3 #include "anticheat.qh"
9 #include "command/common.qh"
11 #include "mutators/_mod.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;
94 void CreatureFrame_FallDamage(entity this)
96 if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
97 if(this.velocity || this.oldvelocity) // moving or has moved
99 // check for falling damage
100 float velocity_len = vlen(this.velocity);
101 bool have_hook = false;
102 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
104 .entity weaponentity = weaponentities[slot];
105 if(this.(weaponentity).hook && this.(weaponentity).hook.state)
113 float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
115 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
117 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
119 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
122 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
123 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
127 void CreatureFrame_All()
129 IL_EACH(g_damagedbycontents, it.damagedbycontents,
131 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
132 CreatureFrame_Liquids(it);
133 CreatureFrame_FallDamage(it);
134 it.oldvelocity = it.velocity;
138 void Pause_TryPause(bool ispaused)
141 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
142 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
149 void SV_PausedTic(float elapsedtime)
151 if (!server_is_dedicated) Pause_TryPause(false);
158 Called before each frame by the server
162 bool game_delay_last;
164 bool autocvar_sv_autopause = false;
165 float RedirectionThink();
166 void systems_update();
167 void sys_phys_update(entity this, float dt);
170 // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
171 IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
172 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
174 execute_next_frame();
175 if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
177 delete_fn = remove_unsafely; // not during spawning!
178 serverprevtime = servertime;
180 serverframetime = frametime;
183 if(time > client_cefc_accumulatortime + 1)
185 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
188 FOREACH_CLIENT(true, {
189 if(IS_REAL_CLIENT(it))
195 "CEFC time: ", ftos(t * 1000), "ms; ",
196 "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
197 "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
199 client_cefc_accumulatortime = time;
200 client_cefc_accumulator = 0;
204 IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
206 if (RedirectionThink()) return;
208 UncustomizeEntitiesRun();
209 InitializeEntitiesRun();
211 WarpZone_StartFrame();
213 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
214 if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
216 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
217 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
219 skill = autocvar_skill;
221 // detect when the pre-game countdown (if any) has ended and the game has started
222 bool game_delay = (time < game_starttime);
223 if (autocvar_sv_eventlog && game_delay_last && !game_delay)
224 GameLogEcho(":startdelay_ended");
225 game_delay_last = game_delay;
230 if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
236 anticheat_startframe();
237 MUTATOR_CALLHOOK(SV_StartFrame);
239 FOREACH_CLIENT(true, GlobalStats_update(it));
240 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
243 .vector originjitter;
244 .vector anglesjitter;
246 .string gametypefilter;
248 bool DoesQ3ARemoveThisEntity(entity this);
251 * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
252 * +: all must match. this is the default
253 * -: one must NOT match
264 bool expr_evaluate(string s)
267 if (str2chr(s, 0) == '+') {
268 s = substring(s, 1, -1);
269 } else if (str2chr(s, 0) == '-') {
271 s = substring(s, 1, -1);
273 bool expr_fail = false;
274 for (int i = 0, n = tokenize_console(s); i < n; ++i) {
285 #define BINOP(op, len, expr) \
286 if ((o = strstrofs(s, op, 0)) >= 0) { \
287 k = substring(s, 0, o); \
288 v = substring(s, o + len, -1); \
291 BINOP(">=", 2, cvar(k) >= stof(v));
292 BINOP("<=", 2, cvar(k) <= stof(v));
293 BINOP(">", 1, cvar(k) > stof(v));
294 BINOP("<", 1, cvar(k) < stof(v));
295 BINOP("==", 2, cvar(k) == stof(v));
296 BINOP("!=", 2, cvar(k) != stof(v));
297 BINOP("===", 3, cvar_string(k) == v);
298 BINOP("!==", 3, cvar_string(k) != v);
302 if (str2chr(k, 0) == '!') {
303 k = substring(s, 1, -1);
307 bool isnum = ftos(f) == k;
308 X(boolean(isnum ? f : cvar(k)) == b);
316 // now ret is true if we want to keep the item, and false if we want to get rid of it
320 void SV_OnEntityPreSpawnFunction(entity this)
323 if (this.gametypefilter != "")
324 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
328 if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
332 if (DoesQ3ARemoveThisEntity(this)) {
336 set_movetype(this, this.movetype);
338 if (this.monster_attack) {
339 IL_PUSH(g_monster_targets, this);
342 // support special -1 and -2 angle from radiant
343 if (this.angles == '0 -1 0') {
344 this.angles = '-90 0 0';
345 } else if (this.angles == '0 -2 0') {
346 this.angles = '+90 0 0';
349 #define X(out, in) MACRO_BEGIN \
350 if (in != 0) { out = out + (random() * 2 - 1) * in; } \
352 X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
353 X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
354 X(this.angles.y, this.anglejitter);
357 if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
362 builtin_remove(this);
365 void WarpZone_PostInitialize_Callback()
367 // create waypoint links for warpzones
368 //for(entity e = warpzone_first; e; e = e.warpzone_next)
369 for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
372 src = (e.absmin + e.absmax) * 0.5;
373 makevectors(e.warpzone_angles);
374 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
375 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
376 makevectors(e.enemy.warpzone_angles);
377 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
378 waypoint_spawnforteleporter_v(e, src, dst, 0);