cvar_t sv_gameplayfix_grenadebouncedownslopes = {0, "sv_gameplayfix_grenadebouncedownslopes", "1", "prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface"};
cvar_t sv_gameplayfix_noairborncorpse = {0, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"};
-cvar_t sv_gameplayfix_stepdown = {0, "sv_gameplayfix_stepdown", "1", "attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)"};
+cvar_t sv_gameplayfix_stepdown = {0, "sv_gameplayfix_stepdown", "0", "attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)"};
cvar_t sv_gameplayfix_stepwhilejumping = {0, "sv_gameplayfix_stepwhilejumping", "1", "applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge)"};
cvar_t sv_gameplayfix_swiminbmodels = {0, "sv_gameplayfix_swiminbmodels", "1", "causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities"};
cvar_t sv_gameplayfix_setmodelrealbox = {0, "sv_gameplayfix_setmodelrealbox", "1", "fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods"};
cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
cvar_t sv_gameplayfix_findradiusdistancetobox = {0, "sv_gameplayfix_findradiusdistancetobox", "1", "causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage"};
+cvar_t sv_gameplayfix_qwplayerphysics = {0, "sv_gameplayfix_qwplayerphysics", "1", "changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping"};
cvar_t sv_progs = {0, "sv_progs", "progs.dat", "selects which quakec progs.dat file to run" };
+// TODO: move these cvars here
+extern cvar_t sv_clmovement_enable;
+extern cvar_t sv_clmovement_minping;
+extern cvar_t sv_clmovement_minping_disabletime;
+
server_t sv;
server_static_t svs;
Cvar_RegisterVariable (&sv_maxvelocity);
Cvar_RegisterVariable (&sv_gravity);
Cvar_RegisterVariable (&sv_friction);
+ Cvar_RegisterVariable (&sv_waterfriction);
Cvar_RegisterVariable (&sv_edgefriction);
Cvar_RegisterVariable (&sv_stopspeed);
Cvar_RegisterVariable (&sv_maxspeed);
Cvar_RegisterVariable (&sv_maxairspeed);
Cvar_RegisterVariable (&sv_accelerate);
+ Cvar_RegisterVariable (&sv_airaccelerate);
+ Cvar_RegisterVariable (&sv_wateraccelerate);
+ Cvar_RegisterVariable (&sv_clmovement_enable);
+ Cvar_RegisterVariable (&sv_clmovement_minping);
+ Cvar_RegisterVariable (&sv_clmovement_minping_disabletime);
Cvar_RegisterVariable (&sv_idealpitchscale);
Cvar_RegisterVariable (&sv_aim);
Cvar_RegisterVariable (&sv_nostep);
Cvar_RegisterVariable (&sv_gameplayfix_setmodelrealbox);
Cvar_RegisterVariable (&sv_gameplayfix_blowupfallenzombies);
Cvar_RegisterVariable (&sv_gameplayfix_findradiusdistancetobox);
+ Cvar_RegisterVariable (&sv_gameplayfix_qwplayerphysics);
Cvar_RegisterVariable (&sv_protocolname);
Cvar_RegisterVariable (&sv_ratelimitlocalplayer);
Cvar_RegisterVariable (&sv_maxrate);
*/
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count)
{
- int i, v;
+ int i;
if (sv.datagram.cursize > MAX_PACKETFRAGMENT-18)
return;
MSG_WriteCoord (&sv.datagram, org[1], sv.protocol);
MSG_WriteCoord (&sv.datagram, org[2], sv.protocol);
for (i=0 ; i<3 ; i++)
- {
- v = dir[i]*16;
- if (v > 127)
- v = 127;
- else if (v < -128)
- v = -128;
- MSG_WriteChar (&sv.datagram, v);
- }
+ MSG_WriteChar (&sv.datagram, (int)bound(-128, dir[i]*16, 127));
MSG_WriteByte (&sv.datagram, count);
MSG_WriteByte (&sv.datagram, color);
}
if (field_mask & SND_VOLUME)
MSG_WriteByte (&sv.datagram, volume);
if (field_mask & SND_ATTENUATION)
- MSG_WriteByte (&sv.datagram, attenuation*64);
+ MSG_WriteByte (&sv.datagram, (int)(attenuation*64));
if (field_mask & SND_LARGEENTITY)
{
MSG_WriteShort (&sv.datagram, ent);
SZ_Clear (&client->netconnection->message);
MSG_WriteByte (&client->netconnection->message, svc_print);
- dpsnprintf (message, sizeof (message), "\002\nServer: %s build %s (progs %i crc)", gamename, buildstring, prog->filecrc);
+ dpsnprintf (message, sizeof (message), "\nServer: %s build %s (progs %i crc)", gamename, buildstring, prog->filecrc);
MSG_WriteString (&client->netconnection->message,message);
// FIXME: LordHavoc: this does not work on dedicated servers, needs fixing.
// send music
MSG_WriteByte (&client->netconnection->message, svc_cdtrack);
- MSG_WriteByte (&client->netconnection->message, prog->edicts->fields.server->sounds);
- MSG_WriteByte (&client->netconnection->message, prog->edicts->fields.server->sounds);
+ MSG_WriteByte (&client->netconnection->message, (int)prog->edicts->fields.server->sounds);
+ MSG_WriteByte (&client->netconnection->message, (int)prog->edicts->fields.server->sounds);
// set view
MSG_WriteByte (&client->netconnection->message, svc_setview);
if (effects & 32)
{
effects &= ~32;
- light[0] = 0.2;
- light[1] = 1;
- light[2] = 0.2;
+ light[0] = (int)(0.2*256);
+ light[1] = (int)(1.0*256);
+ light[2] = (int)(0.2*256);
light[3] = 200;
lightpflags |= PFLAGS_FULLDYNAMIC;
}
val = PRVM_GETEDICTFIELDVALUE(ent, eval_colormod);
if (val->vector[0] || val->vector[1] || val->vector[2])
{
- i = val->vector[0] * 32.0f;cs->colormod[0] = bound(0, i, 255);
- i = val->vector[1] * 32.0f;cs->colormod[1] = bound(0, i, 255);
- i = val->vector[2] * 32.0f;cs->colormod[2] = bound(0, i, 255);
+ i = (int)(val->vector[0] * 32.0f);cs->colormod[0] = bound(0, i, 255);
+ i = (int)(val->vector[1] * 32.0f);cs->colormod[1] = bound(0, i, 255);
+ i = (int)(val->vector[2] * 32.0f);cs->colormod[2] = bound(0, i, 255);
}
cs->modelindex = modelindex;
}
else
{
- VectorCopy(cs->origin, cullmins);
- VectorCopy(cs->origin, cullmaxs);
+ // if there is no model (or it could not be loaded), use the physics box
+ VectorAdd(cs->origin, ent->fields.server->mins, cullmins);
+ VectorAdd(cs->origin, ent->fields.server->maxs, cullmaxs);
}
if (specialvisibilityradius)
{
int items;
prvm_eval_t *val;
vec3_t punchvector;
- unsigned char viewzoom;
+ int viewzoom;
const char *s;
//
{
other = PRVM_PROG_TO_EDICT(ent->fields.server->dmg_inflictor);
MSG_WriteByte (msg, svc_damage);
- MSG_WriteByte (msg, ent->fields.server->dmg_save);
- MSG_WriteByte (msg, ent->fields.server->dmg_take);
+ MSG_WriteByte (msg, (int)ent->fields.server->dmg_save);
+ MSG_WriteByte (msg, (int)ent->fields.server->dmg_take);
for (i=0 ; i<3 ; i++)
MSG_WriteCoord (msg, other->fields.server->origin[i] + 0.5*(other->fields.server->mins[i] + other->fields.server->maxs[i]), sv.protocol);
viewzoom = 255;
if ((val = PRVM_GETEDICTFIELDVALUE(ent, eval_viewzoom)))
- viewzoom = val->_float * 255.0f;
+ viewzoom = (int)(val->_float * 255.0f);
if (viewzoom == 0)
viewzoom = 255;
}
memset(stats, 0, sizeof(int[MAX_CL_STATS]));
- stats[STAT_VIEWHEIGHT] = ent->fields.server->view_ofs[2];
+ stats[STAT_VIEWHEIGHT] = (int)ent->fields.server->view_ofs[2];
stats[STAT_ITEMS] = items;
- stats[STAT_WEAPONFRAME] = ent->fields.server->weaponframe;
- stats[STAT_ARMOR] = ent->fields.server->armorvalue;
+ stats[STAT_WEAPONFRAME] = (int)ent->fields.server->weaponframe;
+ stats[STAT_ARMOR] = (int)ent->fields.server->armorvalue;
stats[STAT_WEAPON] = client->weaponmodelindex;
- stats[STAT_HEALTH] = ent->fields.server->health;
- stats[STAT_AMMO] = ent->fields.server->currentammo;
- stats[STAT_SHELLS] = ent->fields.server->ammo_shells;
- stats[STAT_NAILS] = ent->fields.server->ammo_nails;
- stats[STAT_ROCKETS] = ent->fields.server->ammo_rockets;
- stats[STAT_CELLS] = ent->fields.server->ammo_cells;
- stats[STAT_ACTIVEWEAPON] = ent->fields.server->weapon;
+ stats[STAT_HEALTH] = (int)ent->fields.server->health;
+ stats[STAT_AMMO] = (int)ent->fields.server->currentammo;
+ stats[STAT_SHELLS] = (int)ent->fields.server->ammo_shells;
+ stats[STAT_NAILS] = (int)ent->fields.server->ammo_nails;
+ stats[STAT_ROCKETS] = (int)ent->fields.server->ammo_rockets;
+ stats[STAT_CELLS] = (int)ent->fields.server->ammo_cells;
+ stats[STAT_ACTIVEWEAPON] = (int)ent->fields.server->weapon;
stats[STAT_VIEWZOOM] = viewzoom;
// the QC bumps these itself by sending svc_'s, so we have to keep them
// zero or they'll be corrected by the engine
MSG_WriteChar (msg, stats[STAT_VIEWHEIGHT]);
if (bits & SU_IDEALPITCH)
- MSG_WriteChar (msg, ent->fields.server->idealpitch);
+ MSG_WriteChar (msg, (int)ent->fields.server->idealpitch);
for (i=0 ; i<3 ; i++)
{
if (bits & (SU_PUNCH1<<i))
{
if (sv.protocol == PROTOCOL_QUAKE || sv.protocol == PROTOCOL_QUAKEDP || sv.protocol == PROTOCOL_NEHAHRAMOVIE)
- MSG_WriteChar(msg, ent->fields.server->punchangle[i]);
+ MSG_WriteChar(msg, (int)ent->fields.server->punchangle[i]);
else
MSG_WriteAngle16i(msg, ent->fields.server->punchangle[i]);
}
if (bits & (SU_VELOCITY1<<i))
{
if (sv.protocol == PROTOCOL_QUAKE || sv.protocol == PROTOCOL_DARKPLACES1 || sv.protocol == PROTOCOL_DARKPLACES2 || sv.protocol == PROTOCOL_DARKPLACES3 || sv.protocol == PROTOCOL_DARKPLACES4)
- MSG_WriteChar(msg, ent->fields.server->velocity[i] * (1.0f / 16.0f));
+ MSG_WriteChar(msg, (int)(ent->fields.server->velocity[i] * (1.0f / 16.0f)));
else
MSG_WriteCoord32f(msg, ent->fields.server->velocity[i]);
}
MSG_WriteShort (msg, stats[STAT_CELLS]);
MSG_WriteShort (msg, stats[STAT_ACTIVEWEAPON]);
if (bits & SU_VIEWZOOM)
- MSG_WriteShort (msg, min(stats[STAT_VIEWZOOM], 65535));
+ MSG_WriteShort (msg, bound(0, stats[STAT_VIEWZOOM], 65535));
}
else if (sv.protocol == PROTOCOL_QUAKE || sv.protocol == PROTOCOL_QUAKEDP || sv.protocol == PROTOCOL_NEHAHRAMOVIE || sv.protocol == PROTOCOL_DARKPLACES1 || sv.protocol == PROTOCOL_DARKPLACES2 || sv.protocol == PROTOCOL_DARKPLACES3 || sv.protocol == PROTOCOL_DARKPLACES4)
{
if (bits & SU_VIEWZOOM)
{
if (sv.protocol == PROTOCOL_DARKPLACES2 || sv.protocol == PROTOCOL_DARKPLACES3 || sv.protocol == PROTOCOL_DARKPLACES4)
- MSG_WriteByte (msg, min(stats[STAT_VIEWZOOM], 255));
+ MSG_WriteByte (msg, bound(0, stats[STAT_VIEWZOOM], 255));
else
- MSG_WriteShort (msg, min(stats[STAT_VIEWZOOM], 65535));
+ MSG_WriteShort (msg, bound(0, stats[STAT_VIEWZOOM], 65535));
}
}
}
// create entity baseline
VectorCopy (svent->fields.server->origin, svent->priv.server->baseline.origin);
VectorCopy (svent->fields.server->angles, svent->priv.server->baseline.angles);
- svent->priv.server->baseline.frame = svent->fields.server->frame;
- svent->priv.server->baseline.skin = svent->fields.server->skin;
+ svent->priv.server->baseline.frame = (int)svent->fields.server->frame;
+ svent->priv.server->baseline.skin = (int)svent->fields.server->skin;
if (entnum > 0 && entnum <= svs.maxclients)
{
svent->priv.server->baseline.colormap = entnum;
else
{
svent->priv.server->baseline.colormap = 0;
- svent->priv.server->baseline.modelindex = svent->fields.server->modelindex;
+ svent->priv.server->baseline.modelindex = (int)svent->fields.server->modelindex;
}
large = false;
{
int i, j;
- svs.serverflags = prog->globals.server->serverflags;
+ svs.serverflags = (int)prog->globals.server->serverflags;
for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
{
// run two frames to allow everything to settle
for (i = 0;i < 2;i++)
{
- sv.frametime = host_frametime = 0.1;
+ sv.frametime = 0.1;
SV_Physics ();
}