-#include "_all.qh"
#include "anticheat.qh"
#include "g_hook.qh"
#include "command/common.qh"
-#include "mutators/mutators_include.qh"
+#include "mutators/all.qh"
#include "weapons/csqcprojectile.qh"
#include "../common/constants.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
+#include "../common/debug.qh"
#include "../common/mapinfo.qh"
#include "../common/util.qh"
#include "../common/vehicles/all.qh"
#include "../common/weapons/all.qh"
-#include "../csqcmodellib/sv_model.qh"
+#include "../lib/csqcmodel/sv_model.qh"
-#include "../warpzonelib/common.qh"
-#include "../warpzonelib/server.qh"
+#include "../lib/warpzone/common.qh"
+#include "../lib/warpzone/server.qh"
.float lastground;
+.int state;
-void CreatureFrame (void)
+void CreatureFrame_hotliquids(entity this)
{
- entity oldself;
- float dm;
-
- oldself = self;
- for(self = world; (self = findfloat(self, damagedbycontents, true)); )
+ if (this.dmgtime < time)
{
- if (self.movetype == MOVETYPE_NOCLIP) { continue; }
-
- float vehic = IS_VEHICLE(self);
- float projectile = (self.flags & FL_PROJECTILE);
- float monster = IS_MONSTER(self);
+ this.dmgtime = time + autocvar_g_balance_contents_damagerate;
- 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)
+ if (this.flags & FL_PROJECTILE)
{
- if (!(self.flags & FL_INWATER))
- {
- self.flags |= FL_INWATER;
- self.dmgtime = 0;
- }
-
- if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
+ if (this.watertype == CONTENT_LAVA)
+ 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');
+ else if (this.watertype == CONTENT_SLIME)
+ 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');
+ }
+ else
+ {
+ if (this.watertype == CONTENT_LAVA)
{
- if (self.waterlevel != WATERLEVEL_SUBMERGED)
+ if (this.watersound_finished < time)
{
- if(self.air_finished < time)
- PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- self.air_finished = time + autocvar_g_balance_contents_drowndelay;
- self.dmg = 2;
- }
- else if (self.air_finished < time)
- { // drown!
- if (!self.deadflag)
- if (self.pain_finished < time)
- {
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0');
- self.pain_finished = time + 0.5;
- }
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
}
+ 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');
+ if(autocvar_g_balance_contents_playerdamage_lava_burn)
+ 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);
}
-
- if (self.dmgtime < time)
+ else if (this.watertype == CONTENT_SLIME)
{
- self.dmgtime = time + autocvar_g_balance_contents_damagerate;
-
- if (projectile)
- {
- if (self.watertype == CONTENT_LAVA)
- {
- Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
- }
- else if (self.watertype == CONTENT_SLIME)
- {
- Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
- }
- }
- else
+ if (this.watersound_finished < time)
{
- if (self.watertype == CONTENT_LAVA)
- {
- if (self.watersound_finished < time)
- {
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER_SINGLE, "player/lava.wav", VOL_BASE, ATTEN_NORM);
- }
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
- }
- else if (self.watertype == CONTENT_SLIME)
- {
- if (self.watersound_finished < time)
- {
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER_SINGLE, "player/slime.wav", VOL_BASE, ATTEN_NORM);
- }
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
- }
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
}
+ 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');
}
}
- else
+ }
+}
+
+void CreatureFrame_Liquids(entity this)
+{
+ 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)
+ {
+ if (!(this.flags & FL_INWATER))
{
- if (self.flags & FL_INWATER)
- {
- // play leave water sound
- self.flags &= ~FL_INWATER;
- self.dmgtime = 0;
- }
- self.air_finished = time + 12;
- self.dmg = 2;
+ this.flags |= FL_INWATER;
+ this.dmgtime = 0;
}
- if(!vehic && !projectile) // vehicles don't get falling damage
+ CreatureFrame_hotliquids(this);
+ }
+ else
+ {
+ if (this.flags & FL_INWATER)
{
- // check for falling damage
- float velocity_len = vlen(self.velocity);
- if(!self.hook.state)
- {
- dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
- if (self.deadflag)
- dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
- else
- dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
- if (dm > 0)
- Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
- }
+ // play leave water sound
+ this.flags &= ~FL_INWATER;
+ this.dmgtime = 0;
+ }
+ this.air_finished = time + 12;
+ this.dmg = 2;
+ }
+}
- if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
- Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
- // play stupid sounds
- if (g_footsteps)
- if (!gameover)
- if (self.flags & FL_ONGROUND)
- if (!self.crouch)
- if (velocity_len > autocvar_sv_maxspeed * 0.6)
- if (!self.deadflag)
- if (time < self.lastground + 0.2)
- {
- if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
- {
- self.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- /*
- if(trace_fraction == 1)
- dprint("nohit\n");
- else
- dprint(ftos(trace_dphitq3surfaceflags), "\n");
- */
- if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
- {
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- else
- GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
- }
- }
+void CreatureFrame_FallDamage(entity this)
+{
+ if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
+ {
+ // check for falling damage
+ float velocity_len = vlen(this.velocity);
+ if(!this.hook.state)
+ {
+ float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+ if (this.deadflag)
+ dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
+ else
+ dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
+ if (dm > 0)
+ Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
}
- self.oldvelocity = self.velocity;
+ if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
+ Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
+ }
+}
+
+void CreatureFrame_All()
+{
+ FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA(
+ if(it.movetype == MOVETYPE_NOCLIP) continue;
+ CreatureFrame_Liquids(it);
+ CreatureFrame_FallDamage(it);
+ it.oldvelocity = it.velocity;
+ ));
+}
+
+void Pause_TryPause(bool ispaused)
+{
+ int n = 0;
+ entity it;
+ FOR_EACH_REALPLAYER(it)
+ {
+ if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
+ ++n;
}
- self = oldself;
+ if (!n) return;
+ setpause(ispaused);
}
+void SV_PausedTic(float elapsedtime)
+{
+ if (!server_is_dedicated) Pause_TryPause(false);
+}
/*
=============
float game_delay_last;
float RedirectionThink();
-void StartFrame (void)
+void StartFrame()
{
+ SELFPARAM();
execute_next_frame();
+ if (!server_is_dedicated) Pause_TryPause(true);
remove = remove_unsafely; // not during spawning!
serverprevtime = servertime;
#ifdef PROFILING
if(time > client_cefc_accumulatortime + 1)
{
- float t, pp, c_seeing, c_seen;
+ float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
+ LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
+ int c_seeing = 0;
+ int c_seen = 0;
entity cl;
- t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
- print("CEFC time: ", ftos(t * 1000), "ms; ");
- c_seeing = 0;
- c_seen = 0;
FOR_EACH_CLIENT(cl)
{
if(IS_REAL_CLIENT(cl))
if(IS_PLAYER(cl))
++c_seen;
}
- print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
- print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
+ LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
+ LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
client_cefc_accumulatortime = time;
client_cefc_accumulator = 0;
}
#endif
- entity e;
- for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
- CSQCProjectile_Check(e);
+ FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it)));
if(RedirectionThink())
return;
skill = autocvar_skill;
// detect when the pre-game countdown (if any) has ended and the game has started
- game_delay = (time < game_starttime) ? true : false;
+ game_delay = (time < game_starttime);
- if(game_delay_last == true)
- if(game_delay == false)
- if(autocvar_sv_eventlog)
+ if(autocvar_sv_eventlog && game_delay_last && !game_delay)
GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
- CreatureFrame ();
- CheckRules_World ();
+ CreatureFrame_All();
+ CheckRules_World();
// if in warmup stage and limit for warmup is hit start match
if(warmup_stage)
}
bot_serverframe();
-
- FOR_EACH_PLAYER(self)
- self.porto_forbidden = max(0, self.porto_forbidden - 1);
-
anticheat_startframe();
-
MUTATOR_CALLHOOK(SV_StartFrame);
+
+ FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
}
.vector originjitter;
.string cvarfilter;
float DoesQ3ARemoveThisEntity();
void SV_OnEntityPreSpawnFunction()
-{
+{SELFPARAM();
+ __spawnfunc_expect = this;
if (self)
if (self.gametypefilter != "")
if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
}
}
-void WarpZone_PostInitialize_Callback(void)
+void WarpZone_PostInitialize_Callback()
{
// create waypoint links for warpzones
entity e;