]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/sv_main.qc
Require at least half bot's body is inside teleport waypoint before heading to telepo...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
index 4a72bb1aee81d2444355b7d305d37ed83b32c13c..986dbce155213d5d2fa3403aa02d7b8d4d7a5432 100644 (file)
@@ -8,7 +8,7 @@
 
 #include "command/common.qh"
 
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
 #include "weapons/csqcprojectile.qh"
 
 #include "../common/constants.qh"
@@ -18,7 +18,7 @@
 #include "../common/util.qh"
 
 #include "../common/vehicles/all.qh"
-#include "../common/weapons/all.qh"
+#include <common/weapons/_all.qh>
 
 #include "../lib/csqcmodel/sv_model.qh"
 
@@ -99,7 +99,17 @@ void CreatureFrame_FallDamage(entity this)
        {
                // check for falling damage
                float velocity_len = vlen(this.velocity);
-               if(!this.hook.state)
+               bool have_hook = false;
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+           {
+               .entity weaponentity = weaponentities[slot];
+               if(this.(weaponentity).hook && this.(weaponentity).hook.state)
+               {
+                       have_hook = true;
+                       break;
+               }
+           }
+               if(!have_hook)
                {
                        float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
                        if (IS_DEAD(this))
@@ -117,7 +127,8 @@ void CreatureFrame_FallDamage(entity this)
 
 void CreatureFrame_All()
 {
-       FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
+       IL_EACH(g_damagedbycontents, it.damagedbycontents,
+       {
                if (it.move_movetype == MOVETYPE_NOCLIP) continue;
                CreatureFrame_Liquids(it);
                CreatureFrame_FallDamage(it);
@@ -149,8 +160,7 @@ Called before each frame by the server
 =============
 */
 
-float game_delay;
-float game_delay_last;
+bool game_delay_last;
 
 bool autocvar_sv_autopause = false;
 float RedirectionThink();
@@ -159,8 +169,8 @@ void sys_phys_update(entity this, float dt);
 void StartFrame()
 {
     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
-    FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
-    FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPreThink(it));
+    IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
+    IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
 
        execute_next_frame();
        if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
@@ -191,7 +201,7 @@ void StartFrame()
        }
 #endif
 
-       FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
+       IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
 
        if (RedirectionThink()) return;
 
@@ -206,20 +216,16 @@ void StartFrame()
        if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
                orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
 
-       skill = autocvar_skill;
-
        // detect when the pre-game countdown (if any) has ended and the game has started
-       game_delay = (time < game_starttime);
-
+       bool game_delay = (time < game_starttime);
        if (autocvar_sv_eventlog && game_delay_last && !game_delay)
                GameLogEcho(":startdelay_ended");
-
        game_delay_last = game_delay;
 
        CreatureFrame_All();
        CheckRules_World();
 
-       if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
+       if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
                ReadyRestart();
                return;
        }
@@ -229,7 +235,7 @@ void StartFrame()
        MUTATOR_CALLHOOK(SV_StartFrame);
 
     FOREACH_CLIENT(true, GlobalStats_update(it));
-    FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PlayerPostThink(it));
+    IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
 }
 
 .vector originjitter;
@@ -370,6 +376,9 @@ LABEL(cvar_fail)
 
        set_movetype(this, this.movetype);
 
+       if(this.monster_attack)
+               IL_PUSH(g_monster_targets, this);
+
        // support special -1 and -2 angle from radiant
        if (this.angles == '0 -1 0')
                this.angles = '-90 0 0';
@@ -402,8 +411,11 @@ LABEL(cvar_fail)
 void WarpZone_PostInitialize_Callback()
 {
        // create waypoint links for warpzones
-       entity e;
-       for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
+       entity tracetest_ent = spawn();
+       setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
+       tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
+       //for(entity e = warpzone_first; e; e = e.warpzone_next)
+       for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
        {
                vector src, dst;
                src = (e.absmin + e.absmax) * 0.5;
@@ -412,6 +424,7 @@ void WarpZone_PostInitialize_Callback()
                dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
                makevectors(e.enemy.warpzone_angles);
                dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
-               waypoint_spawnforteleporter_v(e, src, dst, 0);
+               waypoint_spawnforteleporter_wz(e, src, dst, 0, tracetest_ent);
        }
+       delete(tracetest_ent);
 }