]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/sv_main.qc
new stupidly recorded sounds for players
[divverent/nexuiz.git] / data / qcsrc / server / sv_main.qc
1
2 void CreatureFrame (void)
3 {
4         local entity oldself;
5         local float dm;
6         oldself = self;
7         self = findfloat(world, iscreature, TRUE);
8         while (self)
9         {
10                 if (self.movetype != MOVETYPE_NOCLIP)
11                 {
12                         if (self.waterlevel)
13                         {
14                                 if (!(self.flags & FL_INWATER))
15                                 {
16                                         //if (self.watertype == CONTENT_LAVA)
17                                         //      sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
18                                         //if (self.watertype == CONTENT_WATER)
19                                         //      sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
20                                         //if (self.watertype == CONTENT_SLIME)
21                                         //      sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
22                                         self.flags = self.flags + FL_INWATER;
23                                         self.dmgtime = 0;
24                                 }
25                                 if (self.waterlevel != 3)
26                                 {
27                                         if(self.air_finished < time + 9)
28                                                 PlayerSound(playersound_gasp, 0);
29                                         self.air_finished = time + 12;
30                                         self.dmg = 2;
31                                 }
32                                 else if (self.air_finished < time)
33                                 {       // drown!
34                                         if (!self.deadflag)
35                                         if (self.pain_finished < time)
36                                         {
37                                                 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
38                                                 self.pain_finished = time + 0.5;
39                                         }
40                                 }
41                                 if (self.dmgtime < time)
42                                 {
43                                         self.dmgtime = time + 0.1;
44                                         if (self.watertype == CONTENT_LAVA)
45                                         {
46                                                 if (self.watersound_finished < time)
47                                                 {
48                                                         self.watersound_finished = time + 0.5;
49                                                         sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);
50                                                 }
51                                                 Damage (self, world, world, 6 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
52                                         }
53                                         else if (self.watertype == CONTENT_SLIME)
54                                         {
55                                                 if (self.watersound_finished < time)
56                                                 {
57                                                         self.watersound_finished = time + 0.5;
58                                                         sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);
59                                                 }
60                                                 Damage (self, world, world, 2 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
61                                         }
62                                 }
63                         }
64                         else
65                         {
66                                 if (self.flags & FL_INWATER)
67                                 {
68                                         // play leave water sound
69                                         self.flags = self.flags - FL_INWATER;
70                                         self.dmgtime = 0;
71                                 }
72                                 self.air_finished = time + 12;
73                                 self.dmg = 2;
74                         }
75                         // check for falling damage
76                         if(!self.hook.state)
77                         {
78                                 dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound.
79                                 if (self.deadflag)
80                                         dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");
81                                 else
82                                         dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
83                                 if (dm > 0)
84                                         Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
85                                 else if(vlen(self.velocity) > 100000 && cvar("developer"))
86                                 {
87                                         dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));
88                                         Damage (self, world, world, 50000, DEATH_SHOOTING_STAR, self.origin, '0 0 0');
89                                 }
90                         }
91
92                         // play stupid sounds
93                         if (g_footsteps)
94                         if (!gameover)
95                         if (self.flags & FL_ONGROUND)
96                         if (vlen(self.velocity) > sv_maxspeed * 0.6)
97                         if (!self.deadflag)
98                         {
99                                 if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
100                                 {
101                                         local float steprandom;
102                                         self.nextstep = time + 0.3 + random() * 0.1;
103                                         steprandom = random() * 6;
104                                         if (steprandom < 1)
105                                                 sound (self, CHAN_BODY, "misc/footstep01.wav", 1, ATTN_NORM);
106                                         else if (steprandom < 2)
107                                                 sound (self, CHAN_BODY, "misc/footstep02.wav", 1, ATTN_NORM);
108                                         else if (steprandom < 3)
109                                                 sound (self, CHAN_BODY, "misc/footstep03.wav", 1, ATTN_NORM);
110                                         else if (steprandom < 4)
111                                                 sound (self, CHAN_BODY, "misc/footstep04.wav", 1, ATTN_NORM);
112                                         else if (steprandom < 5)
113                                                 sound (self, CHAN_BODY, "misc/footstep05.wav", 1, ATTN_NORM);
114                                         else if (steprandom <= 6)
115                                                 sound (self, CHAN_BODY, "misc/footstep06.wav", 1, ATTN_NORM);
116                                 }
117                         }
118                         self.oldvelocity = self.velocity;
119                 }
120                 self = findfloat(self, iscreature, TRUE);
121         }
122         self = oldself;
123 }
124
125
126 /*
127 =============
128 StartFrame
129
130 Called before each frame by the server
131 =============
132 */
133 void RuneMatchGivePoints();
134 float RedirectionThink();
135 entity SelectSpawnPoint (float anypoint);
136 void StartFrame (void)
137 {
138         dprint_load(); // load dprint status from cvar
139
140         if(RedirectionThink())
141                 return;
142
143         sv_maxairspeed = cvar("sv_maxairspeed");
144         sv_maxspeed = cvar ("sv_maxspeed");
145         sv_friction = cvar ("sv_friction");
146         sv_accelerate = cvar ("sv_accelerate");
147         sv_airaccelerate = cvar("sv_airaccelerate");
148         sv_airaccel_sideways_friction = cvar("sv_airaccel_sideways_friction");
149         sv_airaccel_qw = cvar("sv_airaccel_qw");
150
151         sv_stopspeed = cvar ("sv_stopspeed");
152         teamplay = cvar ("teamplay");
153         skill = cvar("skill");
154
155         Spawnqueue_Check();
156
157         CreatureFrame ();
158         CheckRules_World ();
159
160         AuditTeams();
161
162         RuneMatchGivePoints();
163         bot_serverframe();
164
165         if(cvar("spawn_debugview"))
166         {
167                 RandomSelection_Init();
168                 for(self = world; (self = find(self, classname, "player")); )
169                         RandomSelection_Add(self, 0, 1, 0);
170                 self = RandomSelection_chosen_ent;
171                 SelectSpawnPoint(0);
172         }
173 }