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remove redundant call to wr_init
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / miscfunctions.qc
1 #include "miscfunctions.qh"
2
3 #include "antilag.qh"
4 #include "command/common.qh"
5 #include "constants.qh"
6 #include "g_hook.qh"
7 #include "ipban.qh"
8 #include <server/mutators/_mod.qh>
9 #include "../common/t_items.qh"
10 #include "resources.qh"
11 #include "items.qh"
12 #include "player.qh"
13 #include "weapons/accuracy.qh"
14 #include "weapons/csqcprojectile.qh"
15 #include "weapons/selection.qh"
16 #include "../common/command/_mod.qh"
17 #include "../common/constants.qh"
18 #include <common/net_linked.qh>
19 #include <common/weapons/weapon/crylink.qh>
20 #include "../common/deathtypes/all.qh"
21 #include "../common/mapinfo.qh"
22 #include "../common/notifications/all.qh"
23 #include "../common/playerstats.qh"
24 #include "../common/teams.qh"
25 #include "../common/mapobjects/subs.qh"
26 #include "../common/util.qh"
27 #include "../common/turrets/sv_turrets.qh"
28 #include <common/weapons/_all.qh>
29 #include "../common/vehicles/sv_vehicles.qh"
30 #include "../common/vehicles/vehicle.qh"
31 #include "../common/items/_mod.qh"
32 #include "../common/state.qh"
33 #include "../common/effects/qc/globalsound.qh"
34 #include "../common/wepent.qh"
35 #include "../lib/csqcmodel/sv_model.qh"
36 #include "../lib/warpzone/anglestransform.qh"
37 #include "../lib/warpzone/server.qh"
38
39 void crosshair_trace(entity pl)
40 {
41         traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
42 }
43
44 void crosshair_trace_plusvisibletriggers(entity pl)
45 {
46         crosshair_trace_plusvisibletriggers__is_wz(pl, false);
47 }
48
49 void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
50 {
51         crosshair_trace_plusvisibletriggers__is_wz(pl, true);
52 }
53
54 void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
55 {
56         FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
57         {
58                 if(it.model != "")
59                 {
60                         it.solid = SOLID_BSP;
61                         IL_PUSH(g_ctrace_changed, it);
62                 }
63         });
64
65         if (is_wz)
66                 WarpZone_crosshair_trace(pl);
67         else
68                 crosshair_trace(pl);
69
70         IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
71
72         IL_CLEAR(g_ctrace_changed);
73 }
74
75 void WarpZone_crosshair_trace(entity pl)
76 {
77         WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
78 }
79
80 void dedicated_print(string input)
81 {
82         if (server_is_dedicated) print(input);
83 }
84
85 void GameLogEcho(string s)
86 {
87     string fn;
88     int matches;
89
90     if (autocvar_sv_eventlog_files)
91     {
92         if (!logfile_open)
93         {
94             logfile_open = true;
95             matches = autocvar_sv_eventlog_files_counter + 1;
96             cvar_set("sv_eventlog_files_counter", itos(matches));
97             fn = ftos(matches);
98             if (strlen(fn) < 8)
99                 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
100             fn = strcat(autocvar_sv_eventlog_files_nameprefix, fn, autocvar_sv_eventlog_files_namesuffix);
101             logfile = fopen(fn, FILE_APPEND);
102             fputs(logfile, ":logversion:3\n");
103         }
104         if (logfile >= 0)
105         {
106             if (autocvar_sv_eventlog_files_timestamps)
107                 fputs(logfile, strcat(":time:", strftime(true, "%Y-%m-%d %H:%M:%S", "\n", s, "\n")));
108             else
109                 fputs(logfile, strcat(s, "\n"));
110         }
111     }
112     if (autocvar_sv_eventlog_console)
113     {
114         dedicated_print(strcat(s, "\n"));
115     }
116 }
117
118 void GameLogInit()
119 {
120     logfile_open = 0;
121     // will be opened later
122 }
123
124 void GameLogClose()
125 {
126     if (logfile_open && logfile >= 0)
127     {
128         fclose(logfile);
129         logfile = -1;
130     }
131 }
132
133 entity findnearest(vector point, bool checkitems, vector axismod)
134 {
135     vector dist;
136     int num_nearest = 0;
137
138     IL_EACH(((checkitems) ? g_items : g_locations), ((checkitems) ? (it.target == "###item###") : (it.classname == "target_location")),
139     {
140         if ((it.items == IT_KEY1 || it.items == IT_KEY2) && it.target == "###item###")
141             dist = it.oldorigin;
142         else
143             dist = it.origin;
144         dist = dist - point;
145         dist = dist.x * axismod.x * '1 0 0' + dist.y * axismod.y * '0 1 0' + dist.z * axismod.z * '0 0 1';
146         float len = vlen2(dist);
147
148         int l;
149         for (l = 0; l < num_nearest; ++l)
150         {
151             if (len < nearest_length[l])
152                 break;
153         }
154
155         // now i tells us where to insert at
156         //   INSERTION SORT! YOU'VE SEEN IT! RUN!
157         if (l < NUM_NEAREST_ENTITIES)
158         {
159             for (int j = NUM_NEAREST_ENTITIES - 1; j >= l; --j)
160             {
161                 nearest_length[j + 1] = nearest_length[j];
162                 nearest_entity[j + 1] = nearest_entity[j];
163             }
164             nearest_length[l] = len;
165             nearest_entity[l] = it;
166             if (num_nearest < NUM_NEAREST_ENTITIES)
167                 num_nearest = num_nearest + 1;
168         }
169     });
170
171     // now use the first one from our list that we can see
172     for (int j = 0; j < num_nearest; ++j)
173     {
174         traceline(point, nearest_entity[j].origin, true, NULL);
175         if (trace_fraction == 1)
176         {
177             if (j != 0)
178                 LOG_TRACEF("Nearest point (%s) is not visible, using a visible one.", nearest_entity[0].netname);
179             return nearest_entity[j];
180         }
181     }
182
183     if (num_nearest == 0)
184         return NULL;
185
186     LOG_TRACE("Not seeing any location point, using nearest as fallback.");
187     /* DEBUGGING CODE:
188     dprint("Candidates were: ");
189     for(j = 0; j < num_nearest; ++j)
190     {
191         if(j != 0)
192                 dprint(", ");
193         dprint(nearest_entity[j].netname);
194     }
195     dprint("\n");
196     */
197
198     return nearest_entity[0];
199 }
200
201 string NearestLocation(vector p)
202 {
203     string ret = "somewhere";
204     entity loc = findnearest(p, false, '1 1 1');
205     if (loc)
206         ret = loc.message;
207     else
208     {
209         loc = findnearest(p, true, '1 1 4');
210         if (loc)
211             ret = loc.netname;
212     }
213     return ret;
214 }
215
216 string AmmoNameFromWeaponentity(Weapon wep)
217 {
218         string ammoitems = "batteries";
219         switch (wep.ammo_type)
220         {
221                 case RES_SHELLS:  ammoitems = ITEM_Shells.m_name;      break;
222                 case RES_BULLETS: ammoitems = ITEM_Bullets.m_name;     break;
223                 case RES_ROCKETS: ammoitems = ITEM_Rockets.m_name;     break;
224                 case RES_CELLS:   ammoitems = ITEM_Cells.m_name;       break;
225                 case RES_PLASMA:  ammoitems = ITEM_Plasma.m_name;      break;
226                 case RES_FUEL:    ammoitems = ITEM_JetpackFuel.m_name; break;
227         }
228         return ammoitems;
229 }
230
231 string formatmessage(entity this, string msg)
232 {
233         float p, p1, p2;
234         float n;
235         vector cursor = '0 0 0';
236         entity cursor_ent = NULL;
237         string escape;
238         string replacement;
239         p = 0;
240         n = 7;
241         bool traced = false;
242
243         MUTATOR_CALLHOOK(PreFormatMessage, this, msg);
244         msg = M_ARGV(1, string);
245
246         while (1) {
247                 if (n < 1)
248                         break; // too many replacements
249
250                 n = n - 1;
251                 p1 = strstrofs(msg, "%", p); // NOTE: this destroys msg as it's a tempstring!
252                 p2 = strstrofs(msg, "\\", p); // NOTE: this destroys msg as it's a tempstring!
253
254                 if (p1 < 0)
255                         p1 = p2;
256
257                 if (p2 < 0)
258                         p2 = p1;
259
260                 p = min(p1, p2);
261
262                 if (p < 0)
263                         break;
264
265                 if(!traced)
266                 {
267                         WarpZone_crosshair_trace_plusvisibletriggers(this);
268                         cursor = trace_endpos;
269                         cursor_ent = trace_ent;
270                         traced = true;
271                 }
272
273                 replacement = substring(msg, p, 2);
274                 escape = substring(msg, p + 1, 1);
275
276                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
277
278                 switch(escape)
279                 {
280                         case "%": replacement = "%"; break;
281                         case "\\":replacement = "\\"; break;
282                         case "n": replacement = "\n"; break;
283                         case "a": replacement = ftos(floor(GetResource(this, RES_ARMOR))); break;
284                         case "h": replacement = ftos(floor(GetResource(this, RES_HEALTH))); break;
285                         case "l": replacement = NearestLocation(this.origin); break;
286                         case "y": replacement = NearestLocation(cursor); break;
287                         case "d": replacement = NearestLocation(this.death_origin); break;
288                         case "w": replacement = ((this.(weaponentity).m_weapon == WEP_Null) ? ((this.(weaponentity).m_switchweapon == WEP_Null) ? Weapons_from(this.(weaponentity).cnt) : this.(weaponentity).m_switchweapon) : this.(weaponentity).m_weapon).m_name; break;
289                         case "W": replacement = AmmoNameFromWeaponentity(this.(weaponentity).m_weapon); break;
290                         case "x": replacement = ((cursor_ent.netname == "" || !cursor_ent) ? "nothing" : cursor_ent.netname); break;
291                         case "s": replacement = ftos(vlen(this.velocity - this.velocity_z * '0 0 1')); break;
292                         case "S": replacement = ftos(vlen(this.velocity)); break;
293                         case "t": replacement = seconds_tostring(ceil(max(0, autocvar_timelimit * 60 + game_starttime - time))); break;
294                         case "T": replacement = seconds_tostring(floor(time - game_starttime)); break;
295                         default:
296                         {
297                                 MUTATOR_CALLHOOK(FormatMessage, this, escape, replacement, msg);
298                                 replacement = M_ARGV(2, string);
299                                 break;
300                         }
301                 }
302
303                 msg = strcat(substring(msg, 0, p), replacement, substring(msg, p+2, strlen(msg) - (p+2)));
304                 p = p + strlen(replacement);
305         }
306         return msg;
307 }
308
309 /*
310 =============
311 GetCvars
312 =============
313 Called with:
314   0:  sends the request
315   >0: receives a cvar from name=argv(f) value=argv(f+1)
316 */
317 void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name)
318 {
319         if (f < 0)
320         {
321                 strfree(store.(field));
322         }
323         else if (f > 0)
324         {
325                 if (thisname == name)
326                 {
327                         strcpy(store.(field), argv(f + 1));
328                 }
329         }
330         else
331                 stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
332 }
333 void GetCvars_handleString_Fixup(entity this, entity store, string thisname, float f, .string field, string name, string(entity, string) func)
334 {
335         GetCvars_handleString(this, store, thisname, f, field, name);
336         if (f >= 0) // also initialize to the fitting value for "" when sending cvars out
337                 if (thisname == name)
338                 {
339                         string s = func(this, strcat1(store.(field)));
340                         if (s != store.(field))
341                         {
342                                 strcpy(store.(field), s);
343                         }
344                 }
345 }
346 void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name)
347 {
348         if (f < 0)
349         {
350         }
351         else if (f > 0)
352         {
353                 if (thisname == name)
354                         store.(field) = stof(argv(f + 1));
355         }
356         else
357                 stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
358 }
359 void GetCvars_handleFloatOnce(entity this, entity store, string thisname, float f, .float field, string name)
360 {
361         if (f < 0)
362         {
363         }
364         else if (f > 0)
365         {
366                 if (thisname == name)
367                 {
368                         if (!store.(field))
369                         {
370                                 store.(field) = stof(argv(f + 1));
371                                 if (!store.(field))
372                                         store.(field) = -1;
373                         }
374                 }
375         }
376         else
377         {
378                 if (!store.(field))
379                         stuffcmd(this, strcat("cl_cmd sendcvar ", name, "\n"));
380         }
381 }
382 string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
383 {
384         string o = W_FixWeaponOrder_ForceComplete(wo);
385         strcpy(CS(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
386         return o;
387 }
388
389 REPLICATE(autoswitch, bool, "cl_autoswitch");
390
391 REPLICATE(cvar_cl_allow_uid2name, bool, "cl_allow_uid2name");
392
393 REPLICATE(cvar_cl_autoscreenshot, int, "cl_autoscreenshot");
394
395 REPLICATE(cvar_cl_autotaunt, float, "cl_autotaunt");
396
397 REPLICATE(cvar_cl_clippedspectating, bool, "cl_clippedspectating");
398
399 REPLICATE(cvar_cl_handicap, float, "cl_handicap");
400
401 REPLICATE(cvar_cl_jetpack_jump, bool, "cl_jetpack_jump");
402
403 REPLICATE(cvar_cl_movement_track_canjump, bool, "cl_movement_track_canjump");
404
405 REPLICATE(cvar_cl_newusekeysupported, bool, "cl_newusekeysupported");
406
407 REPLICATE(cvar_cl_noantilag, bool, "cl_noantilag");
408
409 REPLICATE(cvar_cl_physics, string, "cl_physics");
410
411 REPLICATE(cvar_cl_voice_directional, int, "cl_voice_directional");
412
413 REPLICATE(cvar_cl_voice_directional_taunt_attenuation, float, "cl_voice_directional_taunt_attenuation");
414
415 REPLICATE(cvar_cl_weaponimpulsemode, int, "cl_weaponimpulsemode");
416
417 REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
418
419 REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
420
421 REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
422
423 REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
424
425 /**
426  * @param f -1: cleanup, 0: request, 1: receive
427  */
428 void GetCvars(entity this, entity store, int f)
429 {
430         string s = string_null;
431
432         if (f > 0)
433                 s = strcat1(argv(f));
434
435         get_cvars_f = f;
436         get_cvars_s = s;
437         MUTATOR_CALLHOOK(GetCvars);
438
439         Notification_GetCvars(this);
440
441         ReplicateVars(this, store, s, f);
442
443         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete_AndBuildImpulseList);
444         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
445         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
446         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
447         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
448         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
449         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
450         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
451         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
452         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
453         GetCvars_handleString_Fixup(this, store, s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
454
455         GetCvars_handleFloat(this, store, s, f, cvar_cl_allow_uidtracking, "cl_allow_uidtracking");
456
457         // fixup of switchweapon (needed for LMS or when spectating is disabled, as PutClientInServer comes too early)
458         if (f > 0)
459         {
460                 if (s == "cl_weaponpriority")
461                 {
462                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
463                         {
464                                 .entity weaponentity = weaponentities[slot];
465                                 if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0))
466                                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
467                         }
468                 }
469                 if (s == "cl_allow_uidtracking")
470                         PlayerStats_GameReport_AddPlayer(this);
471         }
472 }
473
474 // decolorizes and team colors the player name when needed
475 string playername(entity p, bool team_colorize)
476 {
477     string t;
478     if (team_colorize && teamplay && !intermission_running && IS_PLAYER(p))
479     {
480         t = Team_ColorCode(p.team);
481         return strcat(t, strdecolorize(p.netname));
482     }
483     else
484         return p.netname;
485 }
486
487 float want_weapon(entity weaponinfo, float allguns) // WEAPONTODO: what still needs done?
488 {
489         int i = weaponinfo.m_id;
490         int d = 0;
491         bool allow_mutatorblocked = false;
492
493         if(!i)
494                 return 0;
495
496         bool mutator_returnvalue = MUTATOR_CALLHOOK(WantWeapon, weaponinfo, d, allguns, allow_mutatorblocked);
497         d = M_ARGV(1, float);
498         allguns = M_ARGV(2, bool);
499         allow_mutatorblocked = M_ARGV(3, bool);
500
501         if(allguns)
502                 d = boolean(weaponinfo.spawnflags & WEP_FLAG_NORMAL);
503         else if(!mutator_returnvalue)
504                 d = !(!weaponinfo.weaponstart);
505
506         if(!allow_mutatorblocked && (weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED)) // never default mutator blocked guns
507                 d = 0;
508
509         float t = weaponinfo.weaponstartoverride;
510
511         //print(strcat("want_weapon: ", weaponinfo.netname, " - d: ", ftos(d), ", t: ", ftos(t), ". \n"));
512
513         // bit order in t:
514         // 1: want or not
515         // 2: is default?
516         // 4: is set by default?
517         if(t < 0)
518                 t = 4 | (3 * d);
519         else
520                 t |= (2 * d);
521
522         return t;
523 }
524
525 void readplayerstartcvars()
526 {
527         float i, t;
528         string s;
529
530         // initialize starting values for players
531         start_weapons = '0 0 0';
532         start_weapons_default = '0 0 0';
533         start_weapons_defaultmask = '0 0 0';
534         start_items = 0;
535         start_ammo_shells = 0;
536         start_ammo_nails = 0;
537         start_ammo_rockets = 0;
538         start_ammo_cells = 0;
539         start_ammo_plasma = 0;
540         if (random_start_ammo == NULL)
541         {
542                 random_start_ammo = spawn();
543         }
544         start_health = cvar("g_balance_health_start");
545         start_armorvalue = cvar("g_balance_armor_start");
546
547         g_weaponarena = 0;
548         g_weaponarena_weapons = '0 0 0';
549
550         s = cvar_string("g_weaponarena");
551
552         MUTATOR_CALLHOOK(SetWeaponArena, s);
553         s = M_ARGV(0, string);
554
555         if (s == "0" || s == "")
556         {
557                 // no arena
558         }
559         else if (s == "off")
560         {
561                 // forcibly turn off weaponarena
562         }
563         else if (s == "all" || s == "1")
564         {
565                 g_weaponarena = 1;
566                 g_weaponarena_list = "All Weapons";
567                 FOREACH(Weapons, it != WEP_Null, {
568                         if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
569                                 g_weaponarena_weapons |= (it.m_wepset);
570                 });
571         }
572         else if (s == "devall")
573         {
574                 g_weaponarena = 1;
575                 g_weaponarena_list = "All Weapons"; // TODO: report as more than just all weapons?
576                 FOREACH(Weapons, it != WEP_Null,
577                 {
578                         g_weaponarena_weapons |= (it.m_wepset);
579                 });
580         }
581         else if (s == "most")
582         {
583                 g_weaponarena = 1;
584                 g_weaponarena_list = "Most Weapons";
585                 FOREACH(Weapons, it != WEP_Null, {
586                         if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
587                                 if(it.spawnflags & WEP_FLAG_NORMAL)
588                                         g_weaponarena_weapons |= (it.m_wepset);
589                 });
590         }
591         else if (s == "none")
592         {
593                 g_weaponarena = 1;
594                 g_weaponarena_list = "No Weapons";
595         }
596         else
597         {
598                 g_weaponarena = 1;
599                 t = tokenize_console(s);
600                 g_weaponarena_list = "";
601                 for (i = 0; i < t; ++i)
602                 {
603                         s = argv(i);
604                         Weapon wep = Weapons_fromstr(s);
605                         if(wep != WEP_Null)
606                         {
607                                 g_weaponarena_weapons |= (wep.m_wepset);
608                                 g_weaponarena_list = strcat(g_weaponarena_list, wep.m_name, " & ");
609                         }
610                 }
611                 g_weaponarena_list = strzone(substring(g_weaponarena_list, 0, strlen(g_weaponarena_list) - 3));
612         }
613
614         if (g_weaponarena)
615         {
616                 g_weapon_stay = 0; // incompatible
617                 start_weapons = g_weaponarena_weapons;
618                 start_items |= IT_UNLIMITED_AMMO;
619         }
620         else
621         {
622                 FOREACH(Weapons, it != WEP_Null, {
623                         int w = want_weapon(it, false);
624                         WepSet s = it.m_wepset;
625                         if(w & 1)
626                                 start_weapons |= s;
627                         if(w & 2)
628                                 start_weapons_default |= s;
629                         if(w & 4)
630                                 start_weapons_defaultmask |= s;
631                 });
632         }
633
634         if(cvar("g_balance_superweapons_time") < 0)
635                 start_items |= IT_UNLIMITED_SUPERWEAPONS;
636
637         if(!cvar("g_use_ammunition"))
638                 start_items |= IT_UNLIMITED_AMMO;
639
640         if(start_items & IT_UNLIMITED_WEAPON_AMMO)
641         {
642                 start_ammo_shells = 999;
643                 start_ammo_nails = 999;
644                 start_ammo_rockets = 999;
645                 start_ammo_cells = 999;
646                 start_ammo_plasma = 999;
647                 start_ammo_fuel = 999;
648         }
649         else
650         {
651                 start_ammo_shells = cvar("g_start_ammo_shells");
652                 start_ammo_nails = cvar("g_start_ammo_nails");
653                 start_ammo_rockets = cvar("g_start_ammo_rockets");
654                 start_ammo_cells = cvar("g_start_ammo_cells");
655                 start_ammo_plasma = cvar("g_start_ammo_plasma");
656                 start_ammo_fuel = cvar("g_start_ammo_fuel");
657                 random_start_weapons_count = cvar("g_random_start_weapons_count");
658                 SetResource(random_start_ammo, RES_SHELLS, cvar(
659                         "g_random_start_shells"));
660                 SetResource(random_start_ammo, RES_BULLETS, cvar(
661                         "g_random_start_bullets"));
662                 SetResource(random_start_ammo, RES_ROCKETS,
663                         cvar("g_random_start_rockets"));
664                 SetResource(random_start_ammo, RES_CELLS, cvar(
665                         "g_random_start_cells"));
666                 SetResource(random_start_ammo, RES_PLASMA, cvar(
667                         "g_random_start_plasma"));
668         }
669
670         if (warmup_stage)
671         {
672                 warmup_start_ammo_shells = start_ammo_shells;
673                 warmup_start_ammo_nails = start_ammo_nails;
674                 warmup_start_ammo_rockets = start_ammo_rockets;
675                 warmup_start_ammo_cells = start_ammo_cells;
676                 warmup_start_ammo_plasma = start_ammo_plasma;
677                 warmup_start_ammo_fuel = start_ammo_fuel;
678                 warmup_start_health = start_health;
679                 warmup_start_armorvalue = start_armorvalue;
680                 warmup_start_weapons = start_weapons;
681                 warmup_start_weapons_default = start_weapons_default;
682                 warmup_start_weapons_defaultmask = start_weapons_defaultmask;
683
684                 if (!g_weaponarena && !g_ca && !g_freezetag)
685                 {
686                         warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
687                         warmup_start_ammo_nails = cvar("g_warmup_start_ammo_nails");
688                         warmup_start_ammo_rockets = cvar("g_warmup_start_ammo_rockets");
689                         warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
690                         warmup_start_ammo_plasma = cvar("g_warmup_start_ammo_plasma");
691                         warmup_start_ammo_fuel = cvar("g_warmup_start_ammo_fuel");
692                         warmup_start_health = cvar("g_warmup_start_health");
693                         warmup_start_armorvalue = cvar("g_warmup_start_armor");
694                         warmup_start_weapons = '0 0 0';
695                         warmup_start_weapons_default = '0 0 0';
696                         warmup_start_weapons_defaultmask = '0 0 0';
697                         FOREACH(Weapons, it != WEP_Null, {
698                                 int w = want_weapon(it, g_warmup_allguns);
699                                 WepSet s = (it.m_wepset);
700                                 if(w & 1)
701                                         warmup_start_weapons |= s;
702                                 if(w & 2)
703                                         warmup_start_weapons_default |= s;
704                                 if(w & 4)
705                                         warmup_start_weapons_defaultmask |= s;
706                         });
707                 }
708         }
709
710         if (g_jetpack)
711                 start_items |= ITEM_Jetpack.m_itemid;
712
713         MUTATOR_CALLHOOK(SetStartItems);
714
715         if (start_items & ITEM_Jetpack.m_itemid)
716         {
717                 start_items |= ITEM_JetpackRegen.m_itemid;
718                 start_ammo_fuel = max(start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
719                 warmup_start_ammo_fuel = max(warmup_start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
720         }
721
722         start_ammo_shells = max(0, start_ammo_shells);
723         start_ammo_nails = max(0, start_ammo_nails);
724         start_ammo_rockets = max(0, start_ammo_rockets);
725         start_ammo_cells = max(0, start_ammo_cells);
726         start_ammo_plasma = max(0, start_ammo_plasma);
727         start_ammo_fuel = max(0, start_ammo_fuel);
728         SetResource(random_start_ammo, RES_SHELLS, max(0,
729                 GetResource(random_start_ammo, RES_SHELLS)));
730         SetResource(random_start_ammo, RES_BULLETS, max(0,
731                 GetResource(random_start_ammo, RES_BULLETS)));
732         SetResource(random_start_ammo, RES_ROCKETS, max(0,
733                 GetResource(random_start_ammo, RES_ROCKETS)));
734         SetResource(random_start_ammo, RES_CELLS, max(0,
735                 GetResource(random_start_ammo, RES_CELLS)));
736         SetResource(random_start_ammo, RES_PLASMA, max(0,
737                 GetResource(random_start_ammo, RES_PLASMA)));
738
739         warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
740         warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);
741         warmup_start_ammo_rockets = max(0, warmup_start_ammo_rockets);
742         warmup_start_ammo_cells = max(0, warmup_start_ammo_cells);
743         warmup_start_ammo_plasma = max(0, warmup_start_ammo_plasma);
744         warmup_start_ammo_fuel = max(0, warmup_start_ammo_fuel);
745 }
746
747 void precache_playermodel(string m)
748 {
749         float globhandle, i, n;
750         string f;
751
752         if(substring(m, -9,5) == "_lod1")
753                 return;
754         if(substring(m, -9,5) == "_lod2")
755                 return;
756         precache_model(m);
757         f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1));
758         if(fexists(f))
759                 precache_model(f);
760         f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1));
761         if(fexists(f))
762                 precache_model(f);
763
764         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
765         if (globhandle < 0)
766                 return;
767         n = search_getsize(globhandle);
768         for (i = 0; i < n; ++i)
769         {
770                 //print(search_getfilename(globhandle, i), "\n");
771                 f = search_getfilename(globhandle, i);
772                 PrecachePlayerSounds(f);
773         }
774         search_end(globhandle);
775 }
776 void precache_all_playermodels(string pattern)
777 {
778         int globhandle = search_begin(pattern, true, false);
779         if (globhandle < 0) return;
780         int n = search_getsize(globhandle);
781         for (int i = 0; i < n; ++i)
782         {
783                 string s = search_getfilename(globhandle, i);
784                 precache_playermodel(s);
785         }
786         search_end(globhandle);
787 }
788
789 void precache_playermodels(string s)
790 {
791         FOREACH_WORD(s, true, { precache_playermodel(it); });
792 }
793
794 void precache()
795 {
796     // gamemode related things
797
798     // Precache all player models if desired
799     if (autocvar_sv_precacheplayermodels)
800     {
801         PrecachePlayerSounds("sound/player/default.sounds");
802         precache_all_playermodels("models/player/*.zym");
803         precache_all_playermodels("models/player/*.dpm");
804         precache_all_playermodels("models/player/*.md3");
805         precache_all_playermodels("models/player/*.psk");
806         precache_all_playermodels("models/player/*.iqm");
807     }
808
809     if (autocvar_sv_defaultcharacter)
810     {
811                 precache_playermodels(autocvar_sv_defaultplayermodel_red);
812                 precache_playermodels(autocvar_sv_defaultplayermodel_blue);
813                 precache_playermodels(autocvar_sv_defaultplayermodel_yellow);
814                 precache_playermodels(autocvar_sv_defaultplayermodel_pink);
815                 precache_playermodels(autocvar_sv_defaultplayermodel);
816     }
817
818 #if 0
819     // Disabled this code because it simply does not work (e.g. ignores bgmvolume, overlaps with "cd loop" controlled tracks).
820
821     if (!this.noise && this.music) // quake 3 uses the music field
822         this.noise = this.music;
823
824     // plays music for the level if there is any
825     if (this.noise)
826     {
827         precache_sound (this.noise);
828         ambientsound ('0 0 0', this.noise, VOL_BASE, ATTEN_NONE);
829     }
830 #endif
831 }
832
833
834 void make_safe_for_remove(entity e)
835 {
836     if (e.initialize_entity)
837     {
838         entity ent, prev = NULL;
839         for (ent = initialize_entity_first; ent; )
840         {
841             if ((ent == e) || ((ent.classname == "initialize_entity") && (ent.enemy == e)))
842             {
843                 //print("make_safe_for_remove: getting rid of initializer ", etos(ent), "\n");
844                 // skip it in linked list
845                 if (prev)
846                 {
847                     prev.initialize_entity_next = ent.initialize_entity_next;
848                     ent = prev.initialize_entity_next;
849                 }
850                 else
851                 {
852                     initialize_entity_first = ent.initialize_entity_next;
853                     ent = initialize_entity_first;
854                 }
855             }
856             else
857             {
858                 prev = ent;
859                 ent = ent.initialize_entity_next;
860             }
861         }
862     }
863 }
864
865 .float remove_except_protected_forbidden;
866 void remove_except_protected(entity e)
867 {
868         if(e.remove_except_protected_forbidden)
869                 error("not allowed to remove this at this point");
870         builtin_remove(e);
871 }
872
873 void remove_unsafely(entity e)
874 {
875     if(e.classname == "spike")
876         error("Removing spikes is forbidden (crylink bug), please report");
877     builtin_remove(e);
878 }
879
880 void remove_safely(entity e)
881 {
882     make_safe_for_remove(e);
883     builtin_remove(e);
884 }
885
886 void InitializeEntity(entity e, void(entity this) func, int order)
887 {
888     entity prev, cur;
889
890     if (!e || e.initialize_entity)
891     {
892         // make a proxy initializer entity
893         entity e_old = e;
894         e = new(initialize_entity);
895         e.enemy = e_old;
896     }
897
898     e.initialize_entity = func;
899     e.initialize_entity_order = order;
900
901     cur = initialize_entity_first;
902     prev = NULL;
903     for (;;)
904     {
905         if (!cur || cur.initialize_entity_order > order)
906         {
907             // insert between prev and cur
908             if (prev)
909                 prev.initialize_entity_next = e;
910             else
911                 initialize_entity_first = e;
912             e.initialize_entity_next = cur;
913             return;
914         }
915         prev = cur;
916         cur = cur.initialize_entity_next;
917     }
918 }
919 void InitializeEntitiesRun()
920 {
921     entity startoflist = initialize_entity_first;
922     initialize_entity_first = NULL;
923     delete_fn = remove_except_protected;
924     for (entity e = startoflist; e; e = e.initialize_entity_next)
925     {
926                 e.remove_except_protected_forbidden = 1;
927     }
928     for (entity e = startoflist; e; )
929     {
930                 e.remove_except_protected_forbidden = 0;
931         e.initialize_entity_order = 0;
932         entity next = e.initialize_entity_next;
933         e.initialize_entity_next = NULL;
934         var void(entity this) func = e.initialize_entity;
935         e.initialize_entity = func_null;
936         if (e.classname == "initialize_entity")
937         {
938             entity wrappee = e.enemy;
939             builtin_remove(e);
940             e = wrappee;
941         }
942         //dprint("Delayed initialization: ", e.classname, "\n");
943         if (func)
944         {
945                 func(e);
946         }
947         else
948         {
949             eprint(e);
950             backtrace(strcat("Null function in: ", e.classname, "\n"));
951         }
952         e = next;
953     }
954     delete_fn = remove_unsafely;
955 }
956
957 .float(entity) isEliminated;
958 bool EliminatedPlayers_SendEntity(entity this, entity to, float sendflags)
959 {
960         Stream out = MSG_ENTITY;
961         WriteHeader(out, ENT_CLIENT_ELIMINATEDPLAYERS);
962         serialize(byte, out, sendflags);
963         if (sendflags & 1) {
964                 for (int i = 1; i <= maxclients; i += 8) {
965                         int f = 0;
966                         entity e = edict_num(i);
967                         for (int b = 0; b < 8; ++b, e = nextent(e)) {
968                                 if (eliminatedPlayers.isEliminated(e)) {
969                                         f |= BIT(b);
970                                 }
971                         }
972                         serialize(byte, out, f);
973                 }
974         }
975         return true;
976 }
977
978 void EliminatedPlayers_Init(float(entity) isEliminated_func)
979 {
980         if(eliminatedPlayers)
981         {
982                 backtrace("Can't spawn eliminatedPlayers again!");
983                 return;
984         }
985         Net_LinkEntity(eliminatedPlayers = spawn(), false, 0, EliminatedPlayers_SendEntity);
986         eliminatedPlayers.isEliminated = isEliminated_func;
987 }
988
989
990
991
992 void adaptor_think2use_hittype_splash(entity this) // for timed projectile detonation
993 {
994         if(!(IS_ONGROUND(this))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
995                 this.projectiledeathtype |= HITTYPE_SPLASH;
996         adaptor_think2use(this);
997 }
998
999 // deferred dropping
1000 void DropToFloor_Handler(entity this)
1001 {
1002     WITHSELF(this, builtin_droptofloor());
1003     this.dropped_origin = this.origin;
1004 }
1005
1006 void droptofloor(entity this)
1007 {
1008     InitializeEntity(this, DropToFloor_Handler, INITPRIO_DROPTOFLOOR);
1009 }
1010
1011
1012
1013 float trace_hits_box_a0, trace_hits_box_a1;
1014
1015 float trace_hits_box_1d(float end, float thmi, float thma)
1016 {
1017     if (end == 0)
1018     {
1019         // just check if x is in range
1020         if (0 < thmi)
1021             return false;
1022         if (0 > thma)
1023             return false;
1024     }
1025     else
1026     {
1027         // do the trace with respect to x
1028         // 0 -> end has to stay in thmi -> thma
1029         trace_hits_box_a0 = max(trace_hits_box_a0, min(thmi / end, thma / end));
1030         trace_hits_box_a1 = min(trace_hits_box_a1, max(thmi / end, thma / end));
1031         if (trace_hits_box_a0 > trace_hits_box_a1)
1032             return false;
1033     }
1034     return true;
1035 }
1036
1037 float trace_hits_box(vector start, vector end, vector thmi, vector thma)
1038 {
1039     end -= start;
1040     thmi -= start;
1041     thma -= start;
1042     // now it is a trace from 0 to end
1043
1044     trace_hits_box_a0 = 0;
1045     trace_hits_box_a1 = 1;
1046
1047     if (!trace_hits_box_1d(end.x, thmi.x, thma.x))
1048         return false;
1049     if (!trace_hits_box_1d(end.y, thmi.y, thma.y))
1050         return false;
1051     if (!trace_hits_box_1d(end.z, thmi.z, thma.z))
1052         return false;
1053
1054     return true;
1055 }
1056
1057 float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma)
1058 {
1059     return trace_hits_box(start, end, thmi - ma, thma - mi);
1060 }
1061
1062 bool SUB_NoImpactCheck(entity this, entity toucher)
1063 {
1064         // zero hitcontents = this is not the real impact, but either the
1065         // mirror-impact of something hitting the projectile instead of the
1066         // projectile hitting the something, or a touchareagrid one. Neither of
1067         // these stop the projectile from moving, so...
1068         if(trace_dphitcontents == 0)
1069         {
1070                 LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
1071                 checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
1072         }
1073     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
1074         return true;
1075     if (toucher == NULL && this.size != '0 0 0')
1076     {
1077         vector tic;
1078         tic = this.velocity * sys_frametime;
1079         tic = tic + normalize(tic) * vlen(this.maxs - this.mins);
1080         traceline(this.origin - tic, this.origin + tic, MOVE_NORMAL, this);
1081         if (trace_fraction >= 1)
1082         {
1083             LOG_TRACE("Odd... did not hit...?");
1084         }
1085         else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
1086         {
1087             LOG_TRACE("Detected and prevented the sky-grapple bug.");
1088             return true;
1089         }
1090     }
1091
1092     return false;
1093 }
1094
1095 #define SUB_OwnerCheck(ent,oth) ((oth) && ((oth) == (ent).owner))
1096
1097 bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
1098 {
1099         if(SUB_OwnerCheck(this, toucher))
1100                 return true;
1101         if(SUB_NoImpactCheck(this, toucher))
1102         {
1103                 if(this.classname == "nade")
1104                         return false; // no checks here
1105                 else if(this.classname == "grapplinghook")
1106                         RemoveHook(this);
1107                 else if(this.classname == "spike")
1108                 {
1109                         W_Crylink_Dequeue(this);
1110                         delete(this);
1111                 }
1112                 else
1113                         delete(this);
1114                 return true;
1115         }
1116         if(trace_ent && trace_ent.solid > SOLID_TRIGGER)
1117                 UpdateCSQCProjectile(this);
1118         return false;
1119 }
1120
1121 /** engine callback */
1122 void URI_Get_Callback(float id, float status, string data)
1123 {
1124         if(url_URI_Get_Callback(id, status, data))
1125         {
1126                 // handled
1127         }
1128         else if (id == URI_GET_DISCARD)
1129         {
1130                 // discard
1131         }
1132         else if (id >= URI_GET_CURL && id <= URI_GET_CURL_END)
1133         {
1134                 // sv_cmd curl
1135                 Curl_URI_Get_Callback(id, status, data);
1136         }
1137         else if (id >= URI_GET_IPBAN && id <= URI_GET_IPBAN_END)
1138         {
1139                 // online ban list
1140                 OnlineBanList_URI_Get_Callback(id, status, data);
1141         }
1142         else if (MUTATOR_CALLHOOK(URI_GetCallback, id, status, data))
1143         {
1144                 // handled by a mutator
1145         }
1146         else
1147         {
1148                 LOG_INFO("Received HTTP request data for an invalid id ", ftos(id), ".");
1149         }
1150 }
1151
1152 string uid2name(string myuid) {
1153         string s;
1154         s = db_get(ServerProgsDB, strcat("/uid2name/", myuid));
1155
1156         // FIXME remove this later after 0.6 release
1157         // convert old style broken records to correct style
1158         if(s == "")
1159         {
1160                 s = db_get(ServerProgsDB, strcat("uid2name", myuid));
1161                 if(s != "")
1162                 {
1163                         db_put(ServerProgsDB, strcat("/uid2name/", myuid), s);
1164                         db_remove(ServerProgsDB, strcat("uid2name", myuid));
1165                 }
1166         }
1167
1168         if(s == "")
1169                 s = "^1Unregistered Player";
1170         return s;
1171 }
1172
1173 float MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
1174 {
1175     float m, i;
1176     vector start, org, delta, end, enddown, mstart;
1177
1178     m = e.dphitcontentsmask;
1179     e.dphitcontentsmask = goodcontents | badcontents;
1180
1181     org = boundmin;
1182     delta = boundmax - boundmin;
1183
1184     start = end = org;
1185
1186     for (i = 0; i < attempts; ++i)
1187     {
1188         start.x = org.x + random() * delta.x;
1189         start.y = org.y + random() * delta.y;
1190         start.z = org.z + random() * delta.z;
1191
1192         // rule 1: start inside world bounds, and outside
1193         // solid, and don't start from somewhere where you can
1194         // fall down to evil
1195         tracebox(start, e.mins, e.maxs, start - '0 0 1' * delta.z, MOVE_NORMAL, e);
1196         if (trace_fraction >= 1)
1197             continue;
1198         if (trace_startsolid)
1199             continue;
1200         if (trace_dphitcontents & badcontents)
1201             continue;
1202         if (trace_dphitq3surfaceflags & badsurfaceflags)
1203             continue;
1204
1205         // rule 2: if we are too high, lower the point
1206         if (trace_fraction * delta.z > maxaboveground)
1207             start = trace_endpos + '0 0 1' * maxaboveground;
1208         enddown = trace_endpos;
1209
1210         // rule 3: make sure we aren't outside the map. This only works
1211         // for somewhat well formed maps. A good rule of thumb is that
1212         // the map should have a convex outside hull.
1213         // these can be traceLINES as we already verified the starting box
1214         mstart = start + 0.5 * (e.mins + e.maxs);
1215         traceline(mstart, mstart + '1 0 0' * delta.x, MOVE_NORMAL, e);
1216         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1217             continue;
1218         traceline(mstart, mstart - '1 0 0' * delta.x, MOVE_NORMAL, e);
1219         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1220             continue;
1221         traceline(mstart, mstart + '0 1 0' * delta.y, MOVE_NORMAL, e);
1222         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1223             continue;
1224         traceline(mstart, mstart - '0 1 0' * delta.y, MOVE_NORMAL, e);
1225         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1226             continue;
1227         traceline(mstart, mstart + '0 0 1' * delta.z, MOVE_NORMAL, e);
1228         if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1229             continue;
1230
1231         // rule 4: we must "see" some spawnpoint or item
1232     entity sp = NULL;
1233     IL_EACH(g_spawnpoints, checkpvs(mstart, it),
1234     {
1235         if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
1236         {
1237                 sp = it;
1238                 break;
1239         }
1240     });
1241         if(!sp)
1242         {
1243                 int items_checked = 0;
1244                 IL_EACH(g_items, checkpvs(mstart, it),
1245                 {
1246                         if((traceline(mstart, it.origin + (it.mins + it.maxs) * 0.5, MOVE_NORMAL, e), trace_fraction) >= 1)
1247                         {
1248                                 sp = it;
1249                                 break;
1250                         }
1251
1252                         ++items_checked;
1253                         if(items_checked >= attempts)
1254                                 break; // sanity
1255                 });
1256
1257                 if(!sp)
1258                         continue;
1259         }
1260
1261         // find a random vector to "look at"
1262         end.x = org.x + random() * delta.x;
1263         end.y = org.y + random() * delta.y;
1264         end.z = org.z + random() * delta.z;
1265         end = start + normalize(end - start) * vlen(delta);
1266
1267         // rule 4: start TO end must not be too short
1268         tracebox(start, e.mins, e.maxs, end, MOVE_NORMAL, e);
1269         if (trace_startsolid)
1270             continue;
1271         if (trace_fraction < minviewdistance / vlen(delta))
1272             continue;
1273
1274         // rule 5: don't want to look at sky
1275         if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
1276             continue;
1277
1278         // rule 6: we must not end up in trigger_hurt
1279         if (tracebox_hits_trigger_hurt(start, e.mins, e.maxs, enddown))
1280             continue;
1281
1282         break;
1283     }
1284
1285     e.dphitcontentsmask = m;
1286
1287     if (i < attempts)
1288     {
1289         setorigin(e, start);
1290         e.angles = vectoangles(end - start);
1291         LOG_DEBUG("Needed ", ftos(i + 1), " attempts");
1292         return true;
1293     }
1294     else
1295         return false;
1296 }
1297
1298 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
1299 {
1300         return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance);
1301 }
1302
1303 void write_recordmarker(entity pl, float tstart, float dt)
1304 {
1305     GameLogEcho(strcat(":recordset:", ftos(pl.playerid), ":", ftos(dt)));
1306
1307     // also write a marker into demo files for demotc-race-record-extractor to find
1308     stuffcmd(pl,
1309              strcat(
1310                  strcat("//", strconv(2, 0, 0, GetGametype()), " RECORD SET ", TIME_ENCODED_TOSTRING(TIME_ENCODE(dt))),
1311                  " ", ftos(tstart), " ", ftos(dt), "\n"));
1312 }
1313
1314 void attach_sameorigin(entity e, entity to, string tag)
1315 {
1316     vector org, t_forward, t_left, t_up, e_forward, e_up;
1317     float tagscale;
1318
1319     org = e.origin - gettaginfo(to, gettagindex(to, tag));
1320     tagscale = (vlen(v_forward) ** -2); // undo a scale on the tag
1321     t_forward = v_forward * tagscale;
1322     t_left = v_right * -tagscale;
1323     t_up = v_up * tagscale;
1324
1325     e.origin_x = org * t_forward;
1326     e.origin_y = org * t_left;
1327     e.origin_z = org * t_up;
1328
1329     // current forward and up directions
1330     if (substring(e.model, 0, 1) == "*") // bmodels have their own rules
1331                 e.angles = AnglesTransform_FromVAngles(e.angles);
1332         else
1333                 e.angles = AnglesTransform_FromAngles(e.angles);
1334     fixedmakevectors(e.angles);
1335
1336     // untransform forward, up!
1337     e_forward.x = v_forward * t_forward;
1338     e_forward.y = v_forward * t_left;
1339     e_forward.z = v_forward * t_up;
1340     e_up.x = v_up * t_forward;
1341     e_up.y = v_up * t_left;
1342     e_up.z = v_up * t_up;
1343
1344     e.angles = fixedvectoangles2(e_forward, e_up);
1345     if (substring(e.model, 0, 1) == "*") // bmodels have their own rules
1346                 e.angles = AnglesTransform_ToVAngles(e.angles);
1347         else
1348                 e.angles = AnglesTransform_ToAngles(e.angles);
1349
1350     setattachment(e, to, tag);
1351     setorigin(e, e.origin);
1352 }
1353
1354 void detach_sameorigin(entity e)
1355 {
1356     vector org;
1357     org = gettaginfo(e, 0);
1358     e.angles = fixedvectoangles2(v_forward, v_up);
1359     if (substring(e.model, 0, 1) == "*") // bmodels have their own rules
1360                 e.angles = AnglesTransform_ToVAngles(e.angles);
1361         else
1362                 e.angles = AnglesTransform_ToAngles(e.angles);
1363     setorigin(e, org);
1364     setattachment(e, NULL, "");
1365     setorigin(e, e.origin);
1366 }
1367
1368 void follow_sameorigin(entity e, entity to)
1369 {
1370     set_movetype(e, MOVETYPE_FOLLOW); // make the hole follow
1371     e.aiment = to; // make the hole follow bmodel
1372     e.punchangle = to.angles; // the original angles of bmodel
1373     e.view_ofs = e.origin - to.origin; // relative origin
1374     e.v_angle = e.angles - to.angles; // relative angles
1375 }
1376
1377 void unfollow_sameorigin(entity e)
1378 {
1379     set_movetype(e, MOVETYPE_NONE);
1380 }
1381
1382 entity gettaginfo_relative_ent;
1383 vector gettaginfo_relative(entity e, float tag)
1384 {
1385     if (!gettaginfo_relative_ent)
1386     {
1387         gettaginfo_relative_ent = spawn();
1388         gettaginfo_relative_ent.effects = EF_NODRAW;
1389     }
1390     gettaginfo_relative_ent.model = e.model;
1391     gettaginfo_relative_ent.modelindex = e.modelindex;
1392     gettaginfo_relative_ent.frame = e.frame;
1393     return gettaginfo(gettaginfo_relative_ent, tag);
1394 }
1395
1396 .string aiment_classname;
1397 .float aiment_deadflag;
1398 void SetMovetypeFollow(entity ent, entity e)
1399 {
1400         // FIXME this may not be warpzone aware
1401         set_movetype(ent, MOVETYPE_FOLLOW); // make the hole follow
1402         ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
1403         ent.aiment = e; // make the hole follow bmodel
1404         ent.punchangle = e.angles; // the original angles of bmodel
1405         ent.view_ofs = ent.origin - e.origin; // relative origin
1406         ent.v_angle = ent.angles - e.angles; // relative angles
1407         ent.aiment_classname = strzone(e.classname);
1408         ent.aiment_deadflag = e.deadflag;
1409 }
1410 void UnsetMovetypeFollow(entity ent)
1411 {
1412         set_movetype(ent, MOVETYPE_FLY);
1413         PROJECTILE_MAKETRIGGER(ent);
1414         ent.aiment = NULL;
1415 }
1416 float LostMovetypeFollow(entity ent)
1417 {
1418 /*
1419         if(ent.move_movetype != MOVETYPE_FOLLOW)
1420                 if(ent.aiment)
1421                         error("???");
1422 */
1423         if(ent.aiment)
1424         {
1425                 if(ent.aiment.classname != ent.aiment_classname)
1426                         return 1;
1427                 if(ent.aiment.deadflag != ent.aiment_deadflag)
1428                         return 1;
1429         }
1430         return 0;
1431 }
1432
1433 .bool pushable;
1434 bool isPushable(entity e)
1435 {
1436         if(e.pushable)
1437                 return true;
1438         if(IS_VEHICLE(e))
1439                 return false;
1440         if(e.iscreature)
1441                 return true;
1442         if (Item_IsLoot(e))
1443         {
1444                 return true;
1445         }
1446         switch(e.classname)
1447         {
1448                 case "body":
1449                         return true;
1450                 case "bullet": // antilagged bullets can't hit this either
1451                         return false;
1452         }
1453         if (e.projectiledeathtype)
1454                 return true;
1455         return false;
1456 }