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.flags & FL_PROJECTILE);
17 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)
19 if (!(self.flags & FL_INWATER))
21 self.flags |= FL_INWATER;
25 if(!vehic && !projectile) // vehicles and projectiles don't drown
27 if (self.waterlevel != WATERLEVEL_SUBMERGED)
29 if(self.air_finished < time)
30 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
31 self.air_finished = time + autocvar_g_balance_contents_drowndelay;
34 else if (self.air_finished < time)
37 if (self.pain_finished < time)
39 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * damagerate, DEATH_DROWN, self.origin, '0 0 0');
40 self.pain_finished = time + 0.5;
45 if (self.dmgtime < time)
47 self.dmgtime = time + damagerate;
51 if (self.watertype == CONTENT_LAVA)
53 if (self.watersound_finished < time)
55 self.watersound_finished = time + 0.5;
56 sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
58 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
60 else if (self.watertype == CONTENT_SLIME)
62 if (self.watersound_finished < time)
64 self.watersound_finished = time + 0.5;
65 sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
67 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
70 else if ((self.watertype == CONTENT_LAVA) || (self.watertype == CONTENT_SLIME))
72 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
78 if (self.flags & FL_INWATER)
80 // play leave water sound
81 self.flags &~= FL_INWATER;
84 self.air_finished = time + 12;
88 if(!vehic && !projectile) // vehicles don't get falling damage
90 // check for falling damage
91 float velocity_len = vlen(self.velocity);
92 if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
94 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
96 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
98 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
100 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
103 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
104 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
105 // play stupid sounds
108 if (self.flags & FL_ONGROUND)
109 if (velocity_len > autocvar_sv_maxspeed * 0.6)
111 if (time < self.lastground + 0.2)
113 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
115 self.nextstep = time + 0.3 + random() * 0.1;
116 trace_dphitq3surfaceflags = 0;
117 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
119 if(trace_fraction == 1)
122 dprint(ftos(trace_dphitq3surfaceflags), "\n");
124 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
126 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
127 GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
129 GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
135 self.oldvelocity = self.velocity;
145 Called before each frame by the server
150 float game_delay_last;
152 void RuneMatchGivePoints();
153 float RedirectionThink();
154 entity SelectSpawnPoint (float anypoint);
155 void StartFrame (void)
157 remove = remove_unsafely; // not during spawning!
158 serverprevtime = servertime;
160 serverframetime = frametime;
163 if(time > client_cefc_accumulatortime + 1)
165 float t, pp, c_seeing, c_seen;
167 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
168 print("CEFC time: ", ftos(t * 1000), "ms; ");
173 if(clienttype(cl) == CLIENTTYPE_REAL)
175 if(cl.classname == "player")
178 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
179 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
181 client_cefc_accumulatortime = time;
182 client_cefc_accumulator = 0;
187 for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
188 CSQCProjectile_Check(e);
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 (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
203 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
205 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) ? TRUE : FALSE;
213 if(game_delay_last == TRUE)
214 if(game_delay == FALSE)
215 if(autocvar_sv_eventlog)
216 GameLogEcho(":startdelay_ended");
218 game_delay_last = game_delay;
220 // if in warmup stage and limit for warmup is hit start match
222 if ((g_warmup_limit > 0 && time >= g_warmup_limit)
223 || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
234 RuneMatchGivePoints();
237 if(autocvar_spawn_debugview)
239 RandomSelection_Init();
240 for(self = world; (self = find(self, classname, "player")); )
241 RandomSelection_Add(self, 0, string_null, 1, 0);
242 self = RandomSelection_chosen_ent;
246 FOR_EACH_PLAYER(self)
247 self.porto_forbidden = max(0, self.porto_forbidden - 1);
250 .vector originjitter;
251 .vector anglesjitter;
253 .string gametypefilter;
255 float DoesQ3ARemoveThisEntity();
256 void SV_OnEntityPreSpawnFunction()
258 if(self.gametypefilter != "")
259 if not(isGametypeInFilter(game, teamplay, have_team_spawns, self.gametypefilter))
264 if(self.cvarfilter != "")
271 if(substring(s, 0, 1) == "+")
273 s = substring(s, 1, -1);
275 else if(substring(s, 0, 1) == "-")
278 s = substring(s, 1, -1);
282 for(i = 0; i < n; ++i)
294 if((o = strstrofs(s, ">=", 0)) >= 0)
296 k = substring(s, 0, o);
297 v = substring(s, o+2, -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+2, -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+1, -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+1, -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(k) != stof(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(k) == stof(v))
336 else if((o = strstrofs(s, "===", 0)) >= 0)
338 k = substring(s, 0, o);
339 v = substring(s, o+2, -1);
340 if(cvar_string(k) != v)
343 else if((o = strstrofs(s, "!==", 0)) >= 0)
345 k = substring(s, 0, o);
346 v = substring(s, o+2, -1);
347 if(cvar_string(k) == v)
350 else if(substring(s, 0, 1) == "!")
352 k = substring(s, 1, -1);
365 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
368 //print("cvarfilter fail\n");
374 if(DoesQ3ARemoveThisEntity())
380 // support special -1 and -2 angle from radiant
381 if (self.angles == '0 -1 0')
382 self.angles = '-90 0 0';
383 else if (self.angles == '0 -2 0')
384 self.angles = '+90 0 0';
386 if(self.originjitter_x != 0)
387 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
388 if(self.originjitter_y != 0)
389 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
390 if(self.originjitter_z != 0)
391 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
392 if(self.anglesjitter_x != 0)
393 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
394 if(self.anglesjitter_y != 0)
395 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
396 if(self.anglesjitter_z != 0)
397 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
398 if(self.anglejitter != 0)
399 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
401 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
408 void WarpZone_PostInitialize_Callback(void)
410 // create waypoint links for warpzones
412 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
415 src = (e.absmin + e.absmax) * 0.5;
416 makevectors(e.warpzone_angles);
417 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
418 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
419 makevectors(e.enemy.warpzone_angles);
420 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
421 waypoint_spawnforteleporter_v(e, src, dst, 0);