1 void CreatureFrame (void)
6 float damagerate; // where damagerate 5 means 5 hits per second (0.2 delay)
7 damagerate = (1 / bound(1, autocvar_g_balance_contents_damagerate, 100));
10 for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); )
12 if (self.movetype == MOVETYPE_NOCLIP) { continue; }
14 float vehic = (self.vehicle_flags & VHF_ISVEHICLE);
15 float projectile = ((self.projectiledeathtype) || (self.classname == "grapplinghook"));
17 if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
19 if (!(self.flags & FL_INWATER))
21 self.flags |= FL_INWATER;
23 //te_customflash(self.origin, 200, 20, '50 0.1 0.1');
26 if(!vehic && !projectile) // vehicles and projectiles don't drown
28 if (self.waterlevel != WATERLEVEL_SUBMERGED)
30 if(self.air_finished < time)
31 PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
32 self.air_finished = time + autocvar_g_balance_contents_drowndelay;
35 else if (self.air_finished < time)
38 if (self.pain_finished < time)
40 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * damagerate, DEATH_DROWN, self.origin, '0 0 0');
41 self.pain_finished = time + 0.5;
46 if (self.dmgtime < time)
48 self.dmgtime = time + damagerate;
52 if (self.watertype == CONTENT_LAVA)
54 if (self.watersound_finished < time)
56 self.watersound_finished = time + 0.5;
57 sound (self, CH_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
59 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
61 else if (self.watertype == CONTENT_SLIME)
63 if (self.watersound_finished < time)
65 self.watersound_finished = time + 0.5;
66 sound (self, CH_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
68 Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
71 else if ((self.watertype == CONTENT_LAVA) || (self.watertype == CONTENT_SLIME))
73 Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
79 if (self.flags & FL_INWATER)
81 // play leave water sound
82 self.flags &~= FL_INWATER;
84 //te_customflash(self.origin, 200, 20, '0.1 0.1 50');
86 self.air_finished = time + 12;
90 if(!vehic && !projectile) // vehicles don't get falling damage
92 // check for falling damage
93 float velocity_len = vlen(self.velocity);
94 if(!self.hook.state && !g_ca && !(g_cts && !autocvar_g_cts_selfdamage))
96 dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
98 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
100 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
102 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
105 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
106 Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
107 // play stupid sounds
110 if (self.flags & FL_ONGROUND)
111 if (velocity_len > autocvar_sv_maxspeed * 0.6)
113 if (time < self.lastground + 0.2)
115 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
117 self.nextstep = time + 0.3 + random() * 0.1;
118 trace_dphitq3surfaceflags = 0;
119 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
121 if(trace_fraction == 1)
124 dprint(ftos(trace_dphitq3surfaceflags), "\n");
126 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
128 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
129 GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
131 GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
137 self.oldvelocity = self.velocity;
147 Called before each frame by the server
152 float game_delay_last;
154 void RuneMatchGivePoints();
155 float RedirectionThink();
156 entity SelectSpawnPoint (float anypoint);
157 void StartFrame (void)
159 remove = remove_unsafely; // not during spawning!
160 serverprevtime = servertime;
162 serverframetime = frametime;
165 if(time > client_cefc_accumulatortime + 1)
167 float t, pp, c_seeing, c_seen;
169 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
170 print("CEFC time: ", ftos(t * 1000), "ms; ");
175 if(clienttype(cl) == CLIENTTYPE_REAL)
177 if(cl.classname == "player")
180 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
181 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
183 client_cefc_accumulatortime = time;
184 client_cefc_accumulator = 0;
189 for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
190 CSQCProjectile_Check(e);
192 if(RedirectionThink())
195 UncustomizeEntitiesRun();
196 InitializeEntitiesRun();
198 WarpZone_StartFrame();
200 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
201 if(sys_frametime <= 0)
202 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
204 if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
205 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
207 skill = autocvar_skill;
212 // detect when the pre-game countdown (if any) has ended and the game has started
213 game_delay = (time < game_starttime) ? TRUE : FALSE;
215 if(game_delay_last == TRUE)
216 if(game_delay == FALSE)
217 if(autocvar_sv_eventlog)
218 GameLogEcho(":startdelay_ended");
220 game_delay_last = game_delay;
222 // if in warmup stage and limit for warmup is hit start match
224 if ((g_warmup_limit > 0 && time >= g_warmup_limit)
225 || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
236 RuneMatchGivePoints();
239 if(autocvar_spawn_debugview)
241 RandomSelection_Init();
242 for(self = world; (self = find(self, classname, "player")); )
243 RandomSelection_Add(self, 0, string_null, 1, 0);
244 self = RandomSelection_chosen_ent;
248 FOR_EACH_PLAYER(self)
249 self.porto_forbidden = max(0, self.porto_forbidden - 1);
252 .vector originjitter;
253 .vector anglesjitter;
255 .string gametypefilter;
257 float DoesQ3ARemoveThisEntity();
258 void SV_OnEntityPreSpawnFunction()
260 if(self.gametypefilter != "")
261 if not(isGametypeInFilter(game, teamplay, have_team_spawns, self.gametypefilter))
266 if(self.cvarfilter != "")
273 if(substring(s, 0, 1) == "+")
275 s = substring(s, 1, -1);
277 else if(substring(s, 0, 1) == "-")
280 s = substring(s, 1, -1);
284 for(i = 0; i < n; ++i)
296 if((o = strstrofs(s, ">=", 0)) >= 0)
298 k = substring(s, 0, o);
299 v = substring(s, o+2, -1);
300 if(cvar(k) < stof(v))
303 else if((o = strstrofs(s, "<=", 0)) >= 0)
305 k = substring(s, 0, o);
306 v = substring(s, o+2, -1);
307 if(cvar(k) > stof(v))
310 else if((o = strstrofs(s, ">", 0)) >= 0)
312 k = substring(s, 0, o);
313 v = substring(s, o+1, -1);
314 if(cvar(k) <= stof(v))
317 else if((o = strstrofs(s, "<", 0)) >= 0)
319 k = substring(s, 0, o);
320 v = substring(s, o+1, -1);
321 if(cvar(k) >= stof(v))
324 else if((o = strstrofs(s, "==", 0)) >= 0)
326 k = substring(s, 0, o);
327 v = substring(s, o+2, -1);
328 if(cvar(k) != stof(v))
331 else if((o = strstrofs(s, "!=", 0)) >= 0)
333 k = substring(s, 0, o);
334 v = substring(s, o+2, -1);
335 if(cvar(k) == stof(v))
338 else if((o = strstrofs(s, "===", 0)) >= 0)
340 k = substring(s, 0, o);
341 v = substring(s, o+2, -1);
342 if(cvar_string(k) != v)
345 else if((o = strstrofs(s, "!==", 0)) >= 0)
347 k = substring(s, 0, o);
348 v = substring(s, o+2, -1);
349 if(cvar_string(k) == v)
352 else if(substring(s, 0, 1) == "!")
354 k = substring(s, 1, -1);
367 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
370 //print("cvarfilter fail\n");
376 if(DoesQ3ARemoveThisEntity())
382 // support special -1 and -2 angle from radiant
383 if (self.angles == '0 -1 0')
384 self.angles = '-90 0 0';
385 else if (self.angles == '0 -2 0')
386 self.angles = '+90 0 0';
388 if(self.originjitter_x != 0)
389 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
390 if(self.originjitter_y != 0)
391 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
392 if(self.originjitter_z != 0)
393 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
394 if(self.anglesjitter_x != 0)
395 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
396 if(self.anglesjitter_y != 0)
397 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
398 if(self.anglesjitter_z != 0)
399 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
400 if(self.anglejitter != 0)
401 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;
403 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
410 void WarpZone_PostInitialize_Callback(void)
412 // create waypoint links for warpzones
414 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
417 src = (e.absmin + e.absmax) * 0.5;
418 makevectors(e.warpzone_angles);
419 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
420 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
421 makevectors(e.enemy.warpzone_angles);
422 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
423 waypoint_spawnforteleporter_v(e, src, dst, 0);