)
384 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
385 if(self.anglejitter != 0)
386 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
388 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
395 void WarpZone_PostInitialize_Callback()
397 // create waypoint links for warpzones
399 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
402 src = (e.absmin + e.absmax) * 0.5;
403 makevectors(e.warpzone_angles);
404 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
405 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
406 makevectors(e.enemy.warpzone_angles);
407 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
408 waypoint_spawnforteleporter_v(e, src, dst, 0);