2 #include "anticheat.qh"
7 #include "bot/waypoints.qh"
9 #include "command/common.qh"
11 #include "mutators/all.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, world, world, 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, world, world, 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, world, world, 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, world, 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, world, world, 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
99 // check for falling damage
100 float velocity_len = vlen(this.velocity);
103 float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
105 dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
107 dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
109 Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
112 if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
113 Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
117 void CreatureFrame_All()
119 FOREACH_ENTITY_FLOAT(damagedbycontents, true, LAMBDA(
120 if(it.movetype == MOVETYPE_NOCLIP) continue;
121 CreatureFrame_Liquids(it);
122 CreatureFrame_FallDamage(it);
123 it.oldvelocity = it.velocity;
127 void Pause_TryPause(bool ispaused)
131 FOR_EACH_REALPLAYER(it)
133 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
140 void SV_PausedTic(float elapsedtime)
142 if (!server_is_dedicated) Pause_TryPause(false);
149 Called before each frame by the server
154 float game_delay_last;
156 float RedirectionThink();
160 execute_next_frame();
161 if (!server_is_dedicated) Pause_TryPause(true);
163 remove = remove_unsafely; // not during spawning!
164 serverprevtime = servertime;
166 serverframetime = frametime;
169 if(time > client_cefc_accumulatortime + 1)
171 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
172 LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
178 if(IS_REAL_CLIENT(cl))
183 LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
184 LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
186 client_cefc_accumulatortime = time;
187 client_cefc_accumulator = 0;
191 FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, LAMBDA(CSQCProjectile_Check(it)));
193 if(RedirectionThink())
196 UncustomizeEntitiesRun();
197 InitializeEntitiesRun();
199 WarpZone_StartFrame();
201 sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
202 if(sys_frametime <= 0)
203 sys_frametime = 1.0 / 60.0; // somewhat safe fallback
205 if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
206 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
208 skill = autocvar_skill;
210 // detect when the pre-game countdown (if any) has ended and the game has started
211 game_delay = (time < game_starttime);
213 if(autocvar_sv_eventlog && game_delay_last && !game_delay)
214 GameLogEcho(":startdelay_ended");
216 game_delay_last = game_delay;
221 // 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))
232 anticheat_startframe();
233 MUTATOR_CALLHOOK(SV_StartFrame);
235 FOREACH_CLIENT(true, LAMBDA(GlobalStats_update(it)));
238 .vector originjitter;
239 .vector anglesjitter;
241 .string gametypefilter;
243 float DoesQ3ARemoveThisEntity();
244 void SV_OnEntityPreSpawnFunction()
246 __spawnfunc_expect = this;
248 if (self.gametypefilter != "")
249 if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
254 if(self.cvarfilter != "")
261 if(substring(s, 0, 1) == "+")
263 s = substring(s, 1, -1);
265 else if(substring(s, 0, 1) == "-")
268 s = substring(s, 1, -1);
271 n = tokenize_console(s);
272 for(i = 0; i < n; ++i)
284 if((o = strstrofs(s, ">=", 0)) >= 0)
286 k = substring(s, 0, o);
287 v = substring(s, o+2, -1);
288 if(cvar(k) < stof(v))
291 else if((o = strstrofs(s, "<=", 0)) >= 0)
293 k = substring(s, 0, o);
294 v = substring(s, o+2, -1);
295 if(cvar(k) > stof(v))
298 else if((o = strstrofs(s, ">", 0)) >= 0)
300 k = substring(s, 0, o);
301 v = substring(s, o+1, -1);
302 if(cvar(k) <= stof(v))
305 else if((o = strstrofs(s, "<", 0)) >= 0)
307 k = substring(s, 0, o);
308 v = substring(s, o+1, -1);
309 if(cvar(k) >= stof(v))
312 else if((o = strstrofs(s, "==", 0)) >= 0)
314 k = substring(s, 0, o);
315 v = substring(s, o+2, -1);
316 if(cvar(k) != stof(v))
319 else if((o = strstrofs(s, "!=", 0)) >= 0)
321 k = substring(s, 0, o);
322 v = substring(s, o+2, -1);
323 if(cvar(k) == stof(v))
326 else if((o = strstrofs(s, "===", 0)) >= 0)
328 k = substring(s, 0, o);
329 v = substring(s, o+2, -1);
330 if(cvar_string(k) != v)
333 else if((o = strstrofs(s, "!==", 0)) >= 0)
335 k = substring(s, 0, o);
336 v = substring(s, o+2, -1);
337 if(cvar_string(k) == v)
340 else if(substring(s, 0, 1) == "!")
342 k = substring(s, 1, -1);
355 // now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
358 //print("cvarfilter fail\n");
364 if(DoesQ3ARemoveThisEntity())
370 // support special -1 and -2 angle from radiant
371 if (self.angles == '0 -1 0')
372 self.angles = '-90 0 0';
373 else if (self.angles == '0 -2 0')
374 self.angles = '+90 0 0';
376 if(self.originjitter.x != 0)
377 self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
378 if(self.originjitter.y != 0)
379 self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
380 if(self.originjitter.z != 0)
381 self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
382 if(self.anglesjitter.x != 0)
383 self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
384 if(self.anglesjitter.y != 0)
385 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
386 if(self.anglesjitter.z != 0)
387 self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
388 if(self.anglejitter != 0)
389 self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
391 if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
398 void WarpZone_PostInitialize_Callback()
400 // create waypoint links for warpzones
402 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
405 src = (e.absmin + e.absmax) * 0.5;
406 makevectors(e.warpzone_angles);
407 src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
408 dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
409 makevectors(e.enemy.warpzone_angles);
410 dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
411 waypoint_spawnforteleporter_v(e, src, dst, 0);