6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
59 .float taunt_soundtime;
62 float IsDifferentTeam(entity a, entity b)
77 float IsFlying(entity a)
79 if(a.flags & FL_ONGROUND)
81 if(a.waterlevel >= WATERLEVEL_SWIMMING)
83 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84 if(trace_fraction < 1)
89 vector GetHeadshotMins(entity targ)
91 return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
98 void UpdateFrags(entity player, float f)
100 PlayerTeamScore_AddScore(player, f);
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
108 // TODO route through PlayerScores instead
116 PlayerScore_Add(attacker, SP_SUICIDES, 1);
121 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
127 PlayerScore_Add(attacker, SP_KILLS, 1);
129 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
132 PlayerScore_Add(targ, SP_DEATHS, 1);
135 if(autocvar_g_arena_roundbased)
138 if(targ != attacker) // not for suicides
139 if(g_weaponarena_random)
141 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
143 culprit = DEATH_WEAPONOF(deathtype);
145 culprit = attacker.weapon;
146 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147 culprit = attacker.weapon;
149 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
155 if(!GiveFrags_randomweapons)
157 GiveFrags_randomweapons = spawn();
158 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
162 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
164 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
166 // all others (including the culprit): remove
167 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
170 // among the remaining ones, choose one by random
171 W_RandomWeapons(GiveFrags_randomweapons, 1);
173 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
175 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176 WEPSET_ANDNOT_EW(attacker, culprit);
180 // after a frag, choose another random weapon set
181 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
185 // FIXME fix the mess this is (we have REAL points now!)
189 frag_attacker = attacker;
192 if(MUTATOR_CALLHOOK(GiveFragsForKill))
202 f = RunematchHandleFrags(attacker, targ, f);
208 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209 if(tl < lms_lowest_lives)
210 lms_lowest_lives = tl;
214 lms_next_place = player_count;
216 lms_next_place = min(lms_next_place, player_count);
217 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
224 attacker.totalfrags += f;
227 UpdateFrags(attacker, f);
230 /*string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
232 string health_output = string_null;
233 string ping_output = string_null;
234 string handicap_output = string_null;
235 string output = string_null;
237 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
239 // health/armor of attacker (person who killed you)
240 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
244 if(autocvar_sv_fraginfo_ping)
245 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
248 if(autocvar_sv_fraginfo_handicap)
250 if(autocvar_sv_fraginfo_handicap == 2)
251 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
253 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
257 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
258 ping_output, (handicap_output ? "^7 / " : ""),
259 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
261 // add new line to the beginning if there is a message
262 if(output) { output = strcat("\n", output); }
268 string AppendItemcodes(string s, entity player)
273 // w = player.switchweapon;
275 w = player.cnt; // previous weapon!
276 s = strcat(s, ftos(w));
277 if(time < player.strength_finished)
279 if(time < player.invincible_finished)
281 if(player.flagcarried != world)
283 if(player.BUTTON_CHAT)
288 s = strcat(s, "|", ftos(player.runes));
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
295 if(!autocvar_sv_eventlog)
297 s = strcat(":kill:", mode);
298 s = strcat(s, ":", ftos(killer.playerid));
299 s = strcat(s, ":", ftos(killed.playerid));
300 s = strcat(s, ":type=", Deathtype_Name(deathtype));
301 s = strcat(s, ":items=");
302 s = AppendItemcodes(s, killer);
305 s = strcat(s, ":victimitems=");
306 s = AppendItemcodes(s, killed);
311 #define INFO_NO_MSG 0
313 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
315 float handled = 0, hits = 0;
316 if(DEATH_ISSPECIAL(deathtype))
318 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
319 { if(deathtype == max(0, name)) \
321 #if msg_death != NO_MSG \
324 Send_Notification_Legacy_Wrapper(NOTIF_ONE, notif_target, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
325 Send_Notification_Legacy_Wrapper(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
329 #if msg_death_by != NO_MSG \
332 Send_Notification_Legacy_Wrapper(NOTIF_ONE, notif_target, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
333 Send_Notification_Legacy_Wrapper(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
345 backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
349 dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
356 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1)
358 float death_weapon = DEATH_WEAPONOF(deathtype);
362 w_deathtype = deathtype;
363 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
368 Send_Notification_Legacy_Wrapper(NOTIF_ONE, notif_target, MSG_WEAPON, death_message, s1, s2, f1, NO_FL_ARG, NO_FL_ARG);
369 Send_Notification_Legacy_Wrapper(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, stof(Get_Field_Value(F_INFVAL, MSG_WEAPON, death_message)), s1, s2, f1, NO_FL_ARG, NO_FL_ARG);
370 //print(Get_Field_Value(F_INFVAL, MSG_WEAPON, death_message), "\n");
372 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
380 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
383 if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
386 string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
387 float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
388 float notif_firstblood = FALSE;
390 //dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
397 if(DEATH_ISSPECIAL(deathtype))
399 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
408 case DEATH_MIRRORDAMAGE:
424 LogDeath("suicide", deathtype, targ, targ);
425 GiveFrags(attacker, targ, -1, deathtype);
428 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
430 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, NO_STR_ARG, targ.killcount))
432 backtrace("SUICIDE: what the hell happened here?\n");
439 else if(attacker.classname == "player")
441 s1 = attacker.netname;
444 // TODO: ADD REAL CHECK HERE!
445 attacker.FRAG_VERBOSE = TRUE;
446 targ.FRAG_VERBOSE = TRUE;
448 if(!IsDifferentTeam(attacker, targ))
450 LogDeath("tk", deathtype, attacker, targ);
451 GiveFrags(attacker, targ, -1, deathtype);
453 attacker.killcount = 0;
455 Send_Notification_Legacy_Wrapper(NOTIF_ONE, attacker, MSG_DEATH, DEATH_TEAMKILL_FRAG, s2, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
456 Send_Notification_Legacy_Wrapper(NOTIF_ONE, targ, MSG_DEATH, DEATH_TEAMKILL_FRAGGED, s1, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
457 Send_Notification_Legacy_Wrapper(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG);
459 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
460 // No need for specific death/weapon messages...
464 LogDeath("frag", deathtype, attacker, targ);
465 GiveFrags(attacker, targ, 1, deathtype);
467 attacker.taunt_soundtime = time + 1;
468 attacker.killcount = attacker.killcount + 1;
470 #define ADD_ACHIEVEMENT_CASE(numa,numb) \
473 AnnounceTo(attacker, strcat(#numb, "kills")); \
474 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
477 switch(attacker.killcount)
479 ADD_ACHIEVEMENT_CASE(3, 03)
480 ADD_ACHIEVEMENT_CASE(5, 05)
481 ADD_ACHIEVEMENT_CASE(10, 10)
482 ADD_ACHIEVEMENT_CASE(15, 15)
483 ADD_ACHIEVEMENT_CASE(20, 20)
484 ADD_ACHIEVEMENT_CASE(25, 25)
485 ADD_ACHIEVEMENT_CASE(30, 30)
488 #undef ADD_ACHIEVEMENT_CASE
490 if(!checkrules_firstblood)
492 checkrules_firstblood = TRUE;
493 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
494 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
495 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
498 if(notif_firstblood) // first blood, no kill sprees yet
502 Send_Notification_Legacy_Wrapper(NOTIF_ONE, attacker, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
503 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
505 Send_Notification_Legacy_Wrapper(NOTIF_ONE, targ, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
506 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
510 Send_Notification_Legacy_Wrapper(NOTIF_ONE, attacker, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
511 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
513 Send_Notification_Legacy_Wrapper(NOTIF_ONE, targ, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
514 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
517 else // normal frags, kill sprees listed
521 Send_Notification_Legacy_Wrapper(NOTIF_ONE, attacker, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
522 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
524 Send_Notification_Legacy_Wrapper(NOTIF_ONE, targ, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
525 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
529 Send_Notification_Legacy_Wrapper(NOTIF_ONE, attacker, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
530 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
532 Send_Notification_Legacy_Wrapper(NOTIF_ONE, targ, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
533 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
537 //print("targ_killcount = ", ftos(targ.killcount), ", attacker_killcount = ", ftos(attacker.killcount), ".\n");
538 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, targ.killcount))
539 Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG);
550 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
551 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
552 // and there will be a REAL DEATH_VOID implementation which mappers will use.
553 /*case DEATH_HURTTRIGGER:
556 s2 = inflictor.message;
557 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
566 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
581 LogDeath("accident", deathtype, targ, targ);
582 GiveFrags(targ, targ, -1, deathtype);
584 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
586 AnnounceTo(targ, "botlike");
587 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
590 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, f3);
593 // Set final information for the death
594 targ.death_origin = targ.origin;
595 if(targ != attacker) { targ.killer_origin = attacker.origin; }
596 if(targ.killcount) { targ.killcount = 0; }
599 // these are updated by each Damage call for use in button triggering and such
601 entity damage_inflictor;
602 entity damage_attacker;
604 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
609 entity attacker_save;
613 if (gameover || targ.killcount == -666)
620 damage_inflictor = inflictor;
621 damage_attacker = attacker;
622 attacker_save = attacker;
624 if(targ.classname == "player")
627 if(targ.hook.aiment == attacker)
628 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
630 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
631 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
633 if(targ.classname == "player")
634 if not(IsDifferentTeam(targ, attacker))
641 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
643 // These are ALWAYS lethal
644 // No damage modification here
645 // Instead, prepare the victim for his death...
647 targ.spawnshieldtime = 0;
648 targ.health = 0.9; // this is < 1
649 targ.flags -= targ.flags & FL_GODMODE;
652 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
659 skill based bot damage? gtfo. (tZork)
660 if (targ.classname == "player")
661 if (attacker.classname == "player")
664 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
667 // nullify damage if teamplay is on
668 if(deathtype != DEATH_TELEFRAG)
669 if(attacker.classname == "player")
671 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
676 else if(!IsDifferentTeam(attacker, targ))
678 if(autocvar_teamplay_mode == 1)
680 else if(attacker != targ)
682 if(autocvar_teamplay_mode == 3)
684 else if(autocvar_teamplay_mode == 4)
686 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
688 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
689 attacker.dmg_team = attacker.dmg_team + damage;
690 if(attacker.dmg_team > teamdamage0 && !g_ca)
691 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
692 mirrorforce = autocvar_g_mirrordamage * vlen(force);
695 if(autocvar_g_friendlyfire == 0)
701 damage = autocvar_g_friendlyfire * damage;
702 // mirrordamage will be used LATER
704 if(autocvar_g_mirrordamage_virtual)
706 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
707 attacker.dmg_take += v_x;
708 attacker.dmg_save += v_y;
709 attacker.dmg_inflictor = inflictor;
710 mirrordamage = v_z; // = 0, to make fteqcc stfu
714 if(autocvar_g_friendlyfire_virtual)
716 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
717 targ.dmg_take += v_x;
718 targ.dmg_save += v_y;
719 targ.dmg_inflictor = inflictor;
721 if(!autocvar_g_friendlyfire_virtual_force)
732 if(targ.classname == "player")
733 if(attacker.classname == "player")
736 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
737 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
740 if(targ.classname == "player")
743 if ((deathtype == DEATH_FALL) ||
744 (deathtype == DEATH_DROWN) ||
745 (deathtype == DEATH_SLIME) ||
746 (deathtype == DEATH_LAVA) ||
747 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
754 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
756 targ.armorvalue -= 1;
757 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
760 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
762 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
766 if (targ != attacker)
768 if ((targ.health >= 1) && (targ.classname == "player"))
769 centerprint(attacker, "Secondary fire inflicts no damage!");
777 if not(DEATH_ISSPECIAL(deathtype))
779 damage *= g_weapondamagefactor;
780 mirrordamage *= g_weapondamagefactor;
781 force = force * g_weaponforcefactor;
782 mirrorforce *= g_weaponforcefactor;
785 // should this be changed at all? If so, in what way?
786 frag_attacker = attacker;
788 frag_damage = damage;
790 frag_deathtype = deathtype;
791 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
792 damage = frag_damage;
795 // apply strength multiplier
796 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
800 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
801 force = force * autocvar_g_balance_powerup_strength_selfforce;
805 damage = damage * autocvar_g_balance_powerup_strength_damage;
806 force = force * autocvar_g_balance_powerup_strength_force;
810 // apply invincibility multiplier
811 if (targ.items & IT_INVINCIBLE && !g_minstagib)
812 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
814 if (targ == attacker)
816 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
819 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
824 // apply strength rune
825 if (attacker.runes & RUNE_STRENGTH)
827 if(attacker.runes & CURSE_WEAK) // have both curse & rune
829 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
830 force = force * autocvar_g_balance_rune_strength_combo_force;
834 damage = damage * autocvar_g_balance_rune_strength_damage;
835 force = force * autocvar_g_balance_rune_strength_force;
838 else if (attacker.runes & CURSE_WEAK)
840 damage = damage * autocvar_g_balance_curse_weak_damage;
841 force = force * autocvar_g_balance_curse_weak_force;
844 // apply defense rune
845 if (targ.runes & RUNE_DEFENSE)
847 if (targ.runes & CURSE_VULNER) // have both curse & rune
848 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
850 damage = damage * autocvar_g_balance_rune_defense_takedamage;
852 else if (targ.runes & CURSE_VULNER)
853 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
859 if(targ.takedamage == DAMAGE_AIM)
862 if(damage_headshotbonus)
864 if(targ.classname == "player")
867 // find height of hit on player axis
868 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
869 vector headmins, headmaxs, org;
870 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
871 headmins = org + GetHeadshotMins(targ);
872 headmaxs = org + GetHeadshotMaxs(targ);
873 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
875 deathtype |= HITTYPE_HEADSHOT;
878 else if(targ.classname == "turret_head")
880 deathtype |= HITTYPE_HEADSHOT;
882 if(deathtype & HITTYPE_HEADSHOT)
883 if(damage_headshotbonus > 0)
884 damage *= 1 + damage_headshotbonus;
888 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
893 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
895 if(IsDifferentTeam(victim, attacker))
899 if(deathtype != DEATH_FIRE)
901 if(victim.BUTTON_CHAT)
902 attacker.typehitsound += 1;
904 attacker.hitsound += 1;
907 damage_goodhits += 1;
908 damage_gooddamage += damage;
910 if not(DEATH_ISSPECIAL(deathtype))
912 if(targ.classname == "player") // don't do this for vehicles
918 if(victim.items & IT_STRENGTH)
921 if(deathtype & HITTYPE_HEADSHOT)
928 if(deathtype != DEATH_FIRE)
930 attacker.typehitsound += 1;
933 if(time > attacker.teamkill_complain)
935 attacker.teamkill_complain = time + 5;
936 attacker.teamkill_soundtime = time + 0.4;
937 attacker.teamkill_soundsource = targ;
945 if (self.damageforcescale)
947 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
949 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
950 if(self.movetype == MOVETYPE_PHYSICS)
954 farcent.classname = "farce";
955 farcent.enemy = self;
956 farcent.movedir = farce * 10;
958 farcent.movedir = farcent.movedir * self.mass;
959 farcent.origin = hitloc;
960 farcent.forcetype = FORCETYPE_FORCEATPOS;
961 farcent.nextthink = time + 0.1;
962 farcent.think = SUB_Remove;
965 self.velocity = self.velocity + farce;
966 self.flags &~= FL_ONGROUND;
967 UpdateCSQCProjectile(self);
970 if (damage != 0 || (self.damageforcescale && vlen(force)))
971 if (self.event_damage)
972 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
975 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
979 if (attacker.runes & RUNE_VAMPIRE)
981 // apply vampire rune
982 if (attacker.runes & CURSE_EMPATHY) // have the curse too
984 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
985 attacker.health = bound(
986 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
987 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
988 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
992 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
993 attacker.health = bound(
994 attacker.health, // LA: was 3, but changed so that you can't lose health
995 // empathy won't let you gain health in the same way...
996 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
997 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
1000 // apply empathy curse
1001 else if (attacker.runes & CURSE_EMPATHY)
1003 attacker.health = bound(
1004 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1005 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1011 // apply mirror damage if any
1012 if(mirrordamage > 0 || mirrorforce > 0)
1014 attacker = attacker_save;
1016 if(mirrordamage > 0)
1018 // just lose extra LIVES, don't kill the player for mirror damage
1019 if(attacker.armorvalue > 0)
1021 attacker.armorvalue = attacker.armorvalue - 1;
1022 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1023 attacker.hitsound += 1;
1028 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1029 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1033 float RadiusDamage_running;
1034 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1035 // Returns total damage applies to creatures
1040 float total_damage_to_creatures;
1045 float stat_damagedone;
1047 if(RadiusDamage_running)
1049 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1053 RadiusDamage_running = 1;
1055 tfloordmg = autocvar_g_throughfloor_damage;
1056 tfloorforce = autocvar_g_throughfloor_force;
1058 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1059 total_damage_to_creatures = 0;
1061 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1062 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1064 force = inflictor.velocity;
1065 if(vlen(force) == 0)
1068 force = normalize(force);
1069 if(forceintensity >= 0)
1070 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1072 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1075 stat_damagedone = 0;
1077 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1081 if (targ != inflictor)
1082 if (ignore != targ) if(targ.takedamage)
1088 // LordHavoc: measure distance to nearest point on target (not origin)
1089 // (this guarentees 100% damage on a touch impact)
1090 nearest = targ.WarpZone_findradius_nearest;
1091 diff = targ.WarpZone_findradius_dist;
1092 // round up a little on the damage to ensure full damage on impacts
1093 // and turn the distance into a fraction of the radius
1094 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1096 //bprint(ftos(power));
1097 //if (targ == attacker)
1098 // print(ftos(power), "\n");
1104 finaldmg = coredamage * power + edgedamage * (1 - power);
1110 vector myblastorigin;
1113 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1115 // if it's a player, use the view origin as reference
1116 center = CENTER_OR_VIEWOFS(targ);
1118 force = normalize(center - myblastorigin);
1119 force = force * (finaldmg / coredamage) * forceintensity;
1122 if(targ != directhitentity)
1127 float mininv_f, mininv_d;
1129 // test line of sight to multiple positions on box,
1130 // and do damage if any of them hit
1133 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1134 // so for a given max stddev:
1135 // n = (1 / (2 * max stddev of hitratio))^2
1137 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1138 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1140 if(autocvar_g_throughfloor_debug)
1141 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1143 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1145 if(autocvar_g_throughfloor_debug)
1146 print(sprintf(" steps=%f", total));
1148 if (targ.classname == "player")
1149 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1151 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1153 if(autocvar_g_throughfloor_debug)
1154 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1156 for(c = 0; c < total; ++c)
1158 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1159 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1160 if (trace_fraction == 1 || trace_ent == targ)
1164 hitloc = hitloc + nearest;
1168 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1169 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1170 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1173 nearest = hitloc * (1 / max(1, hits));
1174 hitratio = (hits / total);
1175 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1176 finaldmg = finaldmg * a;
1177 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1180 if(autocvar_g_throughfloor_debug)
1181 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1184 // laser force adjustments :P
1185 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1187 if (targ == attacker)
1192 float force_velocitybiasramp;
1193 float force_velocitybias;
1195 force_velocitybiasramp = autocvar_sv_maxspeed;
1196 if(deathtype & HITTYPE_SECONDARY)
1198 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1199 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1203 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1204 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1207 vel = targ.velocity;
1209 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1213 normalize(normalize(force) + vel);
1215 force_z *= force_zscale;
1219 if(deathtype & HITTYPE_SECONDARY)
1221 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1225 force *= autocvar_g_balance_laser_primary_force_other_scale;
1230 //if (targ == attacker)
1232 // print("hits ", ftos(hits), " / ", ftos(total));
1233 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1234 // print(" (", ftos(a), ")\n");
1236 if(finaldmg || vlen(force))
1240 total_damage_to_creatures += finaldmg;
1242 if(accuracy_isgooddamage(attacker, targ))
1243 stat_damagedone += finaldmg;
1246 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1247 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1249 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1257 RadiusDamage_running = 0;
1259 if(!DEATH_ISSPECIAL(deathtype))
1260 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1262 return total_damage_to_creatures;
1265 .float fire_damagepersec;
1266 .float fire_endtime;
1267 .float fire_deathtype;
1269 .float fire_hitsound;
1270 .entity fire_burner;
1272 void fireburner_think();
1274 float Fire_IsBurning(entity e)
1276 return (time < e.fire_endtime);
1279 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1282 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1284 if(e.classname == "player")
1293 // print("adding a fire burner to ", e.classname, "\n");
1294 e.fire_burner = spawn();
1295 e.fire_burner.classname = "fireburner";
1296 e.fire_burner.think = fireburner_think;
1297 e.fire_burner.nextthink = time;
1298 e.fire_burner.owner = e;
1304 if(Fire_IsBurning(e))
1306 mintime = e.fire_endtime - time;
1307 maxtime = max(mintime, t);
1309 mindps = e.fire_damagepersec;
1310 maxdps = max(mindps, dps);
1312 if(maxtime > mintime || maxdps > mindps)
1316 // damage we have right now
1317 mindamage = mindps * mintime;
1319 // damage we want to get
1320 maxdamage = mindamage + d;
1322 // but we can't exceed maxtime * maxdps!
1323 totaldamage = min(maxdamage, maxtime * maxdps);
1327 // totaldamage = min(mindamage + d, maxtime * maxdps)
1329 // totaldamage <= maxtime * maxdps
1330 // ==> totaldamage / maxdps <= maxtime.
1332 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1333 // >= min(mintime, maxtime)
1334 // ==> totaldamage / maxdps >= mintime.
1337 // how long do we damage then?
1338 // at least as long as before
1339 // but, never exceed maxdps
1340 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1344 // at most as long as maximum allowed
1345 // but, never below mindps
1346 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1348 // assuming t > mintime, dps > mindps:
1349 // we get d = t * dps = maxtime * maxdps
1350 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1351 // totaldamage / maxdps = maxtime
1352 // totaldamage / mindps > totaldamage / maxdps = maxtime
1354 // a) totaltime = max(mintime, maxtime) = maxtime
1355 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1357 // assuming t <= mintime:
1358 // we get maxtime = mintime
1359 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1360 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1362 // assuming dps <= mindps:
1363 // we get mindps = maxdps.
1364 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1365 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1366 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1368 e.fire_damagepersec = totaldamage / totaltime;
1369 e.fire_endtime = time + totaltime;
1370 if(totaldamage > 1.2 * mindamage)
1372 e.fire_deathtype = dt;
1373 if(e.fire_owner != o)
1376 e.fire_hitsound = FALSE;
1379 if(accuracy_isgooddamage(o, e))
1380 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1381 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1388 e.fire_damagepersec = dps;
1389 e.fire_endtime = time + t;
1390 e.fire_deathtype = dt;
1392 e.fire_hitsound = FALSE;
1393 if(accuracy_isgooddamage(o, e))
1394 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1399 void Fire_ApplyDamage(entity e)
1404 if not(Fire_IsBurning(e))
1407 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1408 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1411 // water and slime stop fire
1413 if(e.watertype != CONTENT_LAVA)
1417 if(e.freezetag_frozen)
1420 t = min(frametime, e.fire_endtime - time);
1421 d = e.fire_damagepersec * t;
1423 hi = e.fire_owner.hitsound;
1424 ty = e.fire_owner.typehitsound;
1425 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1426 if(e.fire_hitsound && e.fire_owner)
1428 e.fire_owner.hitsound = hi;
1429 e.fire_owner.typehitsound = ty;
1431 e.fire_hitsound = TRUE;
1433 if not(IS_INDEPENDENT_PLAYER(e))
1434 FOR_EACH_PLAYER(other) if(e != other)
1436 if(other.classname == "player")
1437 if(other.deadflag == DEAD_NO)
1438 if not(IS_INDEPENDENT_PLAYER(other))
1439 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1441 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1442 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1443 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1448 void Fire_ApplyEffect(entity e)
1450 if(Fire_IsBurning(e))
1451 e.effects |= EF_FLAME;
1453 e.effects &~= EF_FLAME;
1456 void fireburner_think()
1458 // for players, this is done in the regular loop
1459 if(wasfreed(self.owner))
1464 Fire_ApplyEffect(self.owner);
1465 if(!Fire_IsBurning(self.owner))
1467 self.owner.fire_burner = world;
1471 Fire_ApplyDamage(self.owner);
1472 self.nextthink = time;