cvar_t sv_airaccel_qw = {0, "sv_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration"};
cvar_t sv_airaccel_sideways_friction = {0, "sv_airaccel_sideways_friction", "", "anti-sideways movement stabilization (reduces speed gain when zigzagging)"};
cvar_t sv_airaccelerate = {0, "sv_airaccelerate", "-1", "rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
+cvar_t sv_airstopaccelerate = {0, "sv_airstopaccelerate", "0", "when set, replacement for sv_airaccelerate when moving backwards"};
+cvar_t sv_airstrafeaccelerate = {0, "sv_airstrafeaccelerate", "0", "when set, replacement for sv_airaccelerate when just strafing"};
+cvar_t sv_maxairstrafespeed = {0, "sv_maxairstrafespeed", "0", "when set, replacement for sv_maxairspeed when just strafing"};
+cvar_t sv_aircontrol = {0, "sv_aircontrol", "0", "CPMA-style air control"};
cvar_t sv_allowdownloads = {0, "sv_allowdownloads", "1", "whether to allow clients to download files from the server (does not affect http downloads)"};
cvar_t sv_allowdownloads_archive = {0, "sv_allowdownloads_archive", "0", "whether to allow downloads of archives (pak/pk3)"};
cvar_t sv_allowdownloads_config = {0, "sv_allowdownloads_config", "0", "whether to allow downloads of config files (cfg)"};
cvar_t sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
cvar_t sv_clmovement_enable = {0, "sv_clmovement_enable", "1", "whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players"};
cvar_t sv_clmovement_minping = {0, "sv_clmovement_minping", "0", "if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)"};
+cvar_t sv_clmovement_maxnetfps = {0, "sv_clmovement_maxnetfps", "0", "max amount of movement packets to accept per second"};
cvar_t sv_clmovement_minping_disabletime = {0, "sv_clmovement_minping_disabletime", "1000", "when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)"};
cvar_t sv_clmovement_inputtimeout = {0, "sv_clmovement_inputtimeout", "0.2", "when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)"};
cvar_t sv_cullentities_nevercullbmodels = {0, "sv_cullentities_nevercullbmodels", "0", "if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)"};
cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1", "how much you slow down when sliding along a wall"};
cvar_t sv_wateraccelerate = {0, "sv_wateraccelerate", "-1", "rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
cvar_t sv_waterfriction = {CVAR_NOTIFY, "sv_waterfriction","-1", "how fast you slow down, if less than 0 the sv_friction variable is used instead"};
+cvar_t sv_warsowbunny_airforwardaccel = {0, "sv_warsowbunny_airforwardaccel", "1.00001", "how fast you accelerate until you reach sv_maxspeed"};
+cvar_t sv_warsowbunny_accel = {0, "sv_warsowbunny_accel", "0.1585", "how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)"};
+cvar_t sv_warsowbunny_topspeed = {0, "sv_warsowbunny_topspeed", "925", "soft speed limit (can get faster with rjs and on ramps)"};
+cvar_t sv_warsowbunny_turnaccel = {0, "sv_warsowbunny_turnaccel", "0", "max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)"};
+cvar_t sv_warsowbunny_backtosideratio = {0, "sv_warsowbunny_backtosideratio", "0.8", "lower values make it easier to change direction without losing speed; the drawback is \"understeering\" in sharp turns"};
cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.0138889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics"};
cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
cvar_t sv_autodemo_perclient = {CVAR_SAVE, "sv_autodemo_perclient", "0", "set to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match); set it to 2 to also record client->server packets (for debugging)"};
cvar_t sv_autodemo_perclient_nameformat = {CVAR_SAVE, "sv_autodemo_perclient_nameformat", "sv_autodemos/%Y-%m-%d_%H-%M", "The format of the sv_autodemo_perclient filename, followed by the map name, the client number and the IP address + port number, separated by underscores (the date is encoded using strftime escapes)" };
+cvar_t halflifebsp = {0, "halflifebsp", "0", "indicates the current map is hlbsp format (useful to know because of different bounding box sizes)"};
server_t sv;
server_static_t svs;
Cvar_RegisterVariable (&sv_airaccel_qw);
Cvar_RegisterVariable (&sv_airaccel_sideways_friction);
Cvar_RegisterVariable (&sv_airaccelerate);
+ Cvar_RegisterVariable (&sv_airstopaccelerate);
+ Cvar_RegisterVariable (&sv_airstrafeaccelerate);
+ Cvar_RegisterVariable (&sv_maxairstrafespeed);
+ Cvar_RegisterVariable (&sv_aircontrol);
Cvar_RegisterVariable (&sv_allowdownloads);
Cvar_RegisterVariable (&sv_allowdownloads_archive);
Cvar_RegisterVariable (&sv_allowdownloads_config);
Cvar_RegisterVariable (&sv_areagrid_mingridsize);
Cvar_RegisterVariable (&sv_checkforpacketsduringsleep);
Cvar_RegisterVariable (&sv_clmovement_enable);
+ Cvar_RegisterVariable (&sv_clmovement_maxnetfps);
Cvar_RegisterVariable (&sv_clmovement_minping);
Cvar_RegisterVariable (&sv_clmovement_minping_disabletime);
Cvar_RegisterVariable (&sv_clmovement_inputtimeout);
Cvar_RegisterVariable (&sv_wallfriction);
Cvar_RegisterVariable (&sv_wateraccelerate);
Cvar_RegisterVariable (&sv_waterfriction);
+ Cvar_RegisterVariable (&sv_warsowbunny_airforwardaccel);
+ Cvar_RegisterVariable (&sv_warsowbunny_accel);
+ Cvar_RegisterVariable (&sv_warsowbunny_topspeed);
+ Cvar_RegisterVariable (&sv_warsowbunny_turnaccel);
+ Cvar_RegisterVariable (&sv_warsowbunny_backtosideratio);
Cvar_RegisterVariable (&sys_ticrate);
Cvar_RegisterVariable (&teamplay);
Cvar_RegisterVariable (&timelimit);
Cvar_RegisterVariable (&sv_autodemo_perclient);
Cvar_RegisterVariable (&sv_autodemo_perclient_nameformat);
+ Cvar_RegisterVariable (&halflifebsp);
+
// any special defaults for gamemodes go here
+ if (gamemode == GAME_NEHAHRA)
+ {
+ // Nehahra pushable crates malfunction in some levels if this is on
+ Cvar_SetValueQuick (&sv_gameplayfix_upwardvelocityclearsongroundflag, 0);
+ // Nehahra NPC AI is confused by this feature
+ Cvar_SetValueQuick (&sv_gameplayfix_blowupfallenzombies, 0);
+ }
if (gamemode == GAME_HIPNOTIC)
{
// hipnotic mission pack has issues in their 'friendly monster' ai, which seem to attempt to attack themselves for some reason when findradius() returns non-solid entities.
ed = PRVM_EDICT_NUM(s->number);
// if not touching a visible leaf
- if (sv_cullentities_pvs.integer && sv.writeentitiestoclient_pvsbytes)
+ if (sv_cullentities_pvs.integer && !r_novis.integer && sv.writeentitiestoclient_pvsbytes)
{
if (ed->priv.server->pvs_numclusters < 0)
{
statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION] = sv_airaccel_sideways_friction.value;
statsf[STAT_MOVEVARS_FRICTION] = sv_friction.value;
statsf[STAT_MOVEVARS_WATERFRICTION] = sv_waterfriction.value >= 0 ? sv_waterfriction.value : sv_friction.value;
+ statsf[STAT_MOVEVARS_AIRSTOPACCELERATE] = sv_airstopaccelerate.value;
+ statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE] = sv_airstrafeaccelerate.value;
+ statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED] = sv_maxairstrafespeed.value;
+ statsf[STAT_MOVEVARS_AIRCONTROL] = sv_aircontrol.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL] = sv_warsowbunny_airforwardaccel.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL] = sv_warsowbunny_accel.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED] = sv_warsowbunny_topspeed.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL] = sv_warsowbunny_turnaccel.value;
+ statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO] = sv_warsowbunny_backtosideratio.value;
statsf[STAT_FRAGLIMIT] = fraglimit.value;
statsf[STAT_TIMELIMIT] = timelimit.value;
if (precachemode == 1)
Con_Printf("SV_ModelIndex(\"%s\"): not precached (fix your code), precaching anyway\n", filename);
strlcpy(sv.model_precache[i], filename, sizeof(sv.model_precache[i]));
- sv.models[i] = Mod_ForName (sv.model_precache[i], true, false, false);
+ sv.models[i] = Mod_ForName (sv.model_precache[i], true, false, s[0] == '*' ? sv.modelname : NULL);
if (sv.state != ss_loading)
{
MSG_WriteByte(&sv.reliable_datagram, svc_precache);
/*
================
-SV_/pawnServer
+SV_SpawnServer
This is called at the start of each level
================
SV_VM_End();
}
- worldmodel = Mod_ForName(modelname, false, true, true);
+ // free q3 shaders so that any newly downloaded shaders will be active
+ Mod_FreeQ3Shaders();
+
+ worldmodel = Mod_ForName(modelname, false, true, NULL);
if (!worldmodel || !worldmodel->TraceBox)
{
Con_Printf("Couldn't load map %s\n", modelname);
// level's data which is no longer valiud
cls.signon = 0;
+ Cvar_SetValue("halflifebsp", worldmodel->brush.ishlbsp);
+
if(*sv_random_seed.string)
{
srand(sv_random_seed.integer);
for (i = 1;i < sv.worldmodel->brush.numsubmodels;i++)
{
dpsnprintf(sv.model_precache[i+1], sizeof(sv.model_precache[i+1]), "*%i", i);
- sv.models[i+1] = Mod_ForName (sv.model_precache[i+1], false, false, false);
+ sv.models[i+1] = Mod_ForName (sv.model_precache[i+1], false, false, sv.modelname);
}
//
VectorClear(prog->edicts->fields.server->angles);
// all setup is completed, any further precache statements are errors
- sv.state = ss_active;
+// sv.state = ss_active; // LordHavoc: workaround for svc_precache bug
prog->allowworldwrites = false;
// run two frames to allow everything to settle
+ prog->globals.server->time = sv.time = 1.0001;
for (i = 0;i < 2;i++)
{
sv.frametime = 0.1;
SV_Physics ();
}
- Mod_PurgeUnused();
+ if (cls.state == ca_dedicated)
+ Mod_PurgeUnused();
// create a baseline for more efficient communications
if (sv.protocol == PROTOCOL_QUAKE || sv.protocol == PROTOCOL_QUAKEDP || sv.protocol == PROTOCOL_NEHAHRAMOVIE || sv.protocol == PROTOCOL_NEHAHRABJP || sv.protocol == PROTOCOL_NEHAHRABJP2 || sv.protocol == PROTOCOL_NEHAHRABJP3)
SV_CreateBaseline ();
-
+
+ sv.state = ss_active; // LordHavoc: workaround for svc_precache bug
+
// to prevent network timeouts
realtime = Sys_DoubleTime();