3 #include "anticheat.qh"
9 #include "command/common.qh"
11 #include "mutators/_mod.qh"
12 #include "weapons/csqcprojectile.qh"
14 #include "../common/constants.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/debug.qh"
17 #include "../common/mapinfo.qh"
18 #include "../common/util.qh"
20 #include "../common/vehicles/all.qh"
21 #include <common/weapons/_all.qh>
23 #include "../lib/csqcmodel/sv_model.qh"
25 #include "../lib/warpzone/common.qh"
26 #include "../lib/warpzone/server.qh"
31 void CreatureFrame_hotliquids(entity this)
33 if (this.dmgtime < time)
35 this.dmgtime = time + autocvar_g_balance_contents_damagerate;
37 if (this.flags & FL_PROJECTILE)
39 if (this.watertype == CONTENT_LAVA)
40 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
41 else if (this.watertype == CONTENT_SLIME)
42 Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
46 if (this.watertype == CONTENT_LAVA)
48 if (this.watersound_finished < time)
50 this.watersound_finished = time + 0.5;
51 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
53 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
54 if(autocvar_g_balance_contents_playerdamage_lava_burn)
55 Fire_AddDamage(this, NULL, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
57 else if (this.watertype == CONTENT_SLIME)
59 if (this.watersound_finished < time)
61 this.watersound_finished = time + 0.5;
62 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
64 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
70 void CreatureFrame_Liquids(entity this)
72 if (this.watertype <= CONTENT_WATER && this.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
74 if (!(this.flags & FL_INWATER))
76 this.flags |= FL_INWATER;
80 CreatureFrame_hotliquids(this);
84 if (this.flags & FL_INWATER)
86 // play leave water sound
87 this.flags &= ~FL_INWATER;
90 this.air_finished = time + 12;
95 void CreatureFrame_FallDamage(entity this)
97 if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
98 if(this.velocity || this.oldvelocity) // moving or has moved
100 // check for falling damage
101 float velocity_len = vlen(this.velocity);
102 bool have_hook = false;
103 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
105 .entity weaponentity = weaponentities[slot];
106 if(this.(weaponentity).hook && this.(weaponentity).hook.state)
114 float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
116 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
118 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
120 Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
123 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
124 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
128 void CreatureFrame_All()
130 IL_EACH(g_damagedbycontents, it.damagedbycontents,
132 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
133 CreatureFrame_Liquids(it);
134 CreatureFrame_FallDamage(it);
135 it.oldvelocity = it.velocity;
139 void Pause_TryPause(bool ispaused)
142 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
143 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
150 void SV_PausedTic(float elapsedtime)
152 if (!server_is_dedicated) Pause_TryPause(false);
159 Called before each frame by the server
164 float game_delay_last;
166 bool autocvar_sv_autopause = false;
167 float RedirectionThink();
168 void systems_update();
169 void sys_phys_update(entity this, float dt);
172 // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
173 IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
174 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
176 execute_next_frame();
177 if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
179 delete_fn = remove_unsafely; // not during spawning!
180 serverprevtime = servertime;
182 serverframetime = frametime;
185 if(time > client_cefc_accumulatortime + 1)
187 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
188 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
191 FOREACH_CLIENT(true, LAMBDA(
192 if(IS_REAL_CLIENT(it))
197 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
198 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
200 client_cefc_accumulatortime = time;
201 client_cefc_accumulator = 0;
205 IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
207 if (RedirectionThink()) return;
209 UncustomizeEntitiesRun();
210 InitializeEntitiesRun();
212 WarpZone_StartFrame();
214 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
215 if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
217 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
218 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
220 skill = autocvar_skill;
222 // detect when the pre-game countdown (if any) has ended and the game has started
223 game_delay = (time < game_starttime);
225 if (autocvar_sv_eventlog && game_delay_last && !game_delay)
226 GameLogEcho(":startdelay_ended");
228 game_delay_last = game_delay;
233 if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
239 anticheat_startframe();
240 MUTATOR_CALLHOOK(SV_StartFrame);
242 FOREACH_CLIENT(true, GlobalStats_update(it));
243 IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
246 .vector originjitter;
247 .vector anglesjitter;
249 .string gametypefilter;
251 bool DoesQ3ARemoveThisEntity(entity this);
252 void SV_OnEntityPreSpawnFunction(entity this)
254 __spawnfunc_expecting = true;
255 __spawnfunc_expect = this;
257 if (this.gametypefilter != "")
258 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
261 __spawnfunc_expecting = false;
264 if(this.cvarfilter != "")
271 if(substring(s, 0, 1) == "+")
273 s = substring(s, 1, -1);
275 else if(substring(s, 0, 1) == "-")
278 s = substring(s, 1, -1);
281 n = tokenize_console(s);
282 for(i = 0; i < n; ++i)
294 if((o = strstrofs(s, ">=", 0)) >= 0)
296 k = substring(s, 0, o);
297 v = substring(s, o+2, -1);
298 if(cvar(k) < stof(v))
301 else if((o = strstrofs(s, "<=", 0)) >= 0)
303 k = substring(s, 0, o);
304 v = substring(s, o+2, -1);
305 if(cvar(k) > stof(v))
308 else if((o = strstrofs(s, ">", 0)) >= 0)
310 k = substring(s, 0, o);
311 v = substring(s, o+1, -1);
312 if(cvar(k) <= stof(v))
315 else if((o = strstrofs(s, "<", 0)) >= 0)
317 k = substring(s, 0, o);
318 v = substring(s, o+1, -1);
319 if(cvar(k) >= stof(v))
322 else if((o = strstrofs(s, "==", 0)) >= 0)
324 k = substring(s, 0, o);
325 v = substring(s, o+2, -1);
326 if(cvar(k) != stof(v))
329 else if((o = strstrofs(s, "!=", 0)) >= 0)
331 k = substring(s, 0, o);
332 v = substring(s, o+2, -1);
333 if(cvar(k) == stof(v))
336 else if((o = strstrofs(s, "===", 0)) >= 0)
338 k = substring(s, 0, o);
339 v = substring(s, o+2, -1);
340 if(cvar_string(k) != v)
343 else if((o = strstrofs(s, "!==", 0)) >= 0)
345 k = substring(s, 0, o);
346 v = substring(s, o+2, -1);
347 if(cvar_string(k) == v)
350 else if(substring(s, 0, 1) == "!")
352 k = substring(s, 1, -1);
365 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
368 //print("cvarfilter fail\n");
370 __spawnfunc_expecting = false;
375 if(DoesQ3ARemoveThisEntity(this))
378 __spawnfunc_expecting = false;
382 set_movetype(this, this.movetype);
384 // support special -1 and -2 angle from radiant
385 if (this.angles == '0 -1 0')
386 this.angles = '-90 0 0';
387 else if (this.angles == '0 -2 0')
388 this.angles = '+90 0 0';
390 if(this.originjitter.x != 0)
391 this.origin_x = this.origin.x + (random() * 2 - 1) * this.originjitter.x;
392 if(this.originjitter.y != 0)
393 this.origin_y = this.origin.y + (random() * 2 - 1) * this.originjitter.y;
394 if(this.originjitter.z != 0)
395 this.origin_z = this.origin.z + (random() * 2 - 1) * this.originjitter.z;
396 if(this.anglesjitter.x != 0)
397 this.angles_x = this.angles.x + (random() * 2 - 1) * this.anglesjitter.x;
398 if(this.anglesjitter.y != 0)
399 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglesjitter.y;
400 if(this.anglesjitter.z != 0)
401 this.angles_z = this.angles.z + (random() * 2 - 1) * this.anglesjitter.z;
402 if(this.anglejitter != 0)
403 this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglejitter;
405 if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this))
408 __spawnfunc_expecting = false;
413 void WarpZone_PostInitialize_Callback()
415 // create waypoint links for warpzones
416 //for(entity e = warpzone_first; e; e = e.warpzone_next)
417 for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
420 src = (e.absmin + e.absmax) * 0.5;
421 makevectors(e.warpzone_angles);
422 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
423 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
424 makevectors(e.enemy.warpzone_angles);
425 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
426 waypoint_spawnforteleporter_v(e, src, dst, 0);