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 for(entity e = world; (e = findfloat(e, damagedbycontents, true)); )
121 if (e.movetype == MOVETYPE_NOCLIP) { continue; }
123 CreatureFrame_Liquids(e);
124 CreatureFrame_FallDamage(e);
126 e.oldvelocity = e.velocity;
130 void Pause_TryPause(bool ispaused)
134 FOR_EACH_REALPLAYER(it)
136 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
143 void SV_PausedTic(float elapsedtime)
145 if (!server_is_dedicated) Pause_TryPause(false);
152 Called before each frame by the server
157 float game_delay_last;
159 float RedirectionThink();
163 execute_next_frame();
164 if (!server_is_dedicated) Pause_TryPause(true);
166 remove = remove_unsafely; // not during spawning!
167 serverprevtime = servertime;
169 serverframetime = frametime;
172 if(time > client_cefc_accumulatortime + 1)
174 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
175 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
181 if(IS_REAL_CLIENT(cl))
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 for(entity e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
195 CSQCProjectile_Check(e);
197 if(RedirectionThink())
200 UncustomizeEntitiesRun();
201 InitializeEntitiesRun();
203 WarpZone_StartFrame();
205 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
206 if(sys_frametime <= 0)
207 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
209 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
210 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
212 skill = autocvar_skill;
214 // detect when the pre-game countdown (if any) has ended and the game has started
215 game_delay = (time < game_starttime);
217 if(autocvar_sv_eventlog && game_delay_last && !game_delay)
218 GameLogEcho(":startdelay_ended");
220 game_delay_last = game_delay;
225 // if in warmup stage and limit for warmup is hit start match
228 if((g_warmup_limit > 0 && time >= g_warmup_limit)
229 || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
236 anticheat_startframe();
237 MUTATOR_CALLHOOK(SV_StartFrame);
242 GlobalStats_update(e);
247 .vector originjitter;
248 .vector anglesjitter;
250 .string gametypefilter;
252 float DoesQ3ARemoveThisEntity();
253 void SV_OnEntityPreSpawnFunction()
255 __spawnfunc_expect = this;
257 if (self.gametypefilter != "")
258 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
263 if(self.cvarfilter != "")
270 if(substring(s, 0, 1) == "+")
272 s = substring(s, 1, -1);
274 else if(substring(s, 0, 1) == "-")
277 s = substring(s, 1, -1);
280 n = tokenize_console(s);
281 for(i = 0; i < n; ++i)
293 if((o = strstrofs(s, ">=", 0)) >= 0)
295 k = substring(s, 0, o);
296 v = substring(s, o+2, -1);
297 if(cvar(k) < stof(v))
300 else if((o = strstrofs(s, "<=", 0)) >= 0)
302 k = substring(s, 0, o);
303 v = substring(s, o+2, -1);
304 if(cvar(k) > stof(v))
307 else if((o = strstrofs(s, ">", 0)) >= 0)
309 k = substring(s, 0, o);
310 v = substring(s, o+1, -1);
311 if(cvar(k) <= stof(v))
314 else if((o = strstrofs(s, "<", 0)) >= 0)
316 k = substring(s, 0, o);
317 v = substring(s, o+1, -1);
318 if(cvar(k) >= stof(v))
321 else if((o = strstrofs(s, "==", 0)) >= 0)
323 k = substring(s, 0, o);
324 v = substring(s, o+2, -1);
325 if(cvar(k) != stof(v))
328 else if((o = strstrofs(s, "!=", 0)) >= 0)
330 k = substring(s, 0, o);
331 v = substring(s, o+2, -1);
332 if(cvar(k) == stof(v))
335 else if((o = strstrofs(s, "===", 0)) >= 0)
337 k = substring(s, 0, o);
338 v = substring(s, o+2, -1);
339 if(cvar_string(k) != v)
342 else if((o = strstrofs(s, "!==", 0)) >= 0)
344 k = substring(s, 0, o);
345 v = substring(s, o+2, -1);
346 if(cvar_string(k) == v)
349 else if(substring(s, 0, 1) == "!")
351 k = substring(s, 1, -1);
364 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
367 //print("cvarfilter fail\n");
373 if(DoesQ3ARemoveThisEntity())
379 // support special -1 and -2 angle from radiant
380 if (self.angles == '0 -1 0')
381 self.angles = '-90 0 0';
382 else if (self.angles == '0 -2 0')
383 self.angles = '+90 0 0';
385 if(self.originjitter.x != 0)
386 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
387 if(self.originjitter.y != 0)
388 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
389 if(self.originjitter.z != 0)
390 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
391 if(self.anglesjitter.x != 0)
392 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
393 if(self.anglesjitter.y != 0)
394 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
395 if(self.anglesjitter.z != 0)
396 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
397 if(self.anglejitter != 0)
398 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
400 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
407 void WarpZone_PostInitialize_Callback()
409 // create waypoint links for warpzones
411 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
414 src = (e.absmin + e.absmax) * 0.5;
415 makevectors(e.warpzone_angles);
416 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
417 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
418 makevectors(e.enemy.warpzone_angles);
419 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
420 waypoint_spawnforteleporter_v(e, src, dst, 0);