2 void CreatureFrame (void)
7 self = findfloat(world, iscreature, TRUE);
10 if (self.movetype != MOVETYPE_NOCLIP)
14 if (!(self.flags & FL_INWATER))
16 self.flags |= FL_INWATER;
19 if (self.waterlevel != WATERLEVEL_SUBMERGED)
21 if(self.air_finished < time + 9)
22 PlayerSound(playersound_gasp, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
23 self.air_finished = time + 12;
26 else if (self.air_finished < time)
29 if (self.pain_finished < time)
31 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
32 self.pain_finished = time + 0.5;
35 if (self.dmgtime < time)
37 self.dmgtime = time + 0.1;
38 if (self.watertype == CONTENT_LAVA)
40 if (self.watersound_finished < time)
42 self.watersound_finished = time + 0.5;
43 sound (self, CHAN_PLAYER, "player/lava.wav", VOL_BASE, ATTN_NORM);
45 Damage (self, world, world, 6 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
47 else if (self.watertype == CONTENT_SLIME)
49 if (self.watersound_finished < time)
51 self.watersound_finished = time + 0.5;
52 sound (self, CHAN_PLAYER, "player/slime.wav", VOL_BASE, ATTN_NORM);
54 Damage (self, world, world, 2 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
60 if (self.flags & FL_INWATER)
62 // play leave water sound
63 self.flags &~= FL_INWATER;
66 self.air_finished = time + 12;
69 // check for falling damage
70 if(!self.hook.state && !g_ca && !(g_cts && !cvar("g_cts_selfdamage")))
72 dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
74 dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
76 dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
79 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
81 else if(vlen(self.velocity) > 100000 && cvar("developer"))
83 dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));
84 Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
91 if (self.flags & FL_ONGROUND)
92 if (vlen(self.velocity) > sv_maxspeed * 0.6)
94 if (time < self.lastground + 0.2)
96 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
98 self.nextstep = time + 0.3 + random() * 0.1;
99 trace_dphitq3surfaceflags = 0;
100 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
102 if(trace_fraction == 1)
105 dprint(ftos(trace_dphitq3surfaceflags), "\n");
107 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
109 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
110 GlobalSound(globalsound_metalstep, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
112 GlobalSound(globalsound_step, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
116 self.oldvelocity = self.velocity;
118 self = findfloat(self, iscreature, TRUE);
128 Called before each frame by the server
133 float game_delay_last;
135 void RuneMatchGivePoints();
136 float RedirectionThink();
137 entity SelectSpawnPoint (float anypoint);
138 void StartFrame (void)
140 remove = remove_unsafely; // not during spawning!
141 serverprevtime = servertime;
143 serverframetime = frametime;
146 if(time > client_cefc_accumulatortime + 1)
148 float t, pp, c_seeing, c_seen;
150 t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
151 print("CEFC time: ", ftos(t * 1000), "ms; ");
156 if(clienttype(cl) == CLIENTTYPE_REAL)
158 if(cl.classname == "player")
161 print("CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ");
162 print("CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0'), "\n");
164 client_cefc_accumulatortime = time;
165 client_cefc_accumulator = 0;
170 for(e = world; (e = findfloat(e, csqcprojectile_clientanimate, 1)); )
171 CSQCProjectile_Check(e);
173 if(RedirectionThink())
176 UncustomizeEntitiesRun();
177 InitializeEntitiesRun();
179 sv_gravity = cvar("sv_gravity");
180 sv_maxairspeed = cvar("sv_maxairspeed");
181 sv_maxspeed = cvar ("sv_maxspeed");
182 sv_friction = cvar ("sv_friction");
183 sv_accelerate = cvar ("sv_accelerate");
184 sv_airaccelerate = cvar("sv_airaccelerate");
185 sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");
186 sv_airaccel_qw = cvar("sv_airaccel_qw");
187 sv_stopspeed = cvar ("sv_stopspeed");
188 sv_airstopaccelerate = cvar("sv_airstopaccelerate");
189 sv_airstrafeaccelerate = cvar("sv_airstrafeaccelerate");
190 sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");
191 sv_aircontrol = cvar("sv_aircontrol");
192 sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");
193 sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");
194 sv_warsowbunny_topspeed = cvar("sv_warsowbunny_topspeed");
195 sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");
196 sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");
197 teamplay = cvar ("teamplay");
198 sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
200 if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
201 orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout
203 if(teams_matter && !teamplay)
205 if(!teams_matter && teamplay)
208 skill = cvar("skill");
213 // detect when the pre-game countdown (if any) has ended and the game has started
214 game_delay = (time < game_starttime) ? TRUE : FALSE;
216 if(game_delay_last == TRUE)
217 if(game_delay == FALSE)
218 if(cvar("sv_eventlog"))
219 GameLogEcho(":startdelay_ended");
221 game_delay_last = game_delay;
223 // if in warmup stage and limit for warmup is hit start match
225 if ((g_warmup_limit > 0 && time >= g_warmup_limit)
226 || (g_warmup_limit == 0 && cvar("timelimit") != 0 && time >= cvar("timelimit") * 60))
237 RuneMatchGivePoints();
240 if(cvar("spawn_debugview"))
242 RandomSelection_Init();
243 for(self = world; (self = find(self, classname, "player")); )
244 RandomSelection_Add(self, 0, string_null, 1, 0);
245 self = RandomSelection_chosen_ent;
249 FOR_EACH_PLAYER(self)
250 self.porto_forbidden = max(0, self.porto_forbidden - 1);
253 .vector originjitter;
254 .vector anglesjitter;
256 .string gametypefilter;
258 void SV_OnEntityPreSpawnFunction()
260 if(self.gametypefilter != "")
261 if not(isGametypeInFilter(game, teams_matter, 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 // support special -1 and -2 angle from radiant
377 if (self.angles == '0 -1 0')
378 self.angles = '-90 0 0';
379 else if (self.angles == '0 -2 0')
380 self.angles = '+90 0 0';
382 if(self.originjitter_x != 0)
383 self.origin_x = self.origin_x + (random() * 2 - 1) * self.originjitter_x;
384 if(self.originjitter_y != 0)
385 self.origin_y = self.origin_y + (random() * 2 - 1) * self.originjitter_y;
386 if(self.originjitter_z != 0)
387 self.origin_z = self.origin_z + (random() * 2 - 1) * self.originjitter_z;
388 if(self.anglesjitter_x != 0)
389 self.angles_x = self.angles_x + (random() * 2 - 1) * self.anglesjitter_x;
390 if(self.anglesjitter_y != 0)
391 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglesjitter_y;
392 if(self.anglesjitter_z != 0)
393 self.angles_z = self.angles_z + (random() * 2 - 1) * self.anglesjitter_z;
394 if(self.anglejitter != 0)
395 self.angles_y = self.angles_y + (random() * 2 - 1) * self.anglejitter;