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1 \r
2 void CreatureFrame (void)\r
3 {\r
4         local entity oldself;\r
5         local float dm;\r
6         oldself = self;\r
7         self = findfloat(world, iscreature, TRUE);\r
8         while (self)\r
9         {\r
10                 if (self.movetype != MOVETYPE_NOCLIP)\r
11                 {\r
12                         if (self.waterlevel)\r
13                         {\r
14                                 if (!(self.flags & FL_INWATER))\r
15                                 {\r
16                                         self.flags |= FL_INWATER;\r
17                                         self.dmgtime = 0;\r
18                                 }\r
19                                 if (self.waterlevel != WATERLEVEL_SUBMERGED)\r
20                                 {\r
21                                         if(self.air_finished < time + 9)\r
22                                                 PlayerSound(self, playersound_gasp, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
23                                         self.air_finished = time + 12;\r
24                                         self.dmg = 2;\r
25                                 }\r
26                                 else if (self.air_finished < time)\r
27                                 {       // drown!\r
28                                         if (!self.deadflag)\r
29                                         if (self.pain_finished < time)\r
30                                         {\r
31                                                 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');\r
32                                                 self.pain_finished = time + 0.5;\r
33                                         }\r
34                                 }\r
35                                 if (self.dmgtime < time)\r
36                                 {\r
37                                         self.dmgtime = time + 0.1;\r
38                                         if (self.watertype == CONTENT_LAVA)\r
39                                         {\r
40                                                 if (self.watersound_finished < time)\r
41                                                 {\r
42                                                         self.watersound_finished = time + 0.5;\r
43                                                         sound (self, CHAN_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);\r
44                                                 }\r
45                                                 Damage (self, world, world, 6 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');\r
46                                         }\r
47                                         else if (self.watertype == CONTENT_SLIME)\r
48                                         {\r
49                                                 if (self.watersound_finished < time)\r
50                                                 {\r
51                                                         self.watersound_finished = time + 0.5;\r
52                                                         sound (self, CHAN_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);\r
53                                                 }\r
54                                                 Damage (self, world, world, 2 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');\r
55                                         }\r
56                                 }\r
57                         }\r
58                         else\r
59                         {\r
60                                 if (self.flags & FL_INWATER)\r
61                                 {\r
62                                         // play leave water sound\r
63                                         self.flags &~= FL_INWATER;\r
64                                         self.dmgtime = 0;\r
65                                 }\r
66                                 self.air_finished = time + 12;\r
67                                 self.dmg = 2;\r
68                         }\r
69                         // check for falling damage\r
70                         if(!(g_cts && !cvar("g_cts_selfdamage")))\r
71                         {\r
72                                 dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.\r
73                                 if (self.deadflag)\r
74                                         dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");\r
75                                 else\r
76                                         dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
77                                 if (dm > 0)\r
78                                         Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
79                                 else if(vlen(self.velocity) > 100000 && cvar("developer"))\r
80                                 {\r
81                                         dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));\r
82                                         Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');\r
83                                 }\r
84                         }\r
85 \r
86                         // play stupid sounds\r
87                         if (g_footsteps)\r
88                         if (!gameover)\r
89                         if (self.flags & FL_ONGROUND)\r
90                         if (vlen(self.velocity) > sv_maxspeed * 0.6)\r
91                         if (!self.deadflag)\r
92                         if (time < self.lastground + 0.2)\r
93                         {\r
94                                 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))\r
95                                 {\r
96                                         self.nextstep = time + 0.3 + random() * 0.1;\r
97                                         trace_dphitq3surfaceflags = 0;\r
98                                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);\r
99                                         /*\r
100                                         if(trace_fraction == 1)\r
101                                                 dprint("nohit\n");\r
102                                         else\r
103                                                 dprint(ftos(trace_dphitq3surfaceflags), "\n");\r
104                                         */\r
105                                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)\r
106                                         {\r
107                                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
108                                                         GlobalSound(globalsound_metalstep, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
109                                                 else\r
110                                                         GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
111                                         }\r
112                                 }\r
113                         }\r
114                         self.oldvelocity = self.velocity;\r
115                 }\r
116                 self = findfloat(self, iscreature, TRUE);\r
117         }\r
118         self = oldself;\r
119 }\r
120 \r
121 \r
122 /*\r
123 =============\r
124 StartFrame\r
125 \r
126 Called before each frame by the server\r
127 =============\r
128 */\r
129 \r
130 float game_delay;\r
131 float game_delay_last;\r
132 \r
133 float RedirectionThink();\r
134 entity SelectSpawnPoint (float anypoint);\r
135 void StartFrame (void)\r
136 {\r
137         remove = remove_unsafely; // not during spawning!\r
138         serverprevtime = servertime;\r
139         servertime = time;\r
140         serverframetime = frametime;\r
141 \r
142 #ifdef PROFILING\r
143         if(time > client_cefc_accumulatortime + 1)\r
144         {\r
145                 float t, pp, c_seeing, c_seen;\r
146                 entity cl;\r
147                 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);\r
148                 print("CEFC time: ", ftos(t * 1000), "ms; ");\r
149                 c_seeing = 0;\r
150                 c_seen = 0;\r
151                 FOR_EACH_CLIENT(cl)\r
152                 {\r
153                         if(clienttype(cl) == CLIENTTYPE_REAL)\r
154                                 ++c_seeing;\r
155                         if(cl.classname == "player")\r
156                                 ++c_seen;\r
157                 }\r
158                 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");\r
159                 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");\r
160 \r
161                 client_cefc_accumulatortime = time;\r
162                 client_cefc_accumulator = 0;\r
163         }\r
164 #endif\r
165 \r
166         entity e;\r
167         for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )\r
168                 CSQCProjectile_Check(e);\r
169 \r
170         if(RedirectionThink())\r
171                 return;\r
172 \r
173         UncustomizeEntitiesRun();\r
174         InitializeEntitiesRun();\r
175 \r
176         WarpZone_StartFrame();\r
177 \r
178         sv_gravity = cvar("sv_gravity");\r
179         sv_maxairspeed = cvar("sv_maxairspeed");\r
180         sv_maxspeed = cvar ("sv_maxspeed");\r
181         sv_friction = cvar ("sv_friction");\r
182         sv_accelerate = cvar ("sv_accelerate");\r
183         sv_airaccelerate = cvar("sv_airaccelerate");\r
184         sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");\r
185         sv_airaccel_qw = cvar("sv_airaccel_qw");\r
186         sv_stopspeed = cvar ("sv_stopspeed");\r
187         sv_airstopaccelerate = cvar("sv_airstopaccelerate");\r
188         sv_airstrafeaccelerate = cvar("sv_airstrafeaccelerate");\r
189         sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");\r
190         sv_aircontrol = cvar("sv_aircontrol");\r
191         sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");\r
192         sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");\r
193         sv_warsowbunny_topspeed = cvar("sv_warsowbunny_topspeed");\r
194         sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");\r
195         sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");\r
196         teamplay = cvar ("teamplay");\r
197         sys_frametime = cvar("sys_ticrate") * cvar("slowmo");\r
198 \r
199         if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)\r
200                 orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout\r
201 \r
202         if(teams_matter && !teamplay)\r
203                 teamplay = 3;\r
204         if(!teams_matter && teamplay)\r
205                 teamplay = 0;\r
206 \r
207         skill = cvar("skill");\r
208 \r
209         Spawnqueue_Check();\r
210 \r
211 \r
212         // detect when the pre-game countdown (if any) has ended and the game has started\r
213         game_delay = (time < game_starttime) ? TRUE : FALSE;\r
214 \r
215         if(game_delay_last == TRUE)\r
216         if(game_delay == FALSE)\r
217         if(cvar("sv_eventlog"))\r
218                         GameLogEcho(":startdelay_ended");\r
219 \r
220         game_delay_last = game_delay;\r
221 \r
222         // if in warmup stage and limit for warmup is hit start match\r
223         if (inWarmupStage)\r
224         if ((g_warmup_limit > 0 && time >= g_warmup_limit)\r
225          || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))\r
226         {\r
227                 ReadyRestart();\r
228                 return;\r
229         }\r
230 \r
231         CreatureFrame ();\r
232         CheckRules_World ();\r
233 \r
234         AuditTeams();\r
235 \r
236         bot_serverframe();\r
237 \r
238         if(cvar("spawn_debugview"))\r
239         {\r
240                 RandomSelection_Init();\r
241                 for(self = world; (self = find(self, classname, "player")); )\r
242                         RandomSelection_Add(self, 0, string_null, 1, 0);\r
243                 self = RandomSelection_chosen_ent;\r
244                 SelectSpawnPoint(0);\r
245         }\r
246 \r
247         FOR_EACH_PLAYER(self)\r
248                 self.porto_forbidden = max(0, self.porto_forbidden - 1);\r
249 }\r
250 \r
251 .vector originjitter;\r
252 .vector anglesjitter;\r
253 .float anglejitter;\r
254 .string gametypefilter;\r
255 .string cvarfilter;\r
256 void SV_OnEntityPreSpawnFunction()\r
257 {\r
258         if(self.gametypefilter != "")\r
259         if not(isGametypeInFilter(game, teams_matter, self.gametypefilter))\r
260         {\r
261                 remove(self);\r
262                 return;\r
263         }\r
264         if(self.cvarfilter != "")\r
265         {\r
266                 float n, i, o, inv;\r
267                 string s, k, v;\r
268                 inv = 0;\r
269 \r
270                 s = self.cvarfilter;\r
271                 if(substring(s, 0, 1) == "+")\r
272                 {\r
273                         s = substring(s, 1, -1);\r
274                 }\r
275                 else if(substring(s, 0, 1) == "-")\r
276                 {\r
277                         inv = 1;\r
278                         s = substring(s, 1, -1);\r
279                 }\r
280 \r
281                 n = tokenize(s);\r
282                 for(i = 0; i < n; ++i)\r
283                 {\r
284                         s = argv(i);\r
285                         // syntax:\r
286                         // var>x\r
287                         // var<x\r
288                         // var>=x\r
289                         // var<=x\r
290                         // var==x\r
291                         // var!=x\r
292                         // var===x\r
293                         // var!==x\r
294                         if((o = strstrofs(s, ">=", 0)) >= 0)\r
295                         {\r
296                                 k = substring(s, 0, o);\r
297                                 v = substring(s, o+2, -1);\r
298                                 if(cvar(k) < stof(v))\r
299                                         goto cvar_fail;\r
300                         }\r
301                         else if((o = strstrofs(s, "<=", 0)) >= 0)\r
302                         {\r
303                                 k = substring(s, 0, o);\r
304                                 v = substring(s, o+2, -1);\r
305                                 if(cvar(k) > stof(v))\r
306                                         goto cvar_fail;\r
307                         }\r
308                         else if((o = strstrofs(s, ">", 0)) >= 0)\r
309                         {\r
310                                 k = substring(s, 0, o);\r
311                                 v = substring(s, o+1, -1);\r
312                                 if(cvar(k) <= stof(v))\r
313                                         goto cvar_fail;\r
314                         }\r
315                         else if((o = strstrofs(s, "<", 0)) >= 0)\r
316                         {\r
317                                 k = substring(s, 0, o);\r
318                                 v = substring(s, o+1, -1);\r
319                                 if(cvar(k) >= stof(v))\r
320                                         goto cvar_fail;\r
321                         }\r
322                         else if((o = strstrofs(s, "==", 0)) >= 0)\r
323                         {\r
324                                 k = substring(s, 0, o);\r
325                                 v = substring(s, o+2, -1);\r
326                                 if(cvar(k) != stof(v))\r
327                                         goto cvar_fail;\r
328                         }\r
329                         else if((o = strstrofs(s, "!=", 0)) >= 0)\r
330                         {\r
331                                 k = substring(s, 0, o);\r
332                                 v = substring(s, o+2, -1);\r
333                                 if(cvar(k) == stof(v))\r
334                                         goto cvar_fail;\r
335                         }\r
336                         else if((o = strstrofs(s, "===", 0)) >= 0)\r
337                         {\r
338                                 k = substring(s, 0, o);\r
339                                 v = substring(s, o+2, -1);\r
340                                 if(cvar_string(k) != v)\r
341                                         goto cvar_fail;\r
342                         }\r
343                         else if((o = strstrofs(s, "!==", 0)) >= 0)\r
344                         {\r
345                                 k = substring(s, 0, o);\r
346                                 v = substring(s, o+2, -1);\r
347                                 if(cvar_string(k) == v)\r
348                                         goto cvar_fail;\r
349                         }\r
350                         else if(substring(s, 0, 1) == "!")\r
351                         {\r
352                                 k = substring(s, 1, -1);\r
353                                 if(cvar(k))\r
354                                         goto cvar_fail;\r
355                         }\r
356                         else\r
357                         {\r
358                                 k = s;\r
359                                 if not(cvar(k))\r
360                                         goto cvar_fail;\r
361                         }\r
362                 }\r
363                 inv = !inv;\r
364 :cvar_fail\r
365                 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it\r
366                 if not(inv)\r
367                 {\r
368                         //print("cvarfilter fail\n");\r
369                         remove(self);\r
370                         return;\r
371                 }\r
372         }\r
373 \r
374         // support special -1 and -2 angle from radiant\r
375         if (self.angles == '0 -1 0')\r
376                 self.angles = '-90 0 0';\r
377         else if (self.angles == '0 -2 0')\r
378                 self.angles = '+90 0 0';\r
379 \r
380         if(self.originjitter_x != 0)\r
381                 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;\r
382         if(self.originjitter_y != 0)\r
383                 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;\r
384         if(self.originjitter_z != 0)\r
385                 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;\r
386         if(self.anglesjitter_x != 0)\r
387                 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;\r
388         if(self.anglesjitter_y != 0)\r
389                 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;\r
390         if(self.anglesjitter_z != 0)\r
391                 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;\r
392         if(self.anglejitter != 0)\r
393                 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;\r
394 }\r