// Copyright (C) 1999-2000 Id Software, Inc. // /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include "g_local.h" level_locals_t level; typedef struct { vmCvar_t *vmCvar; char *cvarName; char *defaultString; int cvarFlags; int modificationCount; // for tracking changes qboolean trackChange; // track this variable, and announce if changed qboolean teamShader; // track and if changed, update shader state } cvarTable_t; gentity_t g_entities[ MAX_GENTITIES ]; gclient_t g_clients[ MAX_CLIENTS ]; vmCvar_t g_fraglimit; vmCvar_t g_timelimit; vmCvar_t g_capturelimit; vmCvar_t g_friendlyFire; vmCvar_t g_password; vmCvar_t g_needpass; vmCvar_t g_maxclients; vmCvar_t g_maxGameClients; vmCvar_t g_dedicated; vmCvar_t g_speed; vmCvar_t g_gravity; vmCvar_t g_cheats; vmCvar_t g_knockback; vmCvar_t g_quadfactor; vmCvar_t g_forcerespawn; vmCvar_t g_inactivity; vmCvar_t g_debugMove; vmCvar_t g_debugDamage; vmCvar_t g_debugAlloc; vmCvar_t g_weaponRespawn; vmCvar_t g_weaponTeamRespawn; vmCvar_t g_motd; vmCvar_t g_synchronousClients; vmCvar_t g_warmup; vmCvar_t g_doWarmup; vmCvar_t g_restarted; vmCvar_t g_log; vmCvar_t g_logSync; vmCvar_t g_blood; vmCvar_t g_podiumDist; vmCvar_t g_podiumDrop; vmCvar_t g_allowVote; vmCvar_t g_teamAutoJoin; vmCvar_t g_teamForceBalance; vmCvar_t g_banIPs; vmCvar_t g_filterBan; vmCvar_t g_smoothClients; vmCvar_t pmove_fixed; vmCvar_t pmove_msec; vmCvar_t g_rankings; vmCvar_t g_listEntity; //TA vmCvar_t g_humanBuildPoints; vmCvar_t g_alienBuildPoints; vmCvar_t g_humanStage; vmCvar_t g_humanKills; vmCvar_t g_humanMaxStage; vmCvar_t g_humanStage2Threshold; vmCvar_t g_humanStage3Threshold; vmCvar_t g_alienStage; vmCvar_t g_alienKills; vmCvar_t g_alienMaxStage; vmCvar_t g_alienStage2Threshold; vmCvar_t g_alienStage3Threshold; vmCvar_t g_debugMapRotation; vmCvar_t g_currentMapRotation; vmCvar_t g_currentMap; vmCvar_t g_initialMapRotation; static cvarTable_t gameCvarTable[ ] = { // don't override the cheat state set by the system { &g_cheats, "sv_cheats", "", 0, 0, qfalse }, // noset vars { NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, { NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse }, { &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse }, { NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, // latched vars { &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, { &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse }, // change anytime vars { &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue }, { &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse }, { &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue }, { &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE }, { &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE }, { &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue }, { &g_doWarmup, "g_doWarmup", "0", 0, 0, qtrue }, { &g_log, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse }, { &g_logSync, "g_logSync", "0", CVAR_ARCHIVE, 0, qfalse }, { &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse }, { &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse }, { &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse }, { &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse }, { &g_dedicated, "dedicated", "0", 0, 0, qfalse }, { &g_speed, "g_speed", "320", 0, 0, qtrue }, { &g_gravity, "g_gravity", "800", 0, 0, qtrue }, { &g_knockback, "g_knockback", "1000", 0, 0, qtrue }, { &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue }, { &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue }, { &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue }, { &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue }, { &g_inactivity, "g_inactivity", "0", 0, 0, qtrue }, { &g_debugMove, "g_debugMove", "0", 0, 0, qfalse }, { &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse }, { &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse }, { &g_motd, "g_motd", "", 0, 0, qfalse }, { &g_blood, "com_blood", "1", 0, 0, qfalse }, { &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse }, { &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse }, { &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse }, { &g_listEntity, "g_listEntity", "0", 0, 0, qfalse }, { &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse}, { &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse}, { &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse}, { &g_humanBuildPoints, "g_humanBuildPoints", "100", 0, 0, qfalse }, { &g_alienBuildPoints, "g_alienBuildPoints", "100", 0, 0, qfalse }, { &g_humanStage, "g_humanStage", "0", 0, 0, qfalse }, { &g_humanKills, "g_humanKills", "0", 0, 0, qfalse }, { &g_humanMaxStage, "g_humanMaxStage", "2", 0, 0, qfalse }, { &g_humanStage2Threshold, "g_humanStage2Threshold", "20", 0, 0, qfalse }, { &g_humanStage3Threshold, "g_humanStage3Threshold", "40", 0, 0, qfalse }, { &g_alienStage, "g_alienStage", "0", 0, 0, qfalse }, { &g_alienKills, "g_alienKills", "0", 0, 0, qfalse }, { &g_alienMaxStage, "g_alienMaxStage", "2", 0, 0, qfalse }, { &g_alienStage2Threshold, "g_alienStage2Threshold", "20", 0, 0, qfalse }, { &g_alienStage3Threshold, "g_alienStage3Threshold", "40", 0, 0, qfalse }, { &g_debugMapRotation, "g_debugMapRotation", "0", 0, 0, qfalse }, { &g_currentMapRotation, "g_currentMapRotation", "-1", 0, 0, qfalse }, // -1 = NOT_ROTATING { &g_currentMap, "g_currentMap", "0", 0, 0, qfalse }, { &g_initialMapRotation, "g_initialMapRotation", "", CVAR_ARCHIVE, 0, qfalse }, { &g_rankings, "g_rankings", "0", 0, 0, qfalse} }; static int gameCvarTableSize = sizeof( gameCvarTable ) / sizeof( gameCvarTable[ 0 ] ); void G_InitGame( int levelTime, int randomSeed, int restart ); void G_RunFrame( int levelTime ); void G_ShutdownGame( int restart ); void CheckExitRules( void ); void G_CountSpawns( void ); void G_CalculateBuildPoints( void ); /* ================ vmMain This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { switch( command ) { case GAME_INIT: G_InitGame( arg0, arg1, arg2 ); return 0; case GAME_SHUTDOWN: G_ShutdownGame( arg0 ); return 0; case GAME_CLIENT_CONNECT: return (int)ClientConnect( arg0, arg1, arg2 ); case GAME_CLIENT_THINK: ClientThink( arg0 ); return 0; case GAME_CLIENT_USERINFO_CHANGED: ClientUserinfoChanged( arg0 ); return 0; case GAME_CLIENT_DISCONNECT: ClientDisconnect( arg0 ); return 0; case GAME_CLIENT_BEGIN: ClientBegin( arg0 ); return 0; case GAME_CLIENT_COMMAND: ClientCommand( arg0 ); return 0; case GAME_RUN_FRAME: G_RunFrame( arg0 ); return 0; case GAME_CONSOLE_COMMAND: return ConsoleCommand( ); } return -1; } void QDECL G_Printf( const char *fmt, ... ) { va_list argptr; char text[ 1024 ]; char clientText[ 1048 ]; va_start( argptr, fmt ); vsprintf( text, fmt, argptr ); va_end( argptr ); if( !g_dedicated.integer ) { Com_sprintf( clientText, 1048, "gprintf \"%s\"", text ); trap_SendServerCommand( -1, clientText ); } trap_Printf( text ); } void QDECL G_Error( const char *fmt, ... ) { va_list argptr; char text[ 1024 ]; va_start( argptr, fmt ); vsprintf( text, fmt, argptr ); va_end( argptr ); trap_Error( text ); } /* ================ G_FindTeams Chain together all entities with a matching team field. Entity teams are used for item groups and multi-entity mover groups. All but the first will have the FL_TEAMSLAVE flag set and teammaster field set All but the last will have the teamchain field set to the next one ================ */ void G_FindTeams( void ) { gentity_t *e, *e2; int i, j; int c, c2; c = 0; c2 = 0; for( i = 1, e = g_entities+i; i < level.num_entities; i++, e++ ) { if( !e->inuse ) continue; if( !e->team ) continue; if( e->flags & FL_TEAMSLAVE ) continue; e->teammaster = e; c++; c2++; for( j = i + 1, e2 = e + 1; j < level.num_entities; j++, e2++ ) { if( !e2->inuse ) continue; if( !e2->team ) continue; if( e2->flags & FL_TEAMSLAVE ) continue; if( !strcmp( e->team, e2->team ) ) { c2++; e2->teamchain = e->teamchain; e->teamchain = e2; e2->teammaster = e; e2->flags |= FL_TEAMSLAVE; // make sure that targets only point at the master if( e2->targetname ) { e->targetname = e2->targetname; e2->targetname = NULL; } } } } G_Printf( "%i teams with %i entities\n", c, c2 ); } void G_RemapTeamShaders( ) { } /* ================= G_RegisterCvars ================= */ void G_RegisterCvars( void ) { int i; cvarTable_t *cv; qboolean remapped = qfalse; for( i = 0, cv = gameCvarTable; i < gameCvarTableSize; i++, cv++ ) { trap_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags ); if( cv->vmCvar ) cv->modificationCount = cv->vmCvar->modificationCount; if( cv->teamShader ) remapped = qtrue; } if( remapped ) G_RemapTeamShaders( ); // check some things level.warmupModificationCount = g_warmup.modificationCount; } /* ================= G_UpdateCvars ================= */ void G_UpdateCvars( void ) { int i; cvarTable_t *cv; qboolean remapped = qfalse; for( i = 0, cv = gameCvarTable; i < gameCvarTableSize; i++, cv++ ) { if( cv->vmCvar ) { trap_Cvar_Update( cv->vmCvar ); if( cv->modificationCount != cv->vmCvar->modificationCount ) { cv->modificationCount = cv->vmCvar->modificationCount; if( cv->trackChange ) trap_SendServerCommand( -1, va( "print \"Server: %s changed to %s\n\"", cv->cvarName, cv->vmCvar->string ) ); if( cv->teamShader ) remapped = qtrue; } } } if( remapped ) G_RemapTeamShaders( ); } /* =============== G_GenerateParticleFileList Make a list of particle files for each client to parse since fsr the client does not have trap_FS_GetFileList =============== */ static void G_GenerateParticleFileList( void ) { int i, numFiles, fileLen; char fileList[ MAX_PARTICLE_FILES * MAX_QPATH ]; char fileName[ MAX_QPATH ]; char *filePtr; numFiles = trap_FS_GetFileList( "scripts", ".particle", fileList, MAX_PARTICLE_FILES * MAX_QPATH ); filePtr = fileList; for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) { fileLen = strlen( filePtr ); strcpy( fileName, "scripts/" ); strcat( fileName, filePtr ); trap_SetConfigstring( CS_PARTICLE_FILES + i, fileName ); } } /* ============ G_InitGame ============ */ void G_InitGame( int levelTime, int randomSeed, int restart ) { int i; srand( randomSeed ); G_RegisterCvars( ); //TA: moved after G_RegisterCvars since G_Printf // now depends on the value of g_dedicated G_Printf( "------- Game Initialization -------\n" ); G_Printf( "gamename: %s\n", GAMEVERSION ); G_Printf( "gamedate: %s\n", __DATE__ ); G_ProcessIPBans( ); G_InitMemory( ); // set some level globals memset( &level, 0, sizeof( level ) ); level.time = levelTime; level.startTime = levelTime; level.snd_fry = G_SoundIndex( "sound/player/fry.wav" ); // FIXME standing in lava / slime if( g_log.string[ 0 ] ) { if( g_logSync.integer ) trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND_SYNC ); else trap_FS_FOpenFile( g_log.string, &level.logFile, FS_APPEND ); if( !level.logFile ) G_Printf( "WARNING: Couldn't open logfile: %s\n", g_log.string ); else { char serverinfo[ MAX_INFO_STRING ]; trap_GetServerinfo( serverinfo, sizeof( serverinfo ) ); G_LogPrintf( "------------------------------------------------------------\n" ); G_LogPrintf( "InitGame: %s\n", serverinfo ); } } else G_Printf( "Not logging to disk\n" ); // initialize all entities for this game memset( g_entities, 0, MAX_GENTITIES * sizeof( g_entities[ 0 ] ) ); level.gentities = g_entities; // initialize all clients for this game level.maxclients = g_maxclients.integer; memset( g_clients, 0, MAX_CLIENTS * sizeof( g_clients[ 0 ] ) ); level.clients = g_clients; // set client fields on player ents for( i = 0; i < level.maxclients; i++ ) g_entities[ i ].client = level.clients + i; // always leave room for the max number of clients, // even if they aren't all used, so numbers inside that // range are NEVER anything but clients level.num_entities = MAX_CLIENTS; // let the server system know where the entites are trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), &level.clients[ 0 ].ps, sizeof( level.clients[ 0 ] ) ); // parse the key/value pairs and spawn gentities G_SpawnEntitiesFromString( ); // general initialization G_FindTeams( ); //TA: BG_InitClassOverrides( ); BG_InitBuildableOverrides( ); G_InitDamageLocations( ); G_GenerateParticleFileList( ); G_InitMapRotations( ); G_InitSpawnQueue( &level.alienSpawnQueue ); G_InitSpawnQueue( &level.humanSpawnQueue ); if( g_debugMapRotation.integer ) G_PrintRotations( ); //reset stages trap_Cvar_Set( "g_alienStage", va( "%d", S1 ) ); trap_Cvar_Set( "g_humanStage", va( "%d", S1 ) ); trap_Cvar_Set( "g_alienKills", 0 ); trap_Cvar_Set( "g_humanKills", 0 ); G_Printf( "-----------------------------------\n" ); G_RemapTeamShaders( ); //TA: so the server counts the spawns without a client attached G_CountSpawns( ); G_ResetPTRConnections( ); } /* ================= G_ShutdownGame ================= */ void G_ShutdownGame( int restart ) { G_Printf( "==== ShutdownGame ====\n" ); if( level.logFile ) { G_LogPrintf( "ShutdownGame:\n" ); G_LogPrintf( "------------------------------------------------------------\n" ); trap_FS_FCloseFile( level.logFile ); } // write all the client session data so we can get it back G_WriteSessionData( ); } //=================================================================== #ifndef GAME_HARD_LINKED // this is only here so the functions in q_shared.c and bg_*.c can link void QDECL Com_Error( int level, const char *error, ... ) { va_list argptr; char text[ 1024 ]; va_start( argptr, error ); vsprintf( text, error, argptr ); va_end( argptr ); G_Error( "%s", text ); } void QDECL Com_Printf( const char *msg, ... ) { va_list argptr; char text[ 1024 ]; va_start( argptr, msg ); vsprintf( text, msg, argptr ); va_end( argptr ); G_Printf( "%s", text ); } #endif /* ======================================================================== PLAYER COUNTING / SCORE SORTING ======================================================================== */ /* ============= SortRanks ============= */ int QDECL SortRanks( const void *a, const void *b ) { gclient_t *ca, *cb; ca = &level.clients[ *(int *)a ]; cb = &level.clients[ *(int *)b ]; // then sort by score if( ca->ps.persistant[ PERS_SCORE ] > cb->ps.persistant[ PERS_SCORE ] ) return -1; else if( ca->ps.persistant[ PERS_SCORE ] < cb->ps.persistant[ PERS_SCORE ] ) return 1; else return 0; } /* ============ G_InitSpawnQueue Initialise a spawn queue ============ */ void G_InitSpawnQueue( spawnQueue_t *sq ) { int i; sq->back = sq->front = 0; sq->back = QUEUE_MINUS1( sq->back ); //0 is a valid clientNum, so use something else for( i = 0; i < MAX_CLIENTS; i++ ) sq->clients[ i ] = -1; } /* ============ G_GetSpawnQueueLength Return tha length of a spawn queue ============ */ int G_GetSpawnQueueLength( spawnQueue_t *sq ) { int length = sq->back - sq->front + 1; while( length < 0 ) length += MAX_CLIENTS; while( length >= MAX_CLIENTS ) length -= MAX_CLIENTS; return length; } /* ============ G_PopSpawnQueue Remove from front element from a spawn queue ============ */ int G_PopSpawnQueue( spawnQueue_t *sq ) { int clientNum = sq->clients[ sq->front ]; if( G_GetSpawnQueueLength( sq ) > 0 ) { sq->clients[ sq->front ] = -1; sq->front = QUEUE_PLUS1( sq->front ); g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED; return clientNum; } else return -1; } /* ============ G_PushSpawnQueue Add an element to the back of the spawn queue ============ */ void G_PushSpawnQueue( spawnQueue_t *sq, int clientNum ) { sq->back = QUEUE_PLUS1( sq->back ); sq->clients[ sq->back ] = clientNum; g_entities[ clientNum ].client->ps.pm_flags |= PMF_QUEUED; } /* ============ G_RemoveFromSpawnQueue remove a specific client from a spawn queue ============ */ qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum ) { int i = sq->front; if( G_GetSpawnQueueLength( sq ) ) { do { if( sq->clients[ i ] == clientNum ) { //and this kids is why it would have //been better to use an LL for internal //representation do { sq->clients[ i ] = sq->clients[ QUEUE_PLUS1( i ) ]; i = QUEUE_PLUS1( i ); } while( i != QUEUE_PLUS1( sq->back ) ); sq->back = QUEUE_MINUS1( sq->back ); g_entities[ clientNum ].client->ps.pm_flags &= ~PMF_QUEUED; return qtrue; } i = QUEUE_PLUS1( i ); } while( i != QUEUE_PLUS1( sq->back ) ); } return qfalse; } /* ============ G_GetPosInSpawnQueue Get the position of a client in a spawn queue ============ */ int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum ) { int i = sq->front; if( G_GetSpawnQueueLength( sq ) ) { do { if( sq->clients[ i ] == clientNum ) { if( i < sq->front ) return i + MAX_CLIENTS - sq->front; else return i - sq->front; } i = QUEUE_PLUS1( i ); } while( i != QUEUE_PLUS1( sq->back ) ); } return -1; } /* ============ G_PrintSpawnQueue Print the contents of a spawn queue ============ */ void G_PrintSpawnQueue( spawnQueue_t *sq ) { int i = sq->front; int length = G_GetSpawnQueueLength( sq ); G_Printf( "l:%d f:%d b:%d :", length, sq->front, sq->back ); if( length > 0 ) { do { if( sq->clients[ i ] == -1 ) G_Printf( "*:" ); else G_Printf( "%d:", sq->clients[ i ] ); i = QUEUE_PLUS1( i ); } while( i != QUEUE_PLUS1( sq->back ) ); } G_Printf( "\n" ); } /* ============ G_SpawnClients Spawn queued clients ============ */ void G_SpawnClients( pTeam_t team ) { int clientNum; gentity_t *ent, *spawn; vec3_t spawn_origin, spawn_angles; spawnQueue_t *sq = NULL; int numSpawns = 0; if( team == PTE_ALIENS ) { sq = &level.alienSpawnQueue; numSpawns = level.numAlienSpawns; } else if( team == PTE_HUMANS ) { sq = &level.humanSpawnQueue; numSpawns = level.numHumanSpawns; } if( G_GetSpawnQueueLength( sq ) > 0 && numSpawns > 0 ) { if( ( spawn = SelectTremulousSpawnPoint( team, spawn_origin, spawn_angles ) ) ) { clientNum = G_PopSpawnQueue( sq ); if( clientNum < 0 ) return; ent = &g_entities[ clientNum ]; ent->client->sess.sessionTeam = TEAM_FREE; ClientUserinfoChanged( clientNum ); ClientSpawn( ent, spawn, spawn_origin, spawn_angles ); } } } /* ============ G_CountSpawns Counts the number of spawns for each team ============ */ void G_CountSpawns( void ) { int i; gentity_t *ent; level.numAlienSpawns = 0; level.numHumanSpawns = 0; for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) { if( !ent->inuse ) continue; if( ent->s.modelindex == BA_A_SPAWN && ent->health > 0 ) level.numAlienSpawns++; if( ent->s.modelindex == BA_H_SPAWN && ent->health > 0 ) level.numHumanSpawns++; } //let the client know how many spawns there are trap_SetConfigstring( CS_SPAWNS, va( "%d %d", level.numAlienSpawns, level.numHumanSpawns ) ); } #define PLAYER_COUNT_MOD 5.0f /* ============ G_CalculateBuildPoints Recalculate the quantity of building points available to the teams ============ */ void G_CalculateBuildPoints( void ) { int i; buildable_t buildable; gentity_t *ent; int localHTP = g_humanBuildPoints.integer, localATP = g_alienBuildPoints.integer; level.humanBuildPoints = level.humanBuildPointsPowered = localHTP; level.alienBuildPoints = localATP; level.reactorPresent = qfalse; level.overmindPresent = qfalse; for( i = 1, ent = g_entities + i ; i < level.num_entities ; i++, ent++ ) { if( !ent->inuse ) continue; if( ent->s.eType != ET_BUILDABLE ) continue; buildable = ent->s.modelindex; if( buildable != BA_NONE ) { if( buildable == BA_H_REACTOR && ent->spawned && ent->health > 0 ) level.reactorPresent = qtrue; if( buildable == BA_A_OVERMIND && ent->spawned && ent->health > 0 ) level.overmindPresent = qtrue; if( BG_FindTeamForBuildable( buildable ) == BIT_HUMANS ) { level.humanBuildPoints -= BG_FindBuildPointsForBuildable( buildable ); if( ent->powered ) level.humanBuildPointsPowered -= BG_FindBuildPointsForBuildable( buildable ); } else { level.alienBuildPoints -= BG_FindBuildPointsForBuildable( buildable ); } } } if( level.humanBuildPoints < 0 ) { localHTP -= level.humanBuildPoints; level.humanBuildPointsPowered -= level.humanBuildPoints; level.humanBuildPoints = 0; } if( level.alienBuildPoints < 0 ) { localATP -= level.alienBuildPoints; level.alienBuildPoints = 0; } trap_SetConfigstring( CS_BUILDPOINTS, va( "%d %d %d %d %d", level.alienBuildPoints, localATP, level.humanBuildPoints, localHTP, level.humanBuildPointsPowered ) ); //may as well pump the stages here too { float alienPlayerCountMod = (float)level.numAlienClients / PLAYER_COUNT_MOD; float humanPlayerCountMod = (float)level.numHumanClients / PLAYER_COUNT_MOD; int alienNextStageThreshold, humanNextStageThreshold; if( alienPlayerCountMod < 0.1f ) alienPlayerCountMod = 0.1f; if( humanPlayerCountMod < 0.1f ) humanPlayerCountMod = 0.1f; if( g_alienStage.integer == S1 && g_alienMaxStage.integer > S1 ) alienNextStageThreshold = (int)( (float)g_alienStage2Threshold.integer * alienPlayerCountMod ); else if( g_alienStage.integer == S2 && g_alienMaxStage.integer > S2 ) alienNextStageThreshold = (int)( (float)g_alienStage3Threshold.integer * alienPlayerCountMod ); else alienNextStageThreshold = -1; if( g_humanStage.integer == S1 && g_humanMaxStage.integer > S1 ) humanNextStageThreshold = (int)( (float)g_humanStage2Threshold.integer * humanPlayerCountMod ); else if( g_humanStage.integer == S2 && g_humanMaxStage.integer > S2 ) humanNextStageThreshold = (int)( (float)g_humanStage3Threshold.integer * humanPlayerCountMod ); else humanNextStageThreshold = -1; trap_SetConfigstring( CS_STAGES, va( "%d %d %d %d %d %d", g_alienStage.integer, g_humanStage.integer, g_alienKills.integer, g_humanKills.integer, alienNextStageThreshold, humanNextStageThreshold ) ); } } /* ============ G_CalculateStages ============ */ void G_CalculateStages( void ) { float alienPlayerCountMod = (float)level.numAlienClients / PLAYER_COUNT_MOD; float humanPlayerCountMod = (float)level.numHumanClients / PLAYER_COUNT_MOD; if( alienPlayerCountMod < 0.1f ) alienPlayerCountMod = 0.1f; if( humanPlayerCountMod < 0.1f ) humanPlayerCountMod = 0.1f; if( g_alienKills.integer >= (int)( (float)g_alienStage2Threshold.integer * alienPlayerCountMod ) && g_alienStage.integer == S1 && g_alienMaxStage.integer > S1 ) { G_Checktrigger_stages( PTE_ALIENS, S2 ); trap_Cvar_Set( "g_alienStage", va( "%d", S2 ) ); } if( g_alienKills.integer >= (int)( (float)g_alienStage3Threshold.integer * alienPlayerCountMod ) && g_alienStage.integer == S2 && g_alienMaxStage.integer > S2 ) { G_Checktrigger_stages( PTE_ALIENS, S3 ); trap_Cvar_Set( "g_alienStage", va( "%d", S3 ) ); } if( g_humanKills.integer >= (int)( (float)g_humanStage2Threshold.integer * humanPlayerCountMod ) && g_humanStage.integer == S1 && g_humanMaxStage.integer > S1 ) { G_Checktrigger_stages( PTE_HUMANS, S2 ); trap_Cvar_Set( "g_humanStage", va( "%d", S2 ) ); } if( g_humanKills.integer >= (int)( (float)g_humanStage3Threshold.integer * humanPlayerCountMod ) && g_humanStage.integer == S2 && g_humanMaxStage.integer > S2 ) { G_Checktrigger_stages( PTE_HUMANS, S3 ); trap_Cvar_Set( "g_humanStage", va( "%d", S3 ) ); } } /* ============ CalculateAvgPlayers Calculates the average number of players playing this game ============ */ void G_CalculateAvgPlayers( void ) { //calculate average number of clients for stats level.averageNumAlienClients = ( ( level.averageNumAlienClients * level.numAlienSamples ) + level.numAlienClients ) / (float)( level.numAlienSamples + 1 ); level.numAlienSamples++; level.averageNumHumanClients = ( ( level.averageNumHumanClients * level.numHumanSamples ) + level.numHumanClients ) / (float)( level.numHumanSamples + 1 ); level.numHumanSamples++; } /* ============ CalculateRanks Recalculates the score ranks of all players This will be called on every client connect, begin, disconnect, death, and team change. ============ */ void CalculateRanks( void ) { int i; int rank; int score; int newScore; gclient_t *cl; level.follow1 = -1; level.follow2 = -1; level.numConnectedClients = 0; level.numNonSpectatorClients = 0; level.numPlayingClients = 0; level.numVotingClients = 0; // don't count bots level.numAlienClients = 0; level.numHumanClients = 0; level.numLiveAlienClients = 0; level.numLiveHumanClients = 0; for( i = 0; i < TEAM_NUM_TEAMS; i++ ) level.numteamVotingClients[ i ] = 0; for( i = 0; i < level.maxclients; i++ ) { if ( level.clients[ i ].pers.connected != CON_DISCONNECTED ) { level.sortedClients[ level.numConnectedClients ] = i; level.numConnectedClients++; if( !( level.clients[ i ].ps.pm_flags & PMF_FOLLOW ) ) { //so we know when the game ends and for team leveling if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { level.numAlienClients++; if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR ) level.numLiveAlienClients++; } if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { level.numHumanClients++; if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR ) level.numLiveHumanClients++; } } if( level.clients[ i ].sess.sessionTeam != TEAM_SPECTATOR ) { level.numNonSpectatorClients++; // decide if this should be auto-followed if( level.clients[ i ].pers.connected == CON_CONNECTED ) { level.numPlayingClients++; if( !(g_entities[ i ].r.svFlags & SVF_BOT) ) level.numVotingClients++; if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) level.numteamVotingClients[ 0 ]++; else if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) level.numteamVotingClients[ 1 ]++; if( level.follow1 == -1 ) level.follow1 = i; else if( level.follow2 == -1 ) level.follow2 = i; } } } } qsort( level.sortedClients, level.numConnectedClients, sizeof( level.sortedClients[ 0 ] ), SortRanks ); // set the rank value for all clients that are connected and not spectators rank = -1; score = 0; for( i = 0; i < level.numPlayingClients; i++ ) { cl = &level.clients[ level.sortedClients[ i ] ]; newScore = cl->ps.persistant[ PERS_SCORE ]; if( i == 0 || newScore != score ) { rank = i; // assume we aren't tied until the next client is checked level.clients[ level.sortedClients[ i ] ].ps.persistant[ PERS_RANK ] = rank; } else { // we are tied with the previous client level.clients[ level.sortedClients[ i - 1 ] ].ps.persistant[ PERS_RANK ] = rank; level.clients[ level.sortedClients[ i ] ].ps.persistant[ PERS_RANK ] = rank; } score = newScore; } // set the CS_SCORES1/2 configstrings, which will be visible to everyone if( level.numConnectedClients == 0 ) { trap_SetConfigstring( CS_SCORES1, va( "%i", SCORE_NOT_PRESENT ) ); trap_SetConfigstring( CS_SCORES2, va( "%i", SCORE_NOT_PRESENT ) ); } else if( level.numConnectedClients == 1 ) { trap_SetConfigstring( CS_SCORES1, va( "%i", level.clients[ level.sortedClients[ 0 ] ].ps.persistant[ PERS_SCORE ] ) ); trap_SetConfigstring( CS_SCORES2, va( "%i", SCORE_NOT_PRESENT ) ); } else { trap_SetConfigstring( CS_SCORES1, va( "%i", level.clients[ level.sortedClients[ 0 ] ].ps.persistant[ PERS_SCORE ] ) ); trap_SetConfigstring( CS_SCORES2, va( "%i", level.clients[ level.sortedClients[ 1 ] ].ps.persistant[ PERS_SCORE ] ) ); } // see if it is time to end the level CheckExitRules( ); // if we are at the intermission, send the new info to everyone if( level.intermissiontime ) SendScoreboardMessageToAllClients( ); } /* ======================================================================== MAP CHANGING ======================================================================== */ /* ======================== SendScoreboardMessageToAllClients Do this at BeginIntermission time and whenever ranks are recalculated due to enters/exits/forced team changes ======================== */ void SendScoreboardMessageToAllClients( void ) { int i; for( i = 0; i < level.maxclients; i++ ) { if( level.clients[ i ].pers.connected == CON_CONNECTED ) ScoreboardMessage( g_entities + i ); } } /* ======================== MoveClientToIntermission When the intermission starts, this will be called for all players. If a new client connects, this will be called after the spawn function. ======================== */ void MoveClientToIntermission( gentity_t *ent ) { // take out of follow mode if needed if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) G_StopFollowing( ent ); // move to the spot VectorCopy( level.intermission_origin, ent->s.origin ); VectorCopy( level.intermission_origin, ent->client->ps.origin ); VectorCopy( level.intermission_angle, ent->client->ps.viewangles ); ent->client->ps.pm_type = PM_INTERMISSION; // clean up powerup info memset( ent->client->ps.powerups, 0, sizeof( ent->client->ps.powerups ) ); ent->client->ps.eFlags = 0; ent->s.eFlags = 0; ent->s.eType = ET_GENERAL; ent->s.modelindex = 0; ent->s.loopSound = 0; ent->s.event = 0; ent->r.contents = 0; } /* ================== FindIntermissionPoint This is also used for spectator spawns ================== */ void FindIntermissionPoint( void ) { gentity_t *ent, *target; vec3_t dir; // find the intermission spot ent = G_Find( NULL, FOFS( classname ), "info_player_intermission" ); if( !ent ) { // the map creator forgot to put in an intermission point... SelectSpawnPoint( vec3_origin, level.intermission_origin, level.intermission_angle ); } else { VectorCopy( ent->s.origin, level.intermission_origin ); VectorCopy( ent->s.angles, level.intermission_angle ); // if it has a target, look towards it if( ent->target ) { target = G_PickTarget( ent->target ); if( target ) { VectorSubtract( target->s.origin, level.intermission_origin, dir ); vectoangles( dir, level.intermission_angle ); } } } } /* ================== BeginIntermission ================== */ void BeginIntermission( void ) { int i; gentity_t *client; if( level.intermissiontime ) return; // already active level.intermissiontime = level.time; FindIntermissionPoint( ); // move all clients to the intermission point for( i = 0; i < level.maxclients; i++ ) { client = g_entities + i; if( !client->inuse ) continue; // respawn if dead if( client->health <= 0 ) respawn(client); MoveClientToIntermission( client ); } // send the current scoring to all clients SendScoreboardMessageToAllClients( ); } /* ============= ExitLevel When the intermission has been exited, the server is either killed or moved to a new level based on the "nextmap" cvar ============= */ void ExitLevel( void ) { int i; gclient_t *cl; if( G_MapRotationActive( ) ) G_AdvanceMapRotation( ); else trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" ); level.changemap = NULL; level.intermissiontime = 0; // reset all the scores so we don't enter the intermission again for( i = 0; i < g_maxclients.integer; i++ ) { cl = level.clients + i; if( cl->pers.connected != CON_CONNECTED ) continue; cl->ps.persistant[ PERS_SCORE ] = 0; } // we need to do this here before chaning to CON_CONNECTING G_WriteSessionData( ); // change all client states to connecting, so the early players into the // next level will know the others aren't done reconnecting for( i = 0; i < g_maxclients.integer; i++ ) { if( level.clients[ i ].pers.connected == CON_CONNECTED ) level.clients[ i ].pers.connected = CON_CONNECTING; } } /* ================= G_LogPrintf Print to the logfile with a time stamp if it is open ================= */ void QDECL G_LogPrintf( const char *fmt, ... ) { va_list argptr; char string[ 1024 ]; int min, tens, sec; sec = level.time / 1000; min = sec / 60; sec -= min * 60; tens = sec / 10; sec -= tens * 10; Com_sprintf( string, sizeof( string ), "%3i:%i%i ", min, tens, sec ); va_start( argptr, fmt ); vsprintf( string +7 , fmt,argptr ); va_end( argptr ); if( g_dedicated.integer ) G_Printf( "%s", string + 7 ); if( !level.logFile ) return; trap_FS_Write( string, strlen( string ), level.logFile ); } /* ================ LogExit Append information about this game to the log file ================ */ void LogExit( const char *string ) { int i, numSorted; gclient_t *cl; G_LogPrintf( "Exit: %s\n", string ); level.intermissionQueued = level.time; // this will keep the clients from playing any voice sounds // that will get cut off when the queued intermission starts trap_SetConfigstring( CS_INTERMISSION, "1" ); // don't send more than 32 scores (FIXME?) numSorted = level.numConnectedClients; if( numSorted > 32 ) numSorted = 32; for( i = 0; i < numSorted; i++ ) { int ping; cl = &level.clients[ level.sortedClients[ i ] ]; if( cl->sess.sessionTeam == TEAM_SPECTATOR ) continue; if( cl->pers.connected == CON_CONNECTING ) continue; ping = cl->ps.ping < 999 ? cl->ps.ping : 999; G_LogPrintf( "score: %i ping: %i client: %i %s\n", cl->ps.persistant[ PERS_SCORE ], ping, level.sortedClients[ i ], cl->pers.netname ); } } /* ================= CheckIntermissionExit The level will stay at the intermission for a minimum of 5 seconds If all players wish to continue, the level will then exit. If one or more players have not acknowledged the continue, the game will wait 10 seconds before going on. ================= */ void CheckIntermissionExit( void ) { int ready, notReady; int i; gclient_t *cl; int readyMask; // see which players are ready ready = 0; notReady = 0; readyMask = 0; for( i = 0; i < g_maxclients.integer; i++ ) { cl = level.clients + i; if( cl->pers.connected != CON_CONNECTED ) continue; if( g_entities[ cl->ps.clientNum ].r.svFlags & SVF_BOT ) continue; if( cl->readyToExit ) { ready++; if( i < 16 ) readyMask |= 1 << i; } else notReady++; } trap_SetConfigstring( CS_CLIENTS_READY, va( "%d", readyMask ) ); // never exit in less than five seconds if( level.time < level.intermissiontime + 5000 ) return; // if nobody wants to go, clear timer if( !ready ) { level.readyToExit = qfalse; return; } // if everyone wants to go, go now if( !notReady ) { ExitLevel( ); return; } // the first person to ready starts the ten second timeout if( !level.readyToExit ) { level.readyToExit = qtrue; level.exitTime = level.time; } // if we have waited ten seconds since at least one player // wanted to exit, go ahead if( level.time < level.exitTime + 10000 ) return; ExitLevel( ); } /* ============= ScoreIsTied ============= */ qboolean ScoreIsTied( void ) { int a, b; if( level.numPlayingClients < 2 ) return qfalse; a = level.clients[ level.sortedClients[ 0 ] ].ps.persistant[ PERS_SCORE ]; b = level.clients[ level.sortedClients[ 1 ] ].ps.persistant[ PERS_SCORE ]; return a == b; } /* ================= CheckExitRules There will be a delay between the time the exit is qualified for and the time everyone is moved to the intermission spot, so you can see the last frag. ================= */ void CheckExitRules( void ) { char s[ MAX_STRING_CHARS ]; trap_Cvar_VariableStringBuffer( "mapname", s, sizeof( s ) ); // if at the intermission, wait for all non-bots to // signal ready, then go to next level if( level.intermissiontime ) { CheckIntermissionExit( ); return; } if( level.intermissionQueued ) { if( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) { level.intermissionQueued = 0; BeginIntermission( ); } return; } if( g_timelimit.integer && !level.warmupTime ) { if( level.time - level.startTime >= g_timelimit.integer * 60000 ) { trap_SendServerCommand( -1, "print \"Timelimit hit\n\"" ); G_LogPrintf( "STATS T:L A:%f H:%f M:%s D:%d\n", level.averageNumAlienClients, level.averageNumHumanClients, s, level.time - level.startTime ); LogExit( "Timelimit hit." ); return; } } //TA: end the game on these conditions if( ( level.time > level.startTime + 1000 ) && ( level.numAlienSpawns == 0 ) && ( level.numLiveAlienClients == 0 ) ) { //humans win level.lastWin = PTE_HUMANS; trap_SendServerCommand( -1, "print \"Humans win\n\""); G_LogPrintf( "STATS T:H A:%f H:%f M:%s D:%d\n", level.averageNumAlienClients, level.averageNumHumanClients, s, level.time - level.startTime ); LogExit( "Humans win." ); return; } else if( ( level.time > level.startTime + 1000 ) && ( level.numHumanSpawns == 0 ) && ( level.numLiveHumanClients == 0 ) ) { //aliens win level.lastWin = PTE_ALIENS; trap_SendServerCommand( -1, "print \"Aliens win\n\""); G_LogPrintf( "STATS T:A A:%f H:%f M:%s D:%d\n", level.averageNumAlienClients, level.averageNumHumanClients, s, level.time - level.startTime ); LogExit( "Aliens win." ); return; } if( level.numPlayingClients < 2 ) return; } /* ======================================================================== FUNCTIONS CALLED EVERY FRAME ======================================================================== */ /* ================== CheckVote ================== */ void CheckVote( void ) { if( level.voteExecuteTime && level.voteExecuteTime < level.time ) { level.voteExecuteTime = 0; //SUPAR HAK if( !Q_stricmp( level.voteString, "vstr nextmap" ) ) LogExit( "Vote for next map." ); else trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n", level.voteString ) ); } if( !level.voteTime ) return; if( level.time - level.voteTime >= VOTE_TIME ) { if( level.voteYes > level.voteNo ) { // execute the command, then remove the vote trap_SendServerCommand( -1, "print \"Vote passed\n\"" ); level.voteExecuteTime = level.time + 3000; } else { // same behavior as a timeout trap_SendServerCommand( -1, "print \"Vote failed\n\"" ); } } else { if( level.voteYes > level.numConnectedClients / 2 ) { // execute the command, then remove the vote trap_SendServerCommand( -1, "print \"Vote passed\n\"" ); level.voteExecuteTime = level.time + 3000; } else if( level.voteNo >= level.numConnectedClients / 2 ) { // same behavior as a timeout trap_SendServerCommand( -1, "print \"Vote failed\n\"" ); } else { // still waiting for a majority return; } } level.voteTime = 0; trap_SetConfigstring( CS_VOTE_TIME, "" ); } /* ================== CheckTeamVote ================== */ void CheckTeamVote( int team ) { int cs_offset; if ( team == PTE_HUMANS ) cs_offset = 0; else if ( team == PTE_ALIENS ) cs_offset = 1; else return; if( !level.teamVoteTime[ cs_offset ] ) return; if( level.time - level.teamVoteTime[ cs_offset ] >= VOTE_TIME ) { trap_SendServerCommand( -1, "print \"Team vote failed\n\"" ); } else { if( level.teamVoteYes[ cs_offset ] > level.numteamVotingClients[ cs_offset ] / 2 ) { // execute the command, then remove the vote trap_SendServerCommand( -1, "print \"Team vote passed\n\"" ); // trap_SendConsoleCommand( EXEC_APPEND, va( "%s\n", level.teamVoteString[ cs_offset ] ) ); } else if( level.teamVoteNo[ cs_offset ] >= level.numteamVotingClients[ cs_offset ] / 2 ) { // same behavior as a timeout trap_SendServerCommand( -1, "print \"Team vote failed\n\"" ); } else { // still waiting for a majority return; } } level.teamVoteTime[ cs_offset ] = 0; trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" ); } /* ================== CheckCvars ================== */ void CheckCvars( void ) { static int lastMod = -1; if( g_password.modificationCount != lastMod ) { lastMod = g_password.modificationCount; if( *g_password.string && Q_stricmp( g_password.string, "none" ) ) trap_Cvar_Set( "g_needpass", "1" ); else trap_Cvar_Set( "g_needpass", "0" ); } } /* ============= G_RunThink Runs thinking code for this frame if necessary ============= */ void G_RunThink( gentity_t *ent ) { float thinktime; thinktime = ent->nextthink; if( thinktime <= 0 ) return; if( thinktime > level.time ) return; ent->nextthink = 0; if( !ent->think ) G_Error( "NULL ent->think" ); ent->think( ent ); } /* ============= G_EvaluateAcceleration Calculates the acceleration for an entity ============= */ void G_EvaluateAcceleration( gentity_t *ent, int msec ) { vec3_t deltaVelocity; vec3_t deltaAccel; VectorSubtract( ent->s.pos.trDelta, ent->oldVelocity, deltaVelocity ); VectorScale( deltaVelocity, 1.0f / (float)msec, ent->acceleration ); VectorSubtract( ent->acceleration, ent->oldAccel, deltaAccel ); VectorScale( deltaAccel, 1.0f / (float)msec, ent->jerk ); VectorCopy( ent->s.pos.trDelta, ent->oldVelocity ); VectorCopy( ent->acceleration, ent->oldAccel ); } /* ================ G_RunFrame Advances the non-player objects in the world ================ */ void G_RunFrame( int levelTime ) { int i; gentity_t *ent; int msec; int start, end; // if we are waiting for the level to restart, do nothing if( level.restarted ) return; level.framenum++; level.previousTime = level.time; level.time = levelTime; msec = level.time - level.previousTime; //TA: seed the rng srand( level.framenum ); // get any cvar changes G_UpdateCvars( ); // // go through all allocated objects // start = trap_Milliseconds( ); ent = &g_entities[ 0 ]; for( i = 0; i < level.num_entities; i++, ent++ ) { if( !ent->inuse ) continue; // clear events that are too old if( level.time - ent->eventTime > EVENT_VALID_MSEC ) { if( ent->s.event ) { ent->s.event = 0; // &= EV_EVENT_BITS; if ( ent->client ) { ent->client->ps.externalEvent = 0; //ent->client->ps.events[0] = 0; //ent->client->ps.events[1] = 0; } } if( ent->freeAfterEvent ) { // tempEntities or dropped items completely go away after their event G_FreeEntity( ent ); continue; } else if( ent->unlinkAfterEvent ) { // items that will respawn will hide themselves after their pickup event ent->unlinkAfterEvent = qfalse; trap_UnlinkEntity( ent ); } } // temporary entities don't think if( ent->freeAfterEvent ) continue; //TA: calculate the acceleration of this entity if( ent->evaluateAcceleration ) G_EvaluateAcceleration( ent, msec ); if( !ent->r.linked && ent->neverFree ) continue; if( ent->s.eType == ET_MISSILE ) { G_RunMissile( ent ); continue; } if( ent->s.eType == ET_BUILDABLE ) { G_BuildableThink( ent, msec ); continue; } if( ent->s.eType == ET_CORPSE || ent->physicsObject ) { G_Physics( ent, msec ); continue; } if( ent->s.eType == ET_MOVER ) { G_RunMover( ent ); continue; } if( i < MAX_CLIENTS ) { G_RunClient( ent ); continue; } G_RunThink( ent ); } end = trap_Milliseconds(); start = trap_Milliseconds(); // perform final fixups on the players ent = &g_entities[ 0 ]; for( i = 0; i < level.maxclients; i++, ent++ ) { if( ent->inuse ) ClientEndFrame( ent ); } end = trap_Milliseconds(); //TA: G_CountSpawns( ); G_CalculateBuildPoints( ); G_CalculateStages( ); G_SpawnClients( PTE_ALIENS ); G_SpawnClients( PTE_HUMANS ); G_CalculateAvgPlayers( ); // see if it is time to end the level CheckExitRules( ); // update to team status? CheckTeamStatus( ); // cancel vote if timed out CheckVote( ); // check team votes CheckTeamVote( PTE_HUMANS ); CheckTeamVote( PTE_ALIENS ); // for tracking changes CheckCvars( ); if( g_listEntity.integer ) { for( i = 0; i < MAX_GENTITIES; i++ ) G_Printf( "%4i: %s\n", i, g_entities[ i ].classname ); trap_Cvar_Set( "g_listEntity", "0" ); } }