Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
world.qh File Reference
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Macros

#define autocvar_g_weaponarena   cvar_string("g_weaponarena")
#define WARMUP_START_WEAPONS   ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)

Functions

void CheckRules_World ()
void DropToFloor_QC_DelayedInit (entity this)
void DumpStats (float final)
void InitializeEntitiesRun ()
void InitializeEntity (entity e, void(entity this) func, int order)
void MatchEnd_RestoreSpectatorAndTeamStatus (.int prev_team_field)
void MatchEnd_RestoreSpectatorStatus ()
bool MoveToRandomLocationWithinBounds (entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos)
float MoveToRandomMapLocation (entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
void readlevelcvars ()
void readplayerstartcvars ()
void ReadyRestart (bool forceWarmupEnd)
float RedirectionThink ()
void SetWinners (.float field, float value)
 STATIC_INIT (g_moveables)
 void (entity this) initialize_entity
int want_weapon (entity weaponinfo, int allguns)
float WinningCondition_Scores (float limit, float leadlimit)

Variables

bool autocvar__endmatch
bool autocvar__sv_init
string autocvar__sv_vote_gametype_custom
bool autocvar_g_jetpack
string autocvar_g_random_start_weapons
 Holds a list of possible random start weapons.
bool autocvar_g_use_ammunition
int autocvar_g_warmup
int autocvar_g_warmup_allguns
bool autocvar_g_warmup_allow_timeout
string autocvar_quit_and_redirect
float autocvar_quit_and_redirect_timer
bool autocvar_quit_when_empty
string autocvar_sessionid
bool autocvar_sv_curl_serverpackages_auto
bool autocvar_sv_db_saveasdump
bool autocvar_sv_dedicated
bool autocvar_sv_logscores_bots
bool autocvar_sv_logscores_console
bool autocvar_sv_logscores_file
string autocvar_sv_logscores_filename
float autocvar_sv_mapchange_delay
bool autocvar_sv_mapformat_is_quake2
bool autocvar_sv_mapformat_is_quake3
string autocvar_sv_termsofservice_url
float autocvar_timelimit_decrement
float autocvar_timelimit_increment
float autocvar_timelimit_max
float autocvar_timelimit_min
float autocvar_timelimit_overtime
int autocvar_timelimit_overtimes
float autocvar_timelimit_suddendeath
string cache_lastmutatormsg
string cache_mutatormsg
float checkrules_equality
int checkrules_overtimesadded
float checkrules_suddendeathend
float checkrules_suddendeathwarning
string clientstuff
string cvar_changes
string cvar_purechanges
float cvar_purechanges_count
float default_player_alpha
float default_weapon_alpha
vector dropped_origin
string fog
float g_grappling_hook
IntrusiveList g_moveables
float g_weapon_stay
float g_weaponarena
string g_weaponarena_list
float g_weaponarena_random
WepSet g_weaponarena_weapons
bool gametype_custom_enabled
entity initialize_entity_first
entity initialize_entity_next
int initialize_entity_order
string loaded_gametype_custom_string
string matchid
string modname
bool observe_blocked_if_eliminated = false
entity random_start_ammo
 Entity that contains amount of ammo to give with random start weapons.
int random_start_weapons_count
 Number of random start weapons to give to players.
string record_type
string redirection_target
float ServerProgsDB
float start_ammo_cells
float start_ammo_fuel
float start_ammo_nails
float start_ammo_rockets
float start_ammo_shells
float start_armorvalue
float start_health
int start_items
WepSet start_weapons
WepSet start_weapons_default
WepSet start_weapons_defaultmask
bool sv_ready_restart_after_countdown
string sv_termsofservice_url_escaped
float TemporaryDB
int warmup_stage
float warmup_start_ammo_cells
float warmup_start_ammo_fuel
float warmup_start_ammo_nails
float warmup_start_ammo_rockets
float warmup_start_ammo_shells
float warmup_start_armorvalue
float warmup_start_health
WepSet warmup_start_weapons
WepSet warmup_start_weapons_default
WepSet warmup_start_weapons_defaultmask
float winning
const int WINNING_NEVER = 2
const int WINNING_NO = 0
const int WINNING_STARTSUDDENDEATHOVERTIME = 3
const int WINNING_YES = 1
int world_initialized

Macro Definition Documentation

◆ autocvar_g_weaponarena

#define autocvar_g_weaponarena   cvar_string("g_weaponarena")

Definition at line 12 of file world.qh.

Referenced by GameLogInit().

◆ WARMUP_START_WEAPONS

#define WARMUP_START_WEAPONS   ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)

Definition at line 101 of file world.qh.

Referenced by GiveWarmupResources(), and MUTATOR_HOOKFUNCTION().

Function Documentation

◆ CheckRules_World()

void CheckRules_World ( )

Definition at line 1723 of file world.qc.

1724{
1725 VoteThink();
1726 MapVote_Think();
1727
1729
1730 if (intermission_running) // someone else quit the game already
1731 {
1732 if(player_count == 0) // Nobody there? Then let's go to the next map
1733 MapVote_Start();
1734 // this will actually check the player count in the next frame
1735 // again, but this shouldn't hurt
1736 return;
1737 }
1738
1739 float timelimit = autocvar_timelimit * 60;
1740 float fraglimit = autocvar_fraglimit;
1741 float leadlimit = autocvar_leadlimit;
1742 if (leadlimit < 0) leadlimit = 0;
1743
1744 if(warmup_stage || time <= game_starttime) // NOTE: this is <= to prevent problems in the very tic where the game starts
1745 {
1746 if(timelimit > 0)
1747 timelimit = 0; // timelimit is not made for warmup
1748 if(fraglimit > 0)
1749 fraglimit = 0; // no fraglimit for now
1750 leadlimit = 0; // no leadlimit for now
1751 }
1752
1753 if (autocvar__endmatch || timelimit < 0)
1754 {
1755 // endmatch
1756 NextLevel();
1757 return;
1758 }
1759
1760 if(timelimit > 0)
1761 timelimit += game_starttime;
1762
1763 int overtimes_prev = overtimes;
1764 int wantovertime = 0;
1765
1767 {
1769 {
1772 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_RACE_FINISHLAP);
1773 else
1774 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_FRAG);
1775 }
1776 }
1777 else
1778 {
1779 if (timelimit && time >= timelimit)
1780 {
1781 if(g_race && (g_race_qualifying == 2) && timelimit > 0)
1782 {
1783 float totalplayers;
1784 float playerswithlaps;
1785 float readyplayers;
1786 totalplayers = playerswithlaps = readyplayers = 0;
1788 ++totalplayers;
1789 if(GameRules_scoring_add(it, RACE_FASTEST, 0))
1790 ++playerswithlaps;
1791 if(it.ready)
1792 ++readyplayers;
1793 });
1794
1795 // at least 2 of the players have completed a lap: start the RACE
1796 // otherwise, the players should end the qualifying on their own
1797 if(readyplayers || playerswithlaps >= 2)
1798 {
1800 ReadyRestart(true); // go to race
1801 return;
1802 }
1803 else
1804 wantovertime |= InitiateSuddenDeath();
1805 }
1806 else
1807 wantovertime |= InitiateSuddenDeath();
1808 }
1809 }
1810
1812 {
1813 NextLevel();
1814 return;
1815 }
1816
1817 int checkrules_status = WinningCondition_RanOutOfSpawns();
1818 if(checkrules_status == WINNING_YES)
1819 bprint("Hey! Someone ran out of spawns!\n");
1820 else if(MUTATOR_CALLHOOK(CheckRules_World, checkrules_status, timelimit, fraglimit))
1821 checkrules_status = M_ARGV(0, float);
1822 else
1823 checkrules_status = WinningCondition_Scores(fraglimit, leadlimit);
1824
1825 if(checkrules_status == WINNING_STARTSUDDENDEATHOVERTIME)
1826 {
1827 checkrules_status = WINNING_NEVER;
1829 wantovertime |= InitiateSuddenDeath();
1830 }
1831
1832 if(checkrules_status == WINNING_NEVER)
1833 // equality cases! Nobody wins if the overtime ends in a draw.
1834 ClearWinners();
1835
1836 if(wantovertime)
1837 {
1838 if(checkrules_status == WINNING_NEVER)
1840 else
1841 checkrules_status = WINNING_YES;
1842 }
1843
1845 if(checkrules_status != WINNING_NEVER || time >= checkrules_suddendeathend)
1846 checkrules_status = WINNING_YES;
1847
1848 if(checkrules_status == WINNING_YES)
1849 {
1850 if (overtimes == OVERTIME_SUDDENDEATH && overtimes != overtimes_prev)
1851 {
1852 // if suddendeathend overtime has just begun, revert it
1854 overtimes = overtimes_prev;
1855 }
1856 //print("WINNING\n");
1857 NextLevel();
1858 }
1859}
int player_count
Definition api.qh:103
#define MUTATOR_CALLHOOK(id,...)
Definition base.qh:143
bool warmup_stage
Definition main.qh:120
#define g_race
Definition race.qh:48
#define M_ARGV(x, type)
Definition events.qh:17
#define IS_PLAYER(s)
Definition player.qh:242
const int OVERTIME_SUDDENDEATH
Definition stats.qh:77
#define autocvar_timelimit
Definition stats.qh:92
#define autocvar_fraglimit
Definition stats.qh:90
float game_starttime
Definition stats.qh:82
int overtimes
Definition stats.qh:86
int autocvar_leadlimit
Definition stats.qh:84
float time
bool intermission_running
void bprint(string text,...)
void Send_Notification(NOTIF broadcast, entity client, MSG net_type, Notification net_name,...count)
Definition all.qc:1500
#define NULL
Definition post.qh:14
void VoteThink()
Definition vote.qc:336
void ReadyRestart(bool forceWarmupEnd)
Definition vote.qc:526
int g_race_qualifying
Definition race.qh:11
void MapVote_Think()
void MapVote_Start()
#define GameRules_scoring_add(client, fld, value)
Definition sv_rules.qh:85
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:52
void InitiateOvertime()
Definition world.qc:1497
int InitiateSuddenDeath()
Definition world.qc:1465
void SetDefaultAlpha()
Definition world.qc:105
void ClearWinners()
Definition world.qc:1552
void CheckRules_World()
Definition world.qc:1723
void NextLevel()
Definition world.qc:1402
float WinningCondition_Scores(float limit, float leadlimit)
Definition world.qc:1558
float WinningCondition_RanOutOfSpawns()
Definition world.qc:1639
const int WINNING_NEVER
Definition world.qh:134
float checkrules_suddendeathwarning
Definition world.qh:36
const int WINNING_STARTSUDDENDEATHOVERTIME
Definition world.qh:135
int checkrules_overtimesadded
Definition world.qh:38
float checkrules_suddendeathend
Definition world.qh:37
bool autocvar__endmatch
Definition world.qh:6
const int WINNING_YES
Definition world.qh:133

References autocvar__endmatch, autocvar_fraglimit, autocvar_leadlimit, autocvar_timelimit, bprint(), checkrules_overtimesadded, checkrules_suddendeathend, checkrules_suddendeathwarning, CheckRules_World(), ClearWinners(), FOREACH_CLIENT, g_race, g_race_qualifying, game_starttime, GameRules_scoring_add, InitiateOvertime(), InitiateSuddenDeath(), intermission_running, IS_PLAYER, M_ARGV, MapVote_Start(), MapVote_Think(), MUTATOR_CALLHOOK, NextLevel(), NULL, OVERTIME_SUDDENDEATH, overtimes, player_count, ReadyRestart(), Send_Notification(), SetDefaultAlpha(), time, VoteThink(), warmup_stage, WINNING_NEVER, WINNING_STARTSUDDENDEATHOVERTIME, WINNING_YES, WinningCondition_RanOutOfSpawns(), and WinningCondition_Scores().

Referenced by CheckRules_World(), MUTATOR_HOOKABLE(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), and StartFrame().

◆ DropToFloor_QC_DelayedInit()

void DropToFloor_QC_DelayedInit ( entity this)

Definition at line 2425 of file world.qc.

2426{
2428}
const int INITPRIO_DROPTOFLOOR
Definition constants.qh:89
void InitializeEntity(entity e, void(entity this) func, int order)
Definition world.qc:2227
void DropToFloor_QC(entity this)
Definition world.qc:2301

References DropToFloor_QC(), entity(), InitializeEntity(), and INITPRIO_DROPTOFLOOR.

Referenced by ctf_FlagSetup(), dom_controlpoint_setup(), MUTATOR_HOOKFUNCTION(), ons_ControlPoint_Setup(), ons_GeneratorSetup(), spawn_item_key(), StartItem(), and turret_initialize().

◆ DumpStats()

void DumpStats ( float final)

Definition at line 1262 of file world.qc.

1263{
1264 float file;
1265 string s;
1266 float to_console;
1267 float to_eventlog;
1268 float to_file;
1269 float i;
1270
1271 to_console = autocvar_sv_logscores_console;
1272 to_eventlog = autocvar_sv_eventlog;
1274
1275 if(!final)
1276 {
1277 to_console = true; // always print printstats replies
1278 to_eventlog = false; // but never print them to the event log
1279 }
1280
1281 if(to_eventlog)
1283 to_console = false; // otherwise we get the output twice
1284
1285 if(final)
1286 s = ":scores:";
1287 else
1288 s = ":status:";
1289 s = strcat(s, GetGametype(), "_", GetMapname(), ":", ftos(rint(time)));
1290
1291 if(to_console)
1292 LOG_HELP(s);
1293 if(to_eventlog)
1294 GameLogEcho(s);
1295
1296 file = -1;
1297 if(to_file)
1298 {
1300 if(file == -1)
1301 to_file = false;
1302 else
1303 fputs(file, strcat(s, "\n"));
1304 }
1305
1306 s = strcat(":labels:player:", GetPlayerScoreString(NULL, 0));
1307 if(to_console)
1308 LOG_HELP(s);
1309 if(to_eventlog)
1310 GameLogEcho(s);
1311 if(to_file)
1312 fputs(file, strcat(s, "\n"));
1313
1315 s = strcat(":player:see-labels:", GetPlayerScoreString(it, 0), ":");
1316 s = strcat(s, ftos(rint(time - CS(it).jointime)), ":");
1317 if(IS_PLAYER(it) || INGAME_JOINED(it))
1318 s = strcat(s, ftos(it.team), ":");
1319 else
1320 s = strcat(s, "spectator:");
1321
1322 if(to_console)
1323 LOG_HELP(s, playername(it.netname, it.team, false));
1324 if(to_eventlog)
1325 GameLogEcho(strcat(s, ftos(it.playerid), ":", playername(it.netname, it.team, false)));
1326 if(to_file)
1327 fputs(file, strcat(s, playername(it.netname, it.team, false), "\n"));
1328 });
1329
1330 if(teamplay)
1331 {
1332 s = strcat(":labels:teamscores:", GetTeamScoreString(0, 0));
1333 if(to_console)
1334 LOG_HELP(s);
1335 if(to_eventlog)
1336 GameLogEcho(s);
1337 if(to_file)
1338 fputs(file, strcat(s, "\n"));
1339
1340 for(i = 1; i < 16; ++i)
1341 {
1342 s = strcat(":teamscores:see-labels:", GetTeamScoreString(i, 0));
1343 s = strcat(s, ":", ftos(i));
1344 if(to_console)
1345 LOG_HELP(s);
1346 if(to_eventlog)
1347 GameLogEcho(s);
1348 if(to_file)
1349 fputs(file, strcat(s, "\n"));
1350 }
1351 }
1352
1353 if(to_console)
1354 LOG_HELP(":end");
1355 if(to_eventlog)
1356 GameLogEcho(":end");
1357 if(to_file)
1358 {
1359 fputs(file, ":end\n");
1360 fclose(file);
1361 }
1362}
string playername(string thename, int teamid, bool team_colorize)
Definition util.qc:2190
const float FILE_APPEND
void GameLogEcho(string s)
Definition gamelog.qc:15
bool autocvar_sv_eventlog_console
Definition gamelog.qh:4
bool autocvar_sv_eventlog
Definition gamelog.qh:3
string GetMapname()
string GetGametype()
#define LOG_HELP(...)
Definition log.qh:83
void fclose(float fhandle)
void fputs(float fhandle, string s)
float fopen(string filename, float mode)
float rint(float f)
string ftos(float f)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
string GetTeamScoreString(int tm, float shortString)
Definition scores.qc:671
string GetPlayerScoreString(entity pl, float shortString)
Returns score strings for eventlog etc.
Definition scores.qc:610
float jointime
Definition client.qh:66
ClientState CS(Client this)
Definition state.qh:47
#define INGAME_JOINED(it)
Definition sv_rules.qh:25
bool teamplay
Definition teams.qh:59
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
Definition utils.qh:15
bool autocvar_sv_logscores_file
Definition world.qh:21
bool autocvar_sv_logscores_console
Definition world.qh:20
bool autocvar_sv_logscores_bots
Definition world.qh:19
string autocvar_sv_logscores_filename
Definition world.qh:22

References autocvar_sv_eventlog, autocvar_sv_eventlog_console, autocvar_sv_logscores_bots, autocvar_sv_logscores_console, autocvar_sv_logscores_file, autocvar_sv_logscores_filename, CS(), fclose(), FILE_APPEND, fopen(), FOREACH_CLIENT, fputs(), ftos(), GameLogEcho(), GetGametype(), GetMapname(), GetPlayerScoreString(), GetTeamScoreString(), INGAME_JOINED, IS_BOT_CLIENT, IS_PLAYER, IS_REAL_CLIENT, jointime, LOG_HELP, NULL, playername(), rint(), strcat(), teamplay, and time.

Referenced by GameCommand_printstats(), and NextLevel().

◆ InitializeEntitiesRun()

void InitializeEntitiesRun ( )

Definition at line 2260 of file world.qc.

2261{
2262 entity startoflist = initialize_entity_first;
2265 for (entity e = startoflist; e; e = e.initialize_entity_next)
2266 {
2267 e.remove_except_protected_forbidden = 1;
2268 }
2269 for (entity e = startoflist; e; )
2270 {
2271 e.remove_except_protected_forbidden = 0;
2272 e.initialize_entity_order = 0;
2273 entity next = e.initialize_entity_next;
2274 e.initialize_entity_next = NULL;
2275 var void(entity this) func = e.initialize_entity;
2276 e.initialize_entity = func_null;
2277 if (e.classname == "initialize_entity")
2278 {
2279 entity wrappee = e.enemy;
2280 builtin_remove(e);
2281 e = wrappee;
2282 }
2283 //dprint("Delayed initialization: ", e.classname, "\n");
2284 if (func)
2285 {
2286 func(e);
2287 }
2288 else
2289 {
2290 eprint(e);
2291 backtrace(strcat("Null function in: ", e.classname, "\n"));
2292 }
2293 e = next;
2294 }
2296}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
next
Definition all.qh:75
#define backtrace(msg)
Definition log.qh:96
void eprint(entity e)
var void func_null()
void
Definition self.qh:76
void remove_unsafely(entity e)
Definition main.qc:276
void remove_except_protected(entity e)
Definition main.qc:269
var void delete_fn(entity e)
entity initialize_entity_first
Definition world.qh:121

References backtrace, delete_fn(), entity(), eprint(), func_null(), initialize_entity_first, next, NULL, remove_except_protected(), remove_unsafely(), strcat(), and void.

Referenced by StartFrame().

◆ InitializeEntity()

void InitializeEntity ( entity e,
void(entity this) func,
int order )

Definition at line 2227 of file world.qc.

2228{
2229 entity prev, cur;
2230
2231 if (!e || e.initialize_entity)
2232 {
2233 // make a proxy initializer entity
2234 entity e_old = e;
2235 e = new(initialize_entity);
2236 e.enemy = e_old;
2237 }
2238
2239 e.initialize_entity = func;
2240 e.initialize_entity_order = order;
2241
2243 prev = NULL;
2244 for (;;)
2245 {
2246 if (!cur || cur.initialize_entity_order > order)
2247 {
2248 // insert between prev and cur
2249 if (prev)
2250 prev.initialize_entity_next = e;
2251 else
2253 e.initialize_entity_next = cur;
2254 return;
2255 }
2256 prev = cur;
2257 cur = cur.initialize_entity_next;
2258 }
2259}
prev
Definition all.qh:53

References entity(), initialize_entity_first, NULL, and prev.

Referenced by buffs_Initialize(), ctf_FlagSetup(), ctf_Initialize(), dom_Initialize(), DropToFloor_QC_DelayedInit(), g_clientmodel_init(), g_model_init(), InitGameplayMode(), invasion_Initialize(), MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), nb_Initialize(), ons_ControlPoint_Setup(), ons_GeneratorSetup(), ons_Initialize(), readplayerstartcvars(), REGISTER_MUTATOR(), relocate_spawnpoint(), SetBrushEntityModel(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), spawnfunc(), StartItem(), target_checkpoint_setup(), tdm_Initialize(), tmayhem_Initialize(), and turret_initialize().

◆ MatchEnd_RestoreSpectatorAndTeamStatus()

void MatchEnd_RestoreSpectatorAndTeamStatus ( .int prev_team_field)

Definition at line 1368 of file world.qc.

1369{
1370 bool fix_team = (teamplay && prev_team_field != team);
1371 FOREACH_CLIENT(true,
1372 {
1373 if (!IS_PLAYER(it) && INGAME_JOINING(it))
1374 {
1376 PutObserverInServer(it, true, false);
1377 bprint(playername(it.netname, it.team, false), " has been moved back to spectator\n");
1378 it.winning = false;
1379 }
1380 else if (fix_team && INGAME_JOINED(it) && it.(prev_team_field) && it.team != it.(prev_team_field))
1381 {
1383 if (MoveToTeam(it, Team_TeamToIndex(it.(prev_team_field)), 6))
1384 {
1385 string pl_name = playername(it.netname, it.team, false);
1386 bprint(pl_name, " has been moved back to the ", Team_ColoredFullName(it.team), "\n");
1387 }
1388 it.winning = (it.team == WinningConditionHelper_winnerteam);
1389 }
1390 });
1391}
int team
Definition main.qh:188
void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
putting a client as observer in the server
Definition client.qc:261
float WinningConditionHelper_winnerteam
the color of the winning team, or -1 if none
Definition scores.qh:109
#define INGAME_STATUS_CLEAR(it)
Definition sv_rules.qh:22
#define INGAME_JOINING(it)
Definition sv_rules.qh:26
void Player_SetForcedTeamIndex(entity player, int team_index)
Sets the index of the forced team of the given player.
Definition teamplay.qc:345
bool MoveToTeam(entity client, int team_index, int type)
Moves player to the specified team.
Definition teamplay.qc:331
@ TEAM_FORCE_DEFAULT
Don't force any team.
Definition teamplay.qh:153
int Team_TeamToIndex(int team_num)
Converts team value into team index.
Definition teams.qh:184
#define Team_ColoredFullName(teamid)
Definition teams.qh:232

References bprint(), FOREACH_CLIENT, INGAME_JOINED, INGAME_JOINING, INGAME_STATUS_CLEAR, IS_PLAYER, MoveToTeam(), Player_SetForcedTeamIndex(), playername(), PutObserverInServer(), team, Team_ColoredFullName, TEAM_FORCE_DEFAULT, Team_TeamToIndex(), teamplay, and WinningConditionHelper_winnerteam.

Referenced by MatchEnd_RestoreSpectatorStatus(), and MUTATOR_HOOKFUNCTION().

◆ MatchEnd_RestoreSpectatorStatus()

void MatchEnd_RestoreSpectatorStatus ( )

Definition at line 1393 of file world.qc.

1394{
1396}
void MatchEnd_RestoreSpectatorAndTeamStatus(.int prev_team_field)
Definition world.qc:1368

References MatchEnd_RestoreSpectatorAndTeamStatus(), and team.

Referenced by MUTATOR_HOOKFUNCTION().

◆ MoveToRandomLocationWithinBounds()

bool MoveToRandomLocationWithinBounds ( entity e,
vector boundmin,
vector boundmax,
float goodcontents,
float badcontents,
float badsurfaceflags,
int attempts,
float maxaboveground,
float minviewdistance,
bool frompos )

Definition at line 1115 of file world.qc.

1116{
1117 float m = e.dphitcontentsmask;
1118 e.dphitcontentsmask = goodcontents | badcontents;
1119
1120 vector org = boundmin;
1121 vector delta = boundmax - boundmin;
1122
1123 vector start, end;
1124 start = end = org;
1125 int j; // used after the loop
1126 for(j = 0; j < attempts; ++j)
1127 {
1128 start.x = org.x + random() * delta.x;
1129 start.y = org.y + random() * delta.y;
1130 start.z = org.z + random() * delta.z;
1131
1132 // rule 1: start inside world bounds, and outside
1133 // solid, and don't start from somewhere where you can
1134 // fall down to evil
1135 tracebox(start, e.mins, e.maxs, start - '0 0 1' * delta.z, MOVE_NORMAL, e);
1136 if (trace_fraction >= 1)
1137 continue;
1138 if (trace_startsolid)
1139 continue;
1140 if (trace_dphitcontents & badcontents)
1141 continue;
1142 if (trace_dphitq3surfaceflags & badsurfaceflags)
1143 continue;
1144
1145 // rule 2: if we are too high, lower the point
1146 if (trace_fraction * delta.z > maxaboveground)
1147 start = trace_endpos + '0 0 1' * maxaboveground;
1148 vector enddown = trace_endpos;
1149
1150 // rule 3: make sure we aren't outside the map. This only works
1151 // for somewhat well formed maps. A good rule of thumb is that
1152 // the map should have a convex outside hull.
1153 // these can be traceLINES as we already verified the starting box
1154 vector mstart = start + 0.5 * (e.mins + e.maxs);
1155 traceline(mstart, mstart + '1 0 0' * delta.x, MOVE_NORMAL, e);
1156 if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1157 continue;
1158 traceline(mstart, mstart - '1 0 0' * delta.x, MOVE_NORMAL, e);
1159 if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1160 continue;
1161 traceline(mstart, mstart + '0 1 0' * delta.y, MOVE_NORMAL, e);
1162 if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1163 continue;
1164 traceline(mstart, mstart - '0 1 0' * delta.y, MOVE_NORMAL, e);
1165 if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1166 continue;
1167 traceline(mstart, mstart + '0 0 1' * delta.z, MOVE_NORMAL, e);
1168 if (trace_fraction >= 1 || trace_dphittexturename == "common/caulk")
1169 continue;
1170
1171 // rule 4: we must "be seen" by some spawnpoint or item
1172 // Note that checkpvs from mstart to item can detect visibility if mstart is behind
1173 // patch brushes (curved walls) that don't block visibility from the outside, however
1174 // the next traceline from item to mstart correctly detects invisibility in this case
1175 entity sp = NULL;
1176 if(frompos)
1177 {
1178 if((traceline(e.origin, mstart, MOVE_NORMAL, e), trace_fraction) >= 1)
1179 sp = e;
1180 }
1181 if(!sp)
1182 {
1183 IL_EACH(g_spawnpoints, checkpvs(mstart, it),
1184 {
1185 if((traceline(it.origin, mstart, MOVE_NORMAL, e), trace_fraction) >= 1)
1186 {
1187 sp = it;
1188 break;
1189 }
1190 });
1191 }
1192 if(!sp)
1193 {
1194 int items_checked = 0;
1195 IL_EACH(g_items, checkpvs(mstart, it),
1196 {
1197 if((traceline(it.origin + (it.mins + it.maxs) * 0.5, mstart, MOVE_NORMAL, e), trace_fraction) >= 1)
1198 {
1199 sp = it;
1200 break;
1201 }
1202
1203 ++items_checked;
1204 if(items_checked >= attempts)
1205 break; // sanity
1206 });
1207
1208 if(!sp)
1209 continue;
1210 }
1211
1212 float vlen_delta = vlen(delta);
1213 // find a random vector to "look at"
1214 end.x = org.x + random() * delta.x;
1215 end.y = org.y + random() * delta.y;
1216 end.z = org.z + random() * delta.z;
1217 end = start + normalize(end - start) * vlen_delta;
1218
1219 // rule 4: start TO end must not be too short
1220 tracebox(start, e.mins, e.maxs, end, MOVE_NORMAL, e);
1222 continue;
1223 if(trace_fraction < minviewdistance / vlen_delta)
1224 continue;
1225
1226 // rule 5: don't want to look at sky
1228 continue;
1229
1230 // rule 6: we must not end up in trigger_hurt
1231 if(tracebox_hits_trigger_hurt(start, e.mins, e.maxs, enddown))
1232 continue;
1233
1234 break;
1235 }
1236
1237 e.dphitcontentsmask = m;
1238
1239 if(j < attempts)
1240 {
1241 setorigin(e, start);
1242 e.angles = vectoangles(end - start);
1243 LOG_DEBUG("Needed ", ftos(j + 1), " attempts");
1244 return true;
1245 }
1246 return false;
1247}
float Q3SURFACEFLAG_SKY
float trace_dphitcontents
const float MOVE_NORMAL
string trace_dphittexturename
vector trace_endpos
float checkpvs(vector viewpos, entity viewee)
float trace_startsolid
float trace_dphitq3surfaceflags
float trace_fraction
bool tracebox_hits_trigger_hurt(vector start, vector e_min, vector e_max, vector end)
Definition hurt.qc:78
#define IL_EACH(this, cond, body)
#define LOG_DEBUG(...)
Definition log.qh:78
float random(void)
float vlen(vector v)
vector vectoangles(vector v)
vector normalize(vector v)
vector
Definition self.qh:96
vector org
Definition self.qh:96
IntrusiveList g_items
Definition items.qh:119
IntrusiveList g_spawnpoints

References checkpvs(), entity(), ftos(), g_items, g_spawnpoints, IL_EACH, LOG_DEBUG, MOVE_NORMAL, normalize(), NULL, org, Q3SURFACEFLAG_SKY, random(), trace_dphitcontents, trace_dphitq3surfaceflags, trace_dphittexturename, trace_endpos, trace_fraction, trace_startsolid, tracebox_hits_trigger_hurt(), vectoangles(), vector, and vlen().

Referenced by M_Mage_Attack_Teleport(), and MoveToRandomMapLocation().

◆ MoveToRandomMapLocation()

float MoveToRandomMapLocation ( entity e,
float goodcontents,
float badcontents,
float badsurfaceflags,
float attempts,
float maxaboveground,
float minviewdistance )

Definition at line 1249 of file world.qc.

1250{
1251 return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance, false);
1252}
#define world
Definition post.qh:15
bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos)
Definition world.qc:1115

References entity(), MoveToRandomLocationWithinBounds(), and world.

Referenced by buff_Respawn(), CheatImpulse(), invasion_SpawnChosenMonster(), ka_RespawnBall(), and tka_RespawnBall().

◆ readlevelcvars()

void readlevelcvars ( )

Definition at line 2185 of file world.qc.

2186{
2188 if(cvar("sv_allow_fullbright"))
2190
2192 if(cvar("sv_forbid_pickuptimer"))
2194
2195 sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
2196
2197 if(cvar("g_campaign"))
2198 warmup_stage = 0; // no warmup during campaign
2199 else
2200 {
2203 warmup_limit = -1; // don't start until there's enough players
2204 else if (warmup_stage == 1)
2205 {
2206 // this code is duplicated in ReadyCount()
2207 warmup_limit = cvar("g_warmup_limit");
2208 if(warmup_limit == 0)
2210 }
2211 }
2212
2213 g_weapon_stay = cvar(strcat("g_", GetGametype(), "_weapon_stay"));
2214 if(!g_weapon_stay)
2215 g_weapon_stay = cvar("g_weapon_stay");
2216
2217 MUTATOR_CALLHOOK(ReadLevelCvars);
2218
2220 game_starttime = time + cvar("g_start_delay");
2221
2222 FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
2223
2225}
int serverflags
Definition main.qh:211
float warmup_limit
Definition stats.qh:377
const int SERVERFLAG_FORBID_PICKUPTIMER
Definition constants.qh:21
const int SERVERFLAG_ALLOW_FULLBRIGHT
Definition constants.qh:17
Weapons
Definition guide.qh:113
#define FOREACH(list, cond, body)
Definition iter.qh:19
bool autocvar_g_campaign
Definition menu.qc:752
float cvar(string name)
void readplayerstartcvars()
Definition world.qc:1981
float g_weapon_stay
Definition world.qh:109
int autocvar_g_warmup
Definition world.qh:9
bool sv_ready_restart_after_countdown
Definition world.qh:116

References autocvar_g_campaign, autocvar_g_warmup, autocvar_timelimit, cvar(), FOREACH, g_weapon_stay, game_starttime, GetGametype(), MUTATOR_CALLHOOK, readplayerstartcvars(), SERVERFLAG_ALLOW_FULLBRIGHT, SERVERFLAG_FORBID_PICKUPTIMER, serverflags, strcat(), sv_ready_restart_after_countdown, time, warmup_limit, warmup_stage, and Weapons.

Referenced by spawnfunc().

◆ readplayerstartcvars()

void readplayerstartcvars ( )

Definition at line 1981 of file world.qc.

1982{
1983 // initialize starting values for players
1984 start_weapons = '0 0 0';
1985 start_weapons_default = '0 0 0';
1986 start_weapons_defaultmask = '0 0 0';
1987 start_items = 0;
1989 start_ammo_nails = 0;
1991 start_ammo_cells = 0;
1992 if (random_start_ammo == NULL)
1993 {
1995 }
1996 start_health = cvar("g_balance_health_start");
1997 start_armorvalue = cvar("g_balance_armor_start");
1998
1999 g_weaponarena = 0;
2000 g_weaponarena_weapons = '0 0 0';
2001
2002 string s = cvar_string("g_weaponarena");
2003
2004 MUTATOR_CALLHOOK(SetWeaponArena, s);
2005 s = M_ARGV(0, string);
2006
2007 if (s == "0" || s == "")
2008 {
2009 // no arena
2010 }
2011 else if (s == "off")
2012 {
2013 // forcibly turn off weaponarena
2014 }
2015 else if (s == "all" || s == "1")
2016 {
2017 g_weaponarena = 1;
2018 g_weaponarena_list = "All Weapons Arena";
2020 }
2021 else if (s == "devall")
2022 {
2023 g_weaponarena = 1;
2024 g_weaponarena_list = "Dev All Weapons Arena";
2026 }
2027 else if (s == "most")
2028 {
2029 g_weaponarena = 1;
2030 g_weaponarena_list = "Most Weapons Arena";
2032 }
2033 else if (s == "all_available")
2034 {
2035 g_weaponarena = 1;
2036 g_weaponarena_list = "All Available Weapons Arena";
2037
2038 // this needs to run after weaponsInMapAll is initialized
2040 }
2041 else if (s == "devall_available")
2042 {
2043 g_weaponarena = 1;
2044 g_weaponarena_list = "Dev All Available Weapons Arena";
2045
2046 // this needs to run after weaponsInMapAll is initialized
2048 }
2049 else if (s == "most_available")
2050 {
2051 g_weaponarena = 1;
2052 g_weaponarena_list = "Most Available Weapons Arena";
2053
2054 // this needs to run after weaponsInMapAll is initialized
2056 }
2057 else if (s == "none")
2058 {
2059 g_weaponarena = 1;
2060 g_weaponarena_list = "No Weapons Arena";
2061 }
2062 else
2063 {
2064 g_weaponarena = 1;
2065 float t = tokenize_console(s);
2066 g_weaponarena_list = "";
2067 for (int j = 0; j < t; ++j)
2068 {
2069 s = argv(j);
2070 Weapon wep = Weapon_from_name(s);
2071 if(wep != WEP_Null)
2072 {
2073 g_weaponarena_weapons |= (wep.m_wepset);
2075 }
2076 }
2077 if (g_weaponarena_list != "") // remove trailing " & "
2079 else // no valid weapon found
2080 g_weaponarena_list = "No Weapons Arena";
2081 }
2082
2083 if (g_weaponarena)
2084 {
2085 g_weapon_stay = 0; // incompatible
2089 }
2090 else
2091 {
2092 FOREACH(Weapons, it != WEP_Null, {
2093 int w = want_weapon(it, false);
2094 WepSet s = it.m_wepset;
2095 if(w & 1)
2096 start_weapons |= s;
2097 if(w & 2)
2099 if(w & 4)
2101 });
2102 }
2103
2104 if(cvar("g_balance_superweapons_time") < 0)
2106
2107 if(!cvar("g_use_ammunition"))
2109
2110 start_ammo_shells = cvar("g_start_ammo_shells");
2111 start_ammo_nails = cvar("g_start_ammo_nails");
2112 start_ammo_rockets = cvar("g_start_ammo_rockets");
2113 start_ammo_cells = cvar("g_start_ammo_cells");
2114 start_ammo_fuel = cvar("g_start_ammo_fuel");
2115 random_start_weapons_count = cvar("g_random_start_weapons_count");
2116 SetResource(random_start_ammo, RES_SHELLS, cvar("g_random_start_shells"));
2117 SetResource(random_start_ammo, RES_BULLETS, cvar("g_random_start_bullets"));
2118 SetResource(random_start_ammo, RES_ROCKETS, cvar("g_random_start_rockets"));
2119 SetResource(random_start_ammo, RES_CELLS, cvar("g_random_start_cells"));
2120
2131
2132 if (!g_weaponarena)
2133 {
2134 warmup_start_ammo_shells = cvar("g_warmup_start_ammo_shells");
2135 warmup_start_ammo_nails = cvar("g_warmup_start_ammo_nails");
2136 warmup_start_ammo_rockets = cvar("g_warmup_start_ammo_rockets");
2137 warmup_start_ammo_cells = cvar("g_warmup_start_ammo_cells");
2138 warmup_start_ammo_fuel = cvar("g_warmup_start_ammo_fuel");
2139 warmup_start_health = cvar("g_warmup_start_health");
2140 warmup_start_armorvalue = cvar("g_warmup_start_armor");
2141 warmup_start_weapons = '0 0 0';
2144 FOREACH(Weapons, it != WEP_Null, {
2146 WepSet s = it.m_wepset;
2147 if(w & 1)
2149 if(w & 2)
2151 if(w & 4)
2153 });
2154 }
2155
2157 start_items |= ITEM_Jetpack.m_itemid;
2158
2159 MUTATOR_CALLHOOK(SetStartItems);
2160
2161 if (start_items & ITEM_Jetpack.m_itemid)
2162 {
2163 start_items |= ITEM_FuelRegen.m_itemid;
2164 start_ammo_fuel = max(start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
2165 warmup_start_ammo_fuel = max(warmup_start_ammo_fuel, cvar("g_balance_fuel_rotstable"));
2166 }
2167
2173 SetResource(random_start_ammo, RES_SHELLS, max(0, GetResource(random_start_ammo, RES_SHELLS)));
2174 SetResource(random_start_ammo, RES_BULLETS, max(0, GetResource(random_start_ammo, RES_BULLETS)));
2175 SetResource(random_start_ammo, RES_ROCKETS, max(0, GetResource(random_start_ammo, RES_ROCKETS)));
2176 SetResource(random_start_ammo, RES_CELLS, max(0, GetResource(random_start_ammo, RES_CELLS)));
2177
2183}
void SetResource(entity e, Resource res_type, float amount)
Sets the current amount of resource the given entity will have.
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition weapon.qh:42
string netname
M: refname : reference name name.
Definition weapon.qh:84
const int IT_UNLIMITED_AMMO
Definition item.qh:23
const int IT_UNLIMITED_SUPERWEAPONS
Definition item.qh:24
const int INITPRIO_FINDTARGET
Definition constants.qh:88
#define strlen
#define tokenize_console
string substring(string s, float start, float length)
const string cvar_string(string name)
string strzone(string s)
string argv(float n)
float max(float f,...)
#define new_pure(class)
purely logical entities (not linked to the area grid)
Definition oo.qh:66
Weapon Weapon_from_name(string s)
Definition all.qh:144
vector WepSet
Definition weapon.qh:14
int want_weapon(entity weaponinfo, int allguns)
Definition world.qc:1861
WepSet weapons_most()
Definition world.qc:1932
WepSet weapons_all()
Definition world.qc:1912
void weaponarena_available_all_update(entity this)
Definition world.qc:1942
void weaponarena_available_devall_update(entity this)
Definition world.qc:1955
void weaponarena_available_most_update(entity this)
Definition world.qc:1968
WepSet weapons_devall()
Definition world.qc:1922
WepSet start_weapons
Definition world.qh:80
float warmup_start_ammo_cells
Definition world.qh:105
entity random_start_ammo
Entity that contains amount of ammo to give with random start weapons.
Definition world.qh:95
bool autocvar_g_jetpack
Definition world.qh:8
float start_ammo_shells
Definition world.qh:84
float warmup_start_ammo_rockets
Definition world.qh:104
float warmup_start_ammo_shells
Definition world.qh:102
float start_ammo_fuel
Definition world.qh:88
int start_items
Definition world.qh:83
WepSet start_weapons_default
Definition world.qh:81
int random_start_weapons_count
Number of random start weapons to give to players.
Definition world.qh:90
float warmup_start_ammo_nails
Definition world.qh:103
int autocvar_g_warmup_allguns
Definition world.qh:10
WepSet g_weaponarena_weapons
Definition world.qh:76
float start_ammo_cells
Definition world.qh:87
float g_weaponarena
Definition world.qh:75
float warmup_start_health
Definition world.qh:107
WepSet start_weapons_defaultmask
Definition world.qh:82
float start_ammo_rockets
Definition world.qh:86
WepSet warmup_start_weapons_default
Definition world.qh:99
float start_armorvalue
Definition world.qh:97
WepSet warmup_start_weapons_defaultmask
Definition world.qh:100
WepSet warmup_start_weapons
Definition world.qh:98
float warmup_start_ammo_fuel
Definition world.qh:106
string g_weaponarena_list
Definition world.qh:78
float start_health
Definition world.qh:96
float warmup_start_armorvalue
Definition world.qh:108
float start_ammo_nails
Definition world.qh:85

References argv(), autocvar_g_jetpack, autocvar_g_warmup_allguns, cvar(), cvar_string(), FOREACH, g_weapon_stay, g_weaponarena, g_weaponarena_list, g_weaponarena_weapons, GetResource(), InitializeEntity(), INITPRIO_FINDTARGET, IT_UNLIMITED_AMMO, IT_UNLIMITED_SUPERWEAPONS, M_ARGV, max(), MUTATOR_CALLHOOK, Weapon::netname, new_pure, NULL, random_start_ammo, random_start_weapons_count, SetResource(), start_ammo_cells, start_ammo_fuel, start_ammo_nails, start_ammo_rockets, start_ammo_shells, start_armorvalue, start_health, start_items, start_weapons, start_weapons_default, start_weapons_defaultmask, strcat(), strlen, strzone(), substring(), tokenize_console, want_weapon(), warmup_start_ammo_cells, warmup_start_ammo_fuel, warmup_start_ammo_nails, warmup_start_ammo_rockets, warmup_start_ammo_shells, warmup_start_armorvalue, warmup_start_health, warmup_start_weapons, warmup_start_weapons_default, warmup_start_weapons_defaultmask, Weapon_from_name(), weaponarena_available_all_update(), weaponarena_available_devall_update(), weaponarena_available_most_update(), Weapons, weapons_all(), weapons_devall(), and weapons_most().

Referenced by readlevelcvars().

◆ ReadyRestart()

void ReadyRestart ( bool forceWarmupEnd)

Definition at line 526 of file vote.qc.

527{
528 if (MUTATOR_CALLHOOK(ReadyRestart_Deny))
529 {
530 // NOTE: ReadyRestart support is mandatory in campaign
532 error("ReadyRestart must be supported in campaign mode!");
533 localcmd("restart\n"); // if ReadyRestart is denied, restart the server
534 }
535 else if (intermission_running || race_completing) // game is over, ReadyRestart no longer available
536 localcmd("restart\n");
537 else
538 localcmd("\nsv_hook_readyrestart\n");
539
540 if(forceWarmupEnd || autocvar_g_campaign)
541 warmup_stage = 0; // forcefully end warmup and go to match stage
542 else
543 warmup_stage = autocvar_g_warmup; // go into warmup if it's enabled, otherwise restart into match stage
544
545 ReadyRestart_force(false);
546}
void localcmd(string command,...)
#define error
Definition pre.qh:6
void ReadyRestart_force(bool is_fake_round_start)
Definition vote.qc:441
float race_completing
Definition race.qh:26

References autocvar_g_campaign, autocvar_g_warmup, error, intermission_running, localcmd(), MUTATOR_CALLHOOK, race_completing, ReadyRestart_force(), and warmup_stage.

Referenced by CheckRules_World(), GameCommand_allready(), GameCommand_resetmatch(), Join(), ReadyCount(), and StartFrame().

◆ RedirectionThink()

float RedirectionThink ( )

Definition at line 2558 of file world.qc.

2559{
2560 float clients_found;
2561
2562 if(redirection_target == "")
2563 return false;
2564
2566 {
2567 cvar_set("sv_public", "-2");
2568 redirection_timeout = time + 0.6; // this will only try twice... should be able to keep more clients
2569 if(redirection_target == "self")
2570 bprint("^3SERVER NOTICE:^7 restarting the server\n");
2571 else
2572 bprint("^3SERVER NOTICE:^7 redirecting everyone to ", redirection_target, "\n");
2573 }
2574
2576 return true;
2577
2579
2580 clients_found = 0;
2582 // TODO add timer
2583 LOG_INFO("Redirecting: sending connect command to ", it.netname);
2584 if(redirection_target == "self")
2585 stuffcmd(it, "\ndisconnect; defer ", ftos(autocvar_quit_and_redirect_timer), " reconnect\n");
2586 else
2587 stuffcmd(it, strcat("\ndisconnect; defer ", ftos(autocvar_quit_and_redirect_timer), " \"connect ", redirection_target, "\"\n"));
2588 ++clients_found;
2589 });
2590
2591 LOG_INFO("Redirecting: ", ftos(clients_found), " clients left.");
2592
2593 if(time > redirection_timeout || clients_found == 0)
2594 localcmd("\nwait; wait; wait; quit\n");
2595
2596 return true;
2597}
#define LOG_INFO(...)
Definition log.qh:62
void cvar_set(string name, string value)
#define stuffcmd(cl,...)
Definition progsdefs.qh:23
float redirection_nextthink
Definition world.qc:2557
float redirection_timeout
Definition world.qc:2556
float autocvar_quit_and_redirect_timer
Definition world.qh:14
string redirection_target
Definition world.qh:67

References autocvar_quit_and_redirect_timer, bprint(), cvar_set(), FOREACH_CLIENT, ftos(), IS_REAL_CLIENT, localcmd(), LOG_INFO, redirection_nextthink, redirection_target, redirection_timeout, strcat(), stuffcmd, and time.

Referenced by StartFrame().

◆ SetWinners()

void SetWinners ( .float field,
float value )

Definition at line 1537 of file world.qc.

1538{
1539 FOREACH_CLIENT(IS_PLAYER(it) || INGAME(it), { it.winning = (it.(field) == value); });
1540}
#define INGAME(it)
Definition sv_rules.qh:24

References FOREACH_CLIENT, INGAME, and IS_PLAYER.

Referenced by WinningCondition_Assault(), WinningCondition_Invasion(), and WinningCondition_Scores().

◆ STATIC_INIT()

STATIC_INIT ( g_moveables )

Definition at line 158 of file world.qh.

158{ g_moveables = IL_NEW(); }
#define IL_NEW()
IntrusiveList g_moveables
Definition world.qh:157

References g_moveables, and IL_NEW.

◆ void()

void ( entity this)

References entity().

◆ want_weapon()

int want_weapon ( entity weaponinfo,
int allguns )

Definition at line 1861 of file world.qc.

1862{
1863 int d = 0;
1864 bool allow_mutatorblocked = false;
1865
1866 if(!weaponinfo.m_id)
1867 return 0;
1868
1869 bool mutator_returnvalue = MUTATOR_CALLHOOK(WantWeapon, weaponinfo, d, allguns, allow_mutatorblocked);
1870 d = M_ARGV(1, float);
1871 allguns = M_ARGV(2, int);
1872 allow_mutatorblocked = M_ARGV(3, bool);
1873
1874 if(allguns == 1)
1875 d = boolean(!(weaponinfo.spawnflags & WEP_FLAG_HIDDEN));
1876 else if(allguns == 2)
1877 d = boolean((weaponinfo.spawnflags & WEP_FLAG_NORMAL) && !(weaponinfo.spawnflags & WEP_FLAG_HIDDEN));
1878 else if(!mutator_returnvalue)
1879 d = !(!weaponinfo.weaponstart);
1880
1881 if(!allow_mutatorblocked && (weaponinfo.spawnflags & WEP_FLAG_MUTATORBLOCKED)) // never default mutator blocked guns
1882 d = 0;
1883
1884 float t = weaponinfo.weaponstartoverride;
1885
1886 //LOG_INFOF("want_weapon: %s - d: %d t: %d\n", weaponinfo.netname, d, t);
1887
1888 // bit order in t:
1889 // 1: want or not
1890 // 2: is default?
1891 // 4: is set by default?
1892 if(t < 0)
1893 t = 4 | (3 * d);
1894 else
1895 t |= (2 * d);
1896
1897 return t;
1898}
#define boolean(value)
Definition bool.qh:9
const int WEP_FLAG_MUTATORBLOCKED
Definition weapon.qh:261
const int WEP_FLAG_HIDDEN
Definition weapon.qh:258
const int WEP_FLAG_NORMAL
Definition weapon.qh:257

References boolean, entity(), M_ARGV, MUTATOR_CALLHOOK, WEP_FLAG_HIDDEN, WEP_FLAG_MUTATORBLOCKED, and WEP_FLAG_NORMAL.

Referenced by readplayerstartcvars(), and weapons_start().

◆ WinningCondition_Scores()

float WinningCondition_Scores ( float limit,
float leadlimit )

Definition at line 1558 of file world.qc.

1559{
1560 // TODO make everything use THIS winning condition (except LMS)
1562
1563 if(teamplay)
1564 {
1565 for (int i = 1; i <= AVAILABLE_TEAMS; ++i)
1566 {
1569 }
1570 }
1571
1572 ClearWinners();
1577
1579 {
1582 limit = -limit;
1583 }
1584
1586 leadlimit = 0; // not supported in this mode
1587
1588 if(MUTATOR_CALLHOOK(Scores_CountFragsRemaining))
1589 {
1590 float fragsleft;
1592 {
1593 fragsleft = 1;
1594 }
1595 else
1596 {
1597 fragsleft = FLOAT_MAX;
1598 float leadingfragsleft = FLOAT_MAX;
1599 if (limit)
1600 fragsleft = limit - WinningConditionHelper_topscore;
1601 if (leadlimit)
1603
1604 if (limit && leadlimit && autocvar_leadlimit_and_fraglimit)
1605 fragsleft = max(fragsleft, leadingfragsleft);
1606 else
1607 fragsleft = min(fragsleft, leadingfragsleft);
1608 }
1609
1610 if (fragsleft_last != fragsleft) // do not announce same remaining frags multiple times
1611 {
1612 if (fragsleft == 1)
1613 Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_1);
1614 else if (fragsleft == 2)
1615 Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_2);
1616 else if (fragsleft == 3)
1617 Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_3);
1618
1619 fragsleft_last = fragsleft;
1620 }
1621 }
1622
1623 bool fraglimit_reached = (limit && WinningConditionHelper_topscore >= limit);
1624 bool leadlimit_reached = (leadlimit && WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit);
1625
1626 bool limit_reached;
1627 // only respect leadlimit_and_fraglimit when both limits are set or the game will never end
1628 if (limit && leadlimit && autocvar_leadlimit_and_fraglimit)
1629 limit_reached = (fraglimit_reached && leadlimit_reached);
1630 else
1631 limit_reached = (fraglimit_reached || leadlimit_reached);
1632
1633 return GetWinningCode(
1634 WinningConditionHelper_topscore && limit_reached,
1636 );
1637}
const float FLOAT_MAX
Definition float.qh:3
float min(float f,...)
float TeamScore_GetCompareValue(float t)
Returns a value indicating the team score (and higher is better).
Definition scores.qc:803
void WinningConditionHelper(entity this)
Sets the following results for the current scores entities.
Definition scores.qc:440
#define AVAILABLE_TEAMS
Number of teams that exist currently.
float WinningConditionHelper_secondscore
second highest score
Definition scores.qh:108
entity WinningConditionHelper_winner
the winning player, or NULL if none
Definition scores.qh:112
float WinningConditionHelper_topscore
highest score
Definition scores.qh:107
float WinningConditionHelper_equality
we have no winner
Definition scores.qh:111
float WinningConditionHelper_lowerisbetter
lower is better, duh
Definition scores.qh:114
float WinningConditionHelper_zeroisworst
zero is worst, duh
Definition scores.qh:115
int autocvar_leadlimit_and_fraglimit
Definition sv_rules.qh:8
void Team_SetTeamScore(entity team_ent, float score)
Sets the score of the team.
Definition teamplay.qc:109
entity Team_GetTeamFromIndex(int index)
Returns the global team entity at the given index.
Definition teamplay.qc:86
int Team_IndexToTeam(int index)
Converts team index into team value.
Definition teams.qh:169
int fragsleft_last
Definition world.qc:1557
void SetWinners(.float field, float value)
Definition world.qc:1537
float GetWinningCode(float fraglimitreached, float equality)
Definition world.qc:1508

References autocvar_leadlimit_and_fraglimit, AVAILABLE_TEAMS, checkrules_suddendeathend, ClearWinners(), FLOAT_MAX, fragsleft_last, GetWinningCode(), max(), min(), MUTATOR_CALLHOOK, NULL, Send_Notification(), SetWinners(), team, Team_GetTeamFromIndex(), Team_IndexToTeam(), Team_SetTeamScore(), teamplay, TeamScore_GetCompareValue(), time, WinningConditionHelper(), WinningConditionHelper_equality, WinningConditionHelper_lowerisbetter, WinningConditionHelper_secondscore, WinningConditionHelper_topscore, WinningConditionHelper_winner, WinningConditionHelper_winnerteam, and WinningConditionHelper_zeroisworst.

Referenced by CheckRules_World(), WinningCondition_QualifyingThenRace(), and WinningCondition_Race().

Variable Documentation

◆ autocvar__endmatch

bool autocvar__endmatch

Definition at line 6 of file world.qh.

Referenced by CheckRules_World(), Pause_TryPause_Dedicated(), and SV_PausedTic().

◆ autocvar__sv_init

bool autocvar__sv_init

Definition at line 5 of file world.qh.

Referenced by GotoFirstMap().

◆ autocvar__sv_vote_gametype_custom

string autocvar__sv_vote_gametype_custom

Definition at line 51 of file world.qh.

Referenced by InitGameplayMode().

◆ autocvar_g_jetpack

bool autocvar_g_jetpack

Definition at line 8 of file world.qh.

Referenced by readplayerstartcvars(), and SendWelcomeMessage().

◆ autocvar_g_random_start_weapons

string autocvar_g_random_start_weapons

Holds a list of possible random start weapons.

Definition at line 92 of file world.qh.

Referenced by PutPlayerInServer().

◆ autocvar_g_use_ammunition

bool autocvar_g_use_ammunition

Definition at line 7 of file world.qh.

Referenced by GameLogInit().

◆ autocvar_g_warmup

int autocvar_g_warmup

Definition at line 9 of file world.qh.

Referenced by readlevelcvars(), ReadyCount(), ReadyRestart(), and SendWelcomeMessage().

◆ autocvar_g_warmup_allguns

int autocvar_g_warmup_allguns

Definition at line 10 of file world.qh.

Referenced by readplayerstartcvars().

◆ autocvar_g_warmup_allow_timeout

bool autocvar_g_warmup_allow_timeout

Definition at line 11 of file world.qh.

Referenced by CommonCommand_timeout().

◆ autocvar_quit_and_redirect

string autocvar_quit_and_redirect

Definition at line 13 of file world.qh.

Referenced by DoNextMapOverride().

◆ autocvar_quit_and_redirect_timer

float autocvar_quit_and_redirect_timer

Definition at line 14 of file world.qh.

Referenced by RedirectionThink().

◆ autocvar_quit_when_empty

bool autocvar_quit_when_empty

Definition at line 15 of file world.qh.

Referenced by DoNextMapOverride().

◆ autocvar_sessionid

string autocvar_sessionid

Definition at line 16 of file world.qh.

Referenced by RestoreGame(), Shutdown(), and spawnfunc().

◆ autocvar_sv_curl_serverpackages_auto

bool autocvar_sv_curl_serverpackages_auto

Definition at line 17 of file world.qh.

Referenced by spawnfunc().

◆ autocvar_sv_db_saveasdump

bool autocvar_sv_db_saveasdump

Definition at line 18 of file world.qh.

Referenced by Shutdown().

◆ autocvar_sv_dedicated

◆ autocvar_sv_logscores_bots

bool autocvar_sv_logscores_bots

Definition at line 19 of file world.qh.

Referenced by DumpStats().

◆ autocvar_sv_logscores_console

bool autocvar_sv_logscores_console

Definition at line 20 of file world.qh.

Referenced by DumpStats().

◆ autocvar_sv_logscores_file

bool autocvar_sv_logscores_file

Definition at line 21 of file world.qh.

Referenced by DumpStats().

◆ autocvar_sv_logscores_filename

string autocvar_sv_logscores_filename

Definition at line 22 of file world.qh.

Referenced by DumpStats().

◆ autocvar_sv_mapchange_delay

float autocvar_sv_mapchange_delay

Definition at line 23 of file world.qh.

Referenced by NextLevel().

◆ autocvar_sv_mapformat_is_quake2

bool autocvar_sv_mapformat_is_quake2

Definition at line 33 of file world.qh.

Referenced by DropToFloor_QC(), and Physics_UpdateStats().

◆ autocvar_sv_mapformat_is_quake3

bool autocvar_sv_mapformat_is_quake3

Definition at line 32 of file world.qh.

Referenced by DropToFloor_QC(), Physics_UpdateStats(), and PutPlayerInServer().

◆ autocvar_sv_termsofservice_url

string autocvar_sv_termsofservice_url

Definition at line 57 of file world.qh.

Referenced by spawnfunc().

◆ autocvar_timelimit_decrement

float autocvar_timelimit_decrement

Definition at line 25 of file world.qh.

Referenced by GameCommand_reducematchtime().

◆ autocvar_timelimit_increment

float autocvar_timelimit_increment

Definition at line 24 of file world.qh.

Referenced by GameCommand_extendmatchtime().

◆ autocvar_timelimit_max

float autocvar_timelimit_max

◆ autocvar_timelimit_min

float autocvar_timelimit_min

◆ autocvar_timelimit_overtime

float autocvar_timelimit_overtime

Definition at line 28 of file world.qh.

Referenced by InitiateOvertime(), InitiateSuddenDeath(), and ReadyRestart_force().

◆ autocvar_timelimit_overtimes

int autocvar_timelimit_overtimes

Definition at line 29 of file world.qh.

Referenced by InitiateSuddenDeath().

◆ autocvar_timelimit_suddendeath

float autocvar_timelimit_suddendeath

Definition at line 30 of file world.qh.

Referenced by InitiateSuddenDeath(), and Onslaught_CheckWinner().

◆ cache_lastmutatormsg

string cache_lastmutatormsg

Definition at line 70 of file world.qh.

Referenced by InitGameplayMode(), and SendWelcomeMessage().

◆ cache_mutatormsg

string cache_mutatormsg

Definition at line 69 of file world.qh.

Referenced by InitGameplayMode(), net_handle_ServerWelcome(), and SendWelcomeMessage().

◆ checkrules_equality

float checkrules_equality

Definition at line 35 of file world.qh.

Referenced by CampaignPreIntermission(), and WinningCondition_RanOutOfSpawns().

◆ checkrules_overtimesadded

int checkrules_overtimesadded

◆ checkrules_suddendeathend

float checkrules_suddendeathend

◆ checkrules_suddendeathwarning

float checkrules_suddendeathwarning

Definition at line 36 of file world.qh.

Referenced by CheckRules_World(), and ReadyRestart_force().

◆ clientstuff

string clientstuff

Definition at line 61 of file world.qh.

Referenced by ClientConnect(), InitGameplayMode(), and spawnfunc().

◆ cvar_changes

string cvar_changes

Definition at line 45 of file world.qh.

Referenced by COMMON_COMMAND(), CommonCommand_cvar_changes(), and cvar_changes_init().

◆ cvar_purechanges

string cvar_purechanges

◆ cvar_purechanges_count

float cvar_purechanges_count

◆ default_player_alpha

◆ default_weapon_alpha

◆ dropped_origin

◆ fog

string fog

Definition at line 65 of file world.qh.

◆ g_grappling_hook

float g_grappling_hook

Definition at line 113 of file world.qh.

Referenced by PRECACHE(), and REGISTER_MUTATOR().

◆ g_moveables

◆ g_weapon_stay

◆ g_weaponarena

◆ g_weaponarena_list

string g_weaponarena_list

Definition at line 78 of file world.qh.

Referenced by readplayerstartcvars(), and SendWelcomeMessage().

◆ g_weaponarena_random

float g_weaponarena_random

Definition at line 77 of file world.qh.

Referenced by MUTATOR_HOOKFUNCTION(), MUTATOR_HOOKFUNCTION(), and MUTATOR_HOOKFUNCTION().

◆ g_weaponarena_weapons

◆ gametype_custom_enabled

bool gametype_custom_enabled

◆ initialize_entity_first

entity initialize_entity_first

Definition at line 121 of file world.qh.

Referenced by InitializeEntitiesRun(), InitializeEntity(), and make_safe_for_remove().

◆ initialize_entity_next

entity initialize_entity_next

Definition at line 120 of file world.qh.

◆ initialize_entity_order

int initialize_entity_order

Definition at line 119 of file world.qh.

◆ loaded_gametype_custom_string

string loaded_gametype_custom_string

◆ matchid

◆ modname

◆ observe_blocked_if_eliminated

bool observe_blocked_if_eliminated = false

◆ random_start_ammo

entity random_start_ammo

Entity that contains amount of ammo to give with random start weapons.

Definition at line 95 of file world.qh.

Referenced by PutPlayerInServer(), and readplayerstartcvars().

◆ random_start_weapons_count

int random_start_weapons_count

Number of random start weapons to give to players.

Definition at line 90 of file world.qh.

Referenced by PutPlayerInServer(), and readplayerstartcvars().

◆ record_type

◆ redirection_target

string redirection_target

Definition at line 67 of file world.qh.

Referenced by DoNextMapOverride(), and RedirectionThink().

◆ ServerProgsDB

◆ start_ammo_cells

◆ start_ammo_fuel

◆ start_ammo_nails

◆ start_ammo_rockets

◆ start_ammo_shells

◆ start_armorvalue

◆ start_health

◆ start_items

◆ start_weapons

◆ start_weapons_default

WepSet start_weapons_default

Definition at line 81 of file world.qh.

Referenced by readplayerstartcvars().

◆ start_weapons_defaultmask

WepSet start_weapons_defaultmask

Definition at line 82 of file world.qh.

Referenced by MUTATOR_HOOKFUNCTION(), and readplayerstartcvars().

◆ sv_ready_restart_after_countdown

bool sv_ready_restart_after_countdown

◆ sv_termsofservice_url_escaped

string sv_termsofservice_url_escaped

Definition at line 59 of file world.qh.

Referenced by Shutdown(), spawnfunc(), and WinningConditionHelper().

◆ TemporaryDB

float TemporaryDB

◆ warmup_stage

int warmup_stage

Definition at line 114 of file world.qh.

◆ warmup_start_ammo_cells

◆ warmup_start_ammo_fuel

◆ warmup_start_ammo_nails

◆ warmup_start_ammo_rockets

◆ warmup_start_ammo_shells

◆ warmup_start_armorvalue

◆ warmup_start_health

◆ warmup_start_weapons

◆ warmup_start_weapons_default

WepSet warmup_start_weapons_default

Definition at line 99 of file world.qh.

Referenced by readplayerstartcvars().

◆ warmup_start_weapons_defaultmask

WepSet warmup_start_weapons_defaultmask

Definition at line 100 of file world.qh.

Referenced by MUTATOR_HOOKFUNCTION(), and readplayerstartcvars().

◆ winning

◆ WINNING_NEVER

const int WINNING_NEVER = 2

◆ WINNING_NO

◆ WINNING_STARTSUDDENDEATHOVERTIME

const int WINNING_STARTSUDDENDEATHOVERTIME = 3

◆ WINNING_YES

◆ world_initialized