-#include "_all.qh"
+#include "sv_main.qh"
#include "anticheat.qh"
#include "g_hook.qh"
#include "g_world.qh"
+#include "bot/bot.qh"
+#include "bot/waypoints.qh"
+
#include "command/common.qh"
-#include "mutators/mutators_include.qh"
+#include "mutators/all.qh"
#include "weapons/csqcprojectile.qh"
#include "../common/constants.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
+#include "../common/debug.qh"
#include "../common/mapinfo.qh"
#include "../common/util.qh"
#include "../common/vehicles/all.qh"
#include "../common/weapons/all.qh"
-#include "../csqcmodellib/sv_model.qh"
+#include "../lib/csqcmodel/sv_model.qh"
-#include "../warpzonelib/common.qh"
-#include "../warpzonelib/server.qh"
+#include "../lib/warpzone/common.qh"
+#include "../lib/warpzone/server.qh"
.float lastground;
+.int state;
-void CreatureFrame (void)
-{SELFPARAM();
- float dm;
-
- for(entity e = world; (e = findfloat(e, damagedbycontents, true)); )
+void CreatureFrame_hotliquids(entity this)
+{
+ if (this.dmgtime < time)
{
- setself(e);
- if (self.movetype == MOVETYPE_NOCLIP) { continue; }
-
- float vehic = IS_VEHICLE(self);
- float projectile = (self.flags & FL_PROJECTILE);
- float monster = IS_MONSTER(self);
+ this.dmgtime = time + autocvar_g_balance_contents_damagerate;
- 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)
+ if (this.flags & FL_PROJECTILE)
{
- if (!(self.flags & FL_INWATER))
- {
- self.flags |= FL_INWATER;
- self.dmgtime = 0;
- }
-
- if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
+ if (this.watertype == CONTENT_LAVA)
+ 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');
+ else if (this.watertype == CONTENT_SLIME)
+ 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');
+ }
+ else
+ {
+ if (this.watertype == CONTENT_LAVA)
{
- if (self.waterlevel != WATERLEVEL_SUBMERGED)
+ if (this.watersound_finished < time)
{
- if(self.air_finished < time)
- PlayerSound(playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- self.air_finished = time + autocvar_g_balance_contents_drowndelay;
- self.dmg = 2;
- }
- else if (self.air_finished < time)
- { // drown!
- if (!self.deadflag)
- if (self.pain_finished < time)
- {
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN, self.origin, '0 0 0');
- self.pain_finished = time + 0.5;
- }
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
}
+ 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');
+ if(autocvar_g_balance_contents_playerdamage_lava_burn)
+ 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);
}
-
- if (self.dmgtime < time)
+ else if (this.watertype == CONTENT_SLIME)
{
- self.dmgtime = time + autocvar_g_balance_contents_damagerate;
-
- if (projectile)
- {
- if (self.watertype == CONTENT_LAVA)
- {
- Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
- }
- else if (self.watertype == CONTENT_SLIME)
- {
- Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
- }
- }
- else
+ if (this.watersound_finished < time)
{
- if (self.watertype == CONTENT_LAVA)
- {
- if (self.watersound_finished < time)
- {
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
- }
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
- }
- else if (self.watertype == CONTENT_SLIME)
- {
- if (self.watersound_finished < time)
- {
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
- }
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
- }
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
}
+ 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');
}
}
- else
+ }
+}
+
+void CreatureFrame_Liquids(entity this)
+{
+ 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)
+ {
+ if (!(this.flags & FL_INWATER))
{
- if (self.flags & FL_INWATER)
- {
- // play leave water sound
- self.flags &= ~FL_INWATER;
- self.dmgtime = 0;
- }
- self.air_finished = time + 12;
- self.dmg = 2;
+ this.flags |= FL_INWATER;
+ this.dmgtime = 0;
}
- if(!vehic && !projectile) // vehicles don't get falling damage
+ CreatureFrame_hotliquids(this);
+ }
+ else
+ {
+ if (this.flags & FL_INWATER)
{
- // check for falling damage
- float velocity_len = vlen(self.velocity);
- if(!self.hook.state)
- {
- dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
- if (self.deadflag)
- dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
- else
- dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
- if (dm > 0)
- Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
- }
+ // play leave water sound
+ this.flags &= ~FL_INWATER;
+ this.dmgtime = 0;
+ }
+ this.air_finished = time + 12;
+ this.dmg = 2;
+ }
+}
- if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
- Damage (self, world, world, 100000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
- // play stupid sounds
- if (g_footsteps)
- if (!gameover)
- if (self.flags & FL_ONGROUND)
- if (!self.crouch)
- if (velocity_len > autocvar_sv_maxspeed * 0.6)
- if (!self.deadflag)
- if (time < self.lastground + 0.2)
- {
- if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
- {
- self.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- /*
- if(trace_fraction == 1)
- dprint("nohit\n");
- else
- dprint(ftos(trace_dphitq3surfaceflags), "\n");
- */
- if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
- {
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(globalsound_metalstep, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- else
- GlobalSound(globalsound_step, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
- }
- }
+void CreatureFrame_FallDamage(entity this)
+{
+ if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
+ {
+ // check for falling damage
+ float velocity_len = vlen(this.velocity);
+ if(!this.hook.state)
+ {
+ float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+ if (IS_DEAD(this))
+ dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
+ else
+ dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
+ if (dm > 0)
+ Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
}
- self.oldvelocity = self.velocity;
+ if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
+ Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
}
- setself(this);
}
+void CreatureFrame_All()
+{
+ FOREACH_ENTITY_FLOAT(damagedbycontents, true, {
+ if (it.movetype == MOVETYPE_NOCLIP) continue;
+ CreatureFrame_Liquids(it);
+ CreatureFrame_FallDamage(it);
+ it.oldvelocity = it.velocity;
+ });
+}
+
+void Pause_TryPause(bool ispaused)
+{
+ int n = 0;
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), LAMBDA(
+ if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
+ ++n;
+ ));
+ if (!n) return;
+ setpause(ispaused);
+}
+
+void SV_PausedTic(float elapsedtime)
+{
+ if (!server_is_dedicated) Pause_TryPause(false);
+}
/*
=============
float game_delay;
float game_delay_last;
+bool autocvar_sv_autopause = true;
float RedirectionThink();
-void StartFrame (void)
-{SELFPARAM();
+void PM_Main(Client this);
+void StartFrame()
+{
+ // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), PM_Main(it));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPreThink()));
+
execute_next_frame();
+ if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
remove = remove_unsafely; // not during spawning!
serverprevtime = servertime;
#ifdef PROFILING
if(time > client_cefc_accumulatortime + 1)
{
- float t, pp, c_seeing, c_seen;
- entity cl;
- t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
+ float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
LOG_INFO("CEFC time: ", ftos(t * 1000), "ms; ");
- c_seeing = 0;
- c_seen = 0;
- FOR_EACH_CLIENT(cl)
- {
- if(IS_REAL_CLIENT(cl))
+ int c_seeing = 0;
+ int c_seen = 0;
+ FOREACH_CLIENT(true, LAMBDA(
+ if(IS_REAL_CLIENT(it))
++c_seeing;
- if(IS_PLAYER(cl))
+ if(IS_PLAYER(it))
++c_seen;
- }
+ ));
LOG_INFO("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
LOG_INFO("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
}
#endif
- for(entity e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
- CSQCProjectile_Check(e);
+ FOREACH_ENTITY_FLOAT(csqcprojectile_clientanimate, true, CSQCProjectile_Check(it));
- if(RedirectionThink())
- return;
+ if (RedirectionThink()) return;
UncustomizeEntitiesRun();
InitializeEntitiesRun();
WarpZone_StartFrame();
sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
- if(sys_frametime <= 0)
- sys_frametime = 1.0 / 60.0; // somewhat safe fallback
+ if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
skill = autocvar_skill;
// detect when the pre-game countdown (if any) has ended and the game has started
- game_delay = (time < game_starttime) ? true : false;
+ game_delay = (time < game_starttime);
- if(game_delay_last == true)
- if(game_delay == false)
- if(autocvar_sv_eventlog)
+ if (autocvar_sv_eventlog && game_delay_last && !game_delay)
GameLogEcho(":startdelay_ended");
game_delay_last = game_delay;
- CreatureFrame ();
- CheckRules_World ();
+ CreatureFrame_All();
+ CheckRules_World();
- // if in warmup stage and limit for warmup is hit start match
- if(warmup_stage)
- if(!gameover)
- if((g_warmup_limit > 0 && time >= g_warmup_limit)
- || (g_warmup_limit == 0 && autocvar_timelimit != 0 && time >= autocvar_timelimit * 60))
- {
+ if (warmup_stage && !gameover && warmup_limit > 0 && time >= warmup_limit) {
ReadyRestart();
return;
}
bot_serverframe();
-
- entity e;
- FOR_EACH_PLAYER(e)
- e.porto_forbidden = max(0, e.porto_forbidden - 1);
-
anticheat_startframe();
-
MUTATOR_CALLHOOK(SV_StartFrame);
+
+ FOREACH_CLIENT(true, GlobalStats_update(it));
+ FOREACH_ENTITY_CLASS(STR_PLAYER, IS_FAKE_CLIENT(it), WITHSELF(it, PlayerPostThink()));
}
.vector originjitter;
.float anglejitter;
.string gametypefilter;
.string cvarfilter;
-float DoesQ3ARemoveThisEntity();
+bool DoesQ3ARemoveThisEntity(entity this);
void SV_OnEntityPreSpawnFunction()
-{SELFPARAM();
- if (self)
- if (self.gametypefilter != "")
- if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, self.gametypefilter))
+{ENGINE_EVENT();
+ __spawnfunc_expecting = true;
+ __spawnfunc_expect = this;
+ if (this)
+ if (this.gametypefilter != "")
+ if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
{
- remove(self);
+ remove(this);
+ __spawnfunc_expecting = false;
return;
}
- if(self.cvarfilter != "")
+ if(this.cvarfilter != "")
{
float n, i, o, inv;
string s, k, v;
inv = 0;
- s = self.cvarfilter;
+ s = this.cvarfilter;
if(substring(s, 0, 1) == "+")
{
s = substring(s, 1, -1);
}
}
inv = !inv;
-:cvar_fail
+LABEL(cvar_fail)
// now inv is 1 if we want to keep the item, and 0 if we want to get rid of it
if (!inv)
{
//print("cvarfilter fail\n");
- remove(self);
+ remove(this);
+ __spawnfunc_expecting = false;
return;
}
}
- if(DoesQ3ARemoveThisEntity())
+ if(DoesQ3ARemoveThisEntity(this))
{
- remove(self);
+ remove(this);
+ __spawnfunc_expecting = false;
return;
}
// support special -1 and -2 angle from radiant
- if (self.angles == '0 -1 0')
- self.angles = '-90 0 0';
- else if (self.angles == '0 -2 0')
- self.angles = '+90 0 0';
-
- if(self.originjitter.x != 0)
- self.origin_x = self.origin.x + (random() * 2 - 1) * self.originjitter.x;
- if(self.originjitter.y != 0)
- self.origin_y = self.origin.y + (random() * 2 - 1) * self.originjitter.y;
- if(self.originjitter.z != 0)
- self.origin_z = self.origin.z + (random() * 2 - 1) * self.originjitter.z;
- if(self.anglesjitter.x != 0)
- self.angles_x = self.angles.x + (random() * 2 - 1) * self.anglesjitter.x;
- if(self.anglesjitter.y != 0)
- self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglesjitter.y;
- if(self.anglesjitter.z != 0)
- self.angles_z = self.angles.z + (random() * 2 - 1) * self.anglesjitter.z;
- if(self.anglejitter != 0)
- self.angles_y = self.angles.y + (random() * 2 - 1) * self.anglejitter;
-
- if(MUTATOR_CALLHOOK(OnEntityPreSpawn))
+ if (this.angles == '0 -1 0')
+ this.angles = '-90 0 0';
+ else if (this.angles == '0 -2 0')
+ this.angles = '+90 0 0';
+
+ if(this.originjitter.x != 0)
+ this.origin_x = this.origin.x + (random() * 2 - 1) * this.originjitter.x;
+ if(this.originjitter.y != 0)
+ this.origin_y = this.origin.y + (random() * 2 - 1) * this.originjitter.y;
+ if(this.originjitter.z != 0)
+ this.origin_z = this.origin.z + (random() * 2 - 1) * this.originjitter.z;
+ if(this.anglesjitter.x != 0)
+ this.angles_x = this.angles.x + (random() * 2 - 1) * this.anglesjitter.x;
+ if(this.anglesjitter.y != 0)
+ this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglesjitter.y;
+ if(this.anglesjitter.z != 0)
+ this.angles_z = this.angles.z + (random() * 2 - 1) * this.anglesjitter.z;
+ if(this.anglejitter != 0)
+ this.angles_y = this.angles.y + (random() * 2 - 1) * this.anglejitter;
+
+ if(MUTATOR_CALLHOOK(OnEntityPreSpawn, this))
{
- remove(self);
+ remove(this);
+ __spawnfunc_expecting = false;
return;
}
}
-void WarpZone_PostInitialize_Callback(void)
+void WarpZone_PostInitialize_Callback()
{
// create waypoint links for warpzones
entity e;
- for(e = world; (e = find(e, classname, "trigger_warpzone")); )
+ for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
{
vector src, dst;
src = (e.absmin + e.absmax) * 0.5;