3 #include "anticheat.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, NULL, NULL, 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, NULL, NULL, 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, NULL, NULL, 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, NULL, 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, NULL, NULL, 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
98 if(this.velocity || this.oldvelocity) // moving or has moved
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, NULL, NULL, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
113 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
114 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
118 void CreatureFrame_All()
120 FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
121 if (it.move_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 = false;
156 float RedirectionThink();
157 void systems_update();
158 void sys_phys_update(entity this, float dt);
161 // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
162 FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
163 FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it));
165 execute_next_frame();
166 if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
168 delete_fn = remove_unsafely; // not during spawning!
169 serverprevtime = servertime;
171 serverframetime = frametime;
174 if(time > client_cefc_accumulatortime + 1)
176 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
177 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
180 FOREACH_CLIENT(true, LAMBDA(
181 if(IS_REAL_CLIENT(it))
186 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
187 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
189 client_cefc_accumulatortime = time;
190 client_cefc_accumulator = 0;
194 FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
196 if (RedirectionThink()) return;
198 UncustomizeEntitiesRun();
199 InitializeEntitiesRun();
201 WarpZone_StartFrame();
203 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
204 if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
206 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
207 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
209 skill = autocvar_skill;
211 // detect when the pre-game countdown (if any) has ended and the game has started
212 game_delay = (time < game_starttime);
214 if (autocvar_sv_eventlog && game_delay_last && !game_delay)
215 GameLogEcho(":startdelay_ended");
217 game_delay_last = game_delay;
222 if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
228 anticheat_startframe();
229 MUTATOR_CALLHOOK(SV_StartFrame);
231 FOREACH_CLIENT(true, GlobalStats_update(it));
232 FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it));
235 .vector originjitter;
236 .vector anglesjitter;
238 .string gametypefilter;
240 bool DoesQ3ARemoveThisEntity(entity this);
241 void SV_OnEntityPreSpawnFunction(entity this)
243 __spawnfunc_expecting = true;
244 __spawnfunc_expect = this;
246 if (this.gametypefilter != "")
247 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
250 __spawnfunc_expecting = false;
253 if(this.cvarfilter != "")
260 if(substring(s, 0, 1) == "+")
262 s = substring(s, 1, -1);
264 else if(substring(s, 0, 1) == "-")
267 s = substring(s, 1, -1);
270 n = tokenize_console(s);
271 for(i = 0; i < n; ++i)
283 if((o = strstrofs(s, ">=", 0)) >= 0)
285 k = substring(s, 0, o);
286 v = substring(s, o+2, -1);
287 if(cvar(k) < stof(v))
290 else if((o = strstrofs(s, "<=", 0)) >= 0)
292 k = substring(s, 0, o);
293 v = substring(s, o+2, -1);
294 if(cvar(k) > stof(v))
297 else if((o = strstrofs(s, ">", 0)) >= 0)
299 k = substring(s, 0, o);
300 v = substring(s, o+1, -1);
301 if(cvar(k) <= stof(v))
304 else if((o = strstrofs(s, "<", 0)) >= 0)
306 k = substring(s, 0, o);
307 v = substring(s, o+1, -1);
308 if(cvar(k) >= stof(v))
311 else if((o = strstrofs(s, "==", 0)) >= 0)
313 k = substring(s, 0, o);
314 v = substring(s, o+2, -1);
315 if(cvar(k) != stof(v))
318 else if((o = strstrofs(s, "!=", 0)) >= 0)
320 k = substring(s, 0, o);
321 v = substring(s, o+2, -1);
322 if(cvar(k) == stof(v))
325 else if((o = strstrofs(s, "===", 0)) >= 0)
327 k = substring(s, 0, o);
328 v = substring(s, o+2, -1);
329 if(cvar_string(k) != v)
332 else if((o = strstrofs(s, "!==", 0)) >= 0)
334 k = substring(s, 0, o);
335 v = substring(s, o+2, -1);
336 if(cvar_string(k) == v)
339 else if(substring(s, 0, 1) == "!")
341 k = substring(s, 1, -1);
354 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
357 //print("cvarfilter fail\n");
359 __spawnfunc_expecting = false;
364 if(DoesQ3ARemoveThisEntity(this))
367 __spawnfunc_expecting = false;
371 set_movetype(this, this.movetype);
373 // support special -1 and -2 angle from radiant
374 if (this.angles == '0 -1 0')
375 this.angles = '-90 0 0';
376 else if (this.angles == '0 -2 0')
377 this.angles = '+90 0 0';
379 if(this.originjitter.x != 0)
380 this.origin_x = this.origin.x + (random() * 2 - 1) * this.originjitter.x;
381 if(this.originjitter.y != 0)
382 this.origin_y = this.origin.y + (random() * 2 - 1) * this.originjitter.y;
383 if(this.originjitter.z != 0)
384 this.origin_z = this.origin.z + (random() * 2 - 1) * this.originjitter.z;
385 if(this.anglesjitter.x != 0)
386 this.angles_x = this.angles.x + (random() * 2 - 1) * this.anglesjitter.x;
387 if(this.anglesjitter.y != 0)
388 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglesjitter.y;
389 if(this.anglesjitter.z != 0)
390 this.angles_z = this.angles.z + (random() * 2 - 1) * this.anglesjitter.z;
391 if(this.anglejitter != 0)
392 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglejitter;
394 if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this))
397 __spawnfunc_expecting = false;
402 void WarpZone_PostInitialize_Callback()
404 // create waypoint links for warpzones
406 for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
409 src = (e.absmin + e.absmax) * 0.5;
410 makevectors(e.warpzone_angles);
411 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
412 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
413 makevectors(e.enemy.warpzone_angles);
414 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
415 waypoint_spawnforteleporter_v(e, src, dst, 0);