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Create separate file for deathtype declarations, move common macros to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
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);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
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?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
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);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
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)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
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));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
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
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
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)");
242                 
243                 // ping display
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"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
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)));
254                 }
255                 
256                 // format the string
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)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", ftos(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 void Obituary_Notification(entity notif_target, string s1, string s2, string s3, float deathtype)
312 {
313         #define DEATHTYPE(name,type,notification,first,last) \
314                 { if((deathtype == max(0, name)) && max(0, type) && max(0, notification)) { Send_Notification(type, notif_target, notification, s1, s2, s3); return; } }
315
316         DEATHTYPES
317         backtrace("Unhandled deathtype. Please notify Samual!\n");
318 }
319
320 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
321 {
322         string  s, a, msg;
323         float w, type;
324
325         string s1, s2, s3;
326
327         if (targ.classname == "player")
328         {
329                 s = targ.netname;
330                 a = attacker.netname;
331
332                 if (targ == attacker) // suicides
333                 {
334                         s1 = ((deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE) ? ColoredTeamName(targ.team) : "");
335
336                         // no "killed your own dumb self" message in CTS
337             if(!g_cts) { Obituary_Notification(targ, s1, "", "", deathtype); }
338
339                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
340                         {
341                                 LogDeath("suicide", deathtype, targ, targ);
342                                 GiveFrags(attacker, targ, -1, deathtype);
343                         }
344
345                         s1 = targ.netname;
346                         s2 = ((targ.killcount > 2) ? ftos(targ.killcount) : "");
347                                 
348                         //if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
349                         //      { deathtype = ((attacker.team == COLOR_TEAM1) ? KILL_TEAM_SUICIDE_RED : KILL_TEAM_SUICIDE_BLUE); }
350
351                         Obituary_Notification(world, s1, s2, "", deathtype);
352                         //Send_KillNotification(s, s2, ftos(w), deathtype, MSG_SUICIDE);
353                 }
354                 else if (attacker.classname == "player")
355                 {
356                         if(!IsDifferentTeam(attacker, targ))
357                         {
358                                 //type = ((attacker.team == COLOR_TEAM1) ? KILL_TEAM_FRAG_RED : KILL_TEAM_FRAG_BLUE);
359
360                                 GiveFrags(attacker, targ, -1, deathtype);
361
362                                 //Send_CSQC_KillCenterprint(attacker, s, "", type);
363
364                                 if (targ.killcount > 2)
365                                         msg = ftos(targ.killcount);
366                                 else
367                                         msg = "";
368
369                                 if (attacker.killcount > 2) {
370                                         msg = ftos(attacker.killcount);
371                                         type = KILL_TEAM_SPREE;
372                                 }
373                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
374
375                                 attacker.killcount = 0;
376
377                                 LogDeath("tk", deathtype, attacker, targ);
378                         }
379                         else
380                         {
381                                 if (!checkrules_firstblood)
382                                 {
383                                         checkrules_firstblood = TRUE;
384                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
385                                         // TODO: make these print a newline if they dont
386                                         Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
387                                         Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
388                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
389                                         PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
390                                 }
391
392                                 if(targ.istypefrag) {
393                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
394                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
395                                 } else {
396                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
397                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
398                                 }
399
400                                 attacker.taunt_soundtime = time + 1;
401
402                                 if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
403                                         msg = inflictor.message2;
404                                 else if (deathtype == DEATH_CUSTOM)
405                                         msg = deathmessage;
406                                 else
407                                         msg = "";
408
409                                 if(strstrofs(msg, "%", 0) < 0)
410                                         msg = strcat("%s ", msg, " by %s");
411
412                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
413
414                                 GiveFrags(attacker, targ, 1, deathtype);
415
416                                 if (targ.killcount > 2) {
417                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
418                                 }
419
420                                 attacker.killcount = attacker.killcount + 1;
421
422                                 if (attacker.killcount == 3)
423                                 {
424                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
425                                         AnnounceTo(attacker, "03kills");
426                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
427                                 }
428                                 else if (attacker.killcount == 5)
429                                 {
430                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
431                                         AnnounceTo(attacker, "05kills");
432                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
433                                 }
434                                 else if (attacker.killcount == 10)
435                                 {
436                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
437                                         AnnounceTo(attacker, "10kills");
438                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
439                                 }
440                                 else if (attacker.killcount == 15)
441                                 {
442                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
443                                         AnnounceTo(attacker, "15kills");
444                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
445                                 }
446                                 else if (attacker.killcount == 20)
447                                 {
448                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
449                                         AnnounceTo(attacker, "20kills");
450                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
451                                 }
452                                 else if (attacker.killcount == 25)
453                                 {
454                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
455                                         AnnounceTo(attacker, "25kills");
456                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
457                                 }
458                                 else if (attacker.killcount == 30)
459                                 {
460                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
461                                         AnnounceTo(attacker, "30kills");
462                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
463                                 }
464                                 else if (attacker.killcount > 2) {
465                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
466                                 }
467                                 LogDeath("frag", deathtype, attacker, targ);
468                         }
469                 }
470                 else
471                 {
472                         Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
473                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
474                                 msg = inflictor.message;
475                         else if (deathtype == DEATH_CUSTOM)
476                                 msg = deathmessage;
477                         else
478                                 msg = "";
479                         if(strstrofs(msg, "%", 0) < 0)
480                                 msg = strcat("%s ", msg);
481
482                         GiveFrags(targ, targ, -1, deathtype);
483                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
484                                 AnnounceTo(targ, "botlike");
485                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
486                         }
487                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
488
489                         if (targ.killcount > 2)
490                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
491
492                         LogDeath("accident", deathtype, targ, targ);
493                 }
494
495                 targ.death_origin = targ.origin;
496                 if(targ != attacker)
497                         targ.killer_origin = attacker.origin;
498
499                 // FIXME: this should go in PutClientInServer
500                 if (targ.killcount)
501                         targ.killcount = 0;
502         }
503 }
504
505 // these are updated by each Damage call for use in button triggering and such
506 entity damage_targ;
507 entity damage_inflictor;
508 entity damage_attacker;
509
510 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
511 {
512         float mirrordamage;
513         float mirrorforce;
514         float teamdamage0;
515         entity attacker_save;
516         mirrordamage = 0;
517         mirrorforce = 0;
518
519         if (gameover || targ.killcount == -666)
520                 return;
521
522         entity oldself;
523         oldself = self;
524         self = targ;
525         damage_targ = targ;
526         damage_inflictor = inflictor;
527         damage_attacker = attacker;
528                 attacker_save = attacker;
529
530         if(targ.classname == "player")
531                 if(targ.hook)
532                         if(targ.hook.aiment)
533                                 if(targ.hook.aiment == attacker)
534                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
535
536         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
537         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
538         {
539                 if(targ.classname == "player")
540                         if not(IsDifferentTeam(targ, attacker))
541                         {
542                                 self = oldself;
543                                 return;
544                         }
545         }
546
547         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
548         {
549                 // These are ALWAYS lethal
550                 // No damage modification here
551                 // Instead, prepare the victim for his death...
552                 targ.armorvalue = 0;
553                 targ.spawnshieldtime = 0;
554                 targ.health = 0.9; // this is < 1
555                 targ.flags -= targ.flags & FL_GODMODE;
556                 damage = 100000;
557         }
558         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
559         {
560                 // no processing
561         }
562         else
563         {
564                 /*
565                 skill based bot damage? gtfo. (tZork)
566                 if (targ.classname == "player")
567                 if (attacker.classname == "player")
568                 if (!targ.isbot)
569                 if (attacker.isbot)
570                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
571         */
572         
573                 // nullify damage if teamplay is on
574                 if(deathtype != DEATH_TELEFRAG)
575                 if(attacker.classname == "player")
576                 {
577                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
578                         {
579                                 damage = 0;
580                                 force = '0 0 0';
581                         }
582                         else if(!IsDifferentTeam(attacker, targ))
583                         {
584                                 if(autocvar_teamplay_mode == 1)
585                                         damage = 0;
586                                 else if(attacker != targ)
587                                 {
588                                         if(autocvar_teamplay_mode == 3)
589                                                 damage = 0;
590                                         else if(autocvar_teamplay_mode == 4)
591                                         {
592                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
593                                                 {
594                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
595                                                         attacker.dmg_team = attacker.dmg_team + damage;
596                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
597                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
598                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
599                                                         if(g_minstagib)
600                                                         {
601                                                                 if(autocvar_g_friendlyfire == 0)
602                                                                         damage = 0;
603                                                         }
604                                                         else if(g_ca)
605                                                                 damage = 0;
606                                                         else
607                                                                 damage = autocvar_g_friendlyfire * damage;
608                                                         // mirrordamage will be used LATER
609
610                                                         if(autocvar_g_mirrordamage_virtual)
611                                                         {
612                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
613                                                                 attacker.dmg_take += v_x;
614                                                                 attacker.dmg_save += v_y;
615                                                                 attacker.dmg_inflictor = inflictor;
616                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
617                                                                 mirrorforce = 0;
618                                                         }
619
620                                                         if(autocvar_g_friendlyfire_virtual)
621                                                         {
622                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
623                                                                 targ.dmg_take += v_x;
624                                                                 targ.dmg_save += v_y;
625                                                                 targ.dmg_inflictor = inflictor;
626                                                                 damage = 0;
627                                                                 if(!autocvar_g_friendlyfire_virtual_force)
628                                                                         force = '0 0 0';
629                                                         }
630                                                 }
631                                                 else
632                                                         damage = 0;
633                                         }
634                                 }
635                         }
636                 }
637
638                 if(targ.classname == "player")
639                 if(attacker.classname == "player")
640                 if(attacker != targ)
641                 {
642                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
643                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
644                 }
645
646                 if(targ.classname == "player")
647                 if (g_minstagib)
648                 {
649                         if ((deathtype == DEATH_FALL)  ||
650                                 (deathtype == DEATH_DROWN) ||
651                                 (deathtype == DEATH_SLIME) ||
652                                 (deathtype == DEATH_LAVA)  ||
653                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
654                         {
655                                 self = oldself;
656                                 return;
657                         }
658                         if(damage > 0)
659                             damage = 10000;
660                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
661                         {
662                                 targ.armorvalue -= 1;
663                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
664                                 damage = 0;
665                                 targ.hitsound += 1;
666                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
667                         }
668                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
669                         {
670                                 damage = 0;
671                                 mirrordamage = 0;
672                                 if (targ != attacker)
673                                 {
674                                         if ((targ.health >= 1) && (targ.classname == "player"))
675                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
676                                         force = '0 0 0';
677                                         // keep mirrorforce
678                                         attacker = targ;
679                                 }
680                         }
681                 }
682
683                 if not(DEATH_ISSPECIAL(deathtype))
684                 {
685                         damage *= g_weapondamagefactor;
686                         mirrordamage *= g_weapondamagefactor;
687                         force = force * g_weaponforcefactor;
688                         mirrorforce *= g_weaponforcefactor;
689                 }
690                 
691                 // should this be changed at all? If so, in what way?
692                 frag_attacker = attacker;
693                 frag_target = targ;
694                 frag_damage = damage;
695                 frag_force = force;
696         frag_deathtype = deathtype;
697                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
698                 damage = frag_damage;
699                 force = frag_force;
700                 
701                 // apply strength multiplier
702                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
703                 {
704                         if(targ == attacker)
705                         {
706                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
707                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
708                         }
709                         else
710                         {
711                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
712                                 force = force * autocvar_g_balance_powerup_strength_force;
713                         }
714                 }
715
716                 // apply invincibility multiplier
717                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
718                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
719
720                 if (targ == attacker)
721                 {
722                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
723                                 damage = 0;
724                         else
725                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
726                 }
727
728                 if(g_runematch)
729                 {
730                         // apply strength rune
731                         if (attacker.runes & RUNE_STRENGTH)
732                         {
733                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
734                                 {
735                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
736                                         force = force * autocvar_g_balance_rune_strength_combo_force;
737                                 }
738                                 else
739                                 {
740                                         damage = damage * autocvar_g_balance_rune_strength_damage;
741                                         force = force * autocvar_g_balance_rune_strength_force;
742                                 }
743                         }
744                         else if (attacker.runes & CURSE_WEAK)
745                         {
746                                 damage = damage * autocvar_g_balance_curse_weak_damage;
747                                 force = force * autocvar_g_balance_curse_weak_force;
748                         }
749
750                         // apply defense rune
751                         if (targ.runes & RUNE_DEFENSE)
752                         {
753                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
754                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
755                                 else
756                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
757                         }
758                         else if (targ.runes & CURSE_VULNER)
759                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
760                 }
761
762                 // count the damage
763                 if(attacker)
764                 if(!targ.deadflag)
765                 if(targ.takedamage == DAMAGE_AIM)
766                 if(targ != attacker)
767                 {
768                         if(damage_headshotbonus)
769                         {
770                                 if(targ.classname == "player")
771                                 {
772                                         // HEAD SHOT:
773                                         // find height of hit on player axis
774                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
775                                         vector headmins, headmaxs, org;
776                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
777                                         headmins = org + GetHeadshotMins(targ);
778                                         headmaxs = org + GetHeadshotMaxs(targ);
779                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
780                                         {
781                                                 deathtype |= HITTYPE_HEADSHOT;
782                                         }
783                                 }
784                                 else if(targ.classname == "turret_head")
785                                 {
786                                         deathtype |= HITTYPE_HEADSHOT;
787                                 }
788                                 if(deathtype & HITTYPE_HEADSHOT)
789                                         if(damage_headshotbonus > 0)
790                                                 damage *= 1 + damage_headshotbonus;
791                         }
792
793                         entity victim;
794                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
795                                 victim = targ.owner;
796                         else
797                                 victim = targ;
798
799                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
800                         {
801                                 if(IsDifferentTeam(victim, attacker))
802                                 {
803                                         if(damage > 0)
804                                         {
805                                                 if(deathtype != DEATH_FIRE)
806                                                 {
807                                                         if(victim.BUTTON_CHAT)
808                                                                 attacker.typehitsound += 1;
809                                                         else
810                                                                 attacker.hitsound += 1;
811                                                 }
812
813                                                 damage_goodhits += 1;
814                                                 damage_gooddamage += damage;
815
816                                                 if not(DEATH_ISSPECIAL(deathtype))
817                                                 {
818                                                         if(targ.classname == "player") // don't do this for vehicles
819                                                         if(!g_minstagib)
820                                                         if(IsFlying(victim))
821                                                                 yoda = 1;
822
823                                                         if(g_minstagib)
824                                                         if(victim.items & IT_STRENGTH)
825                                                                 yoda = 1;
826
827                                                         if(deathtype & HITTYPE_HEADSHOT)
828                                                                 headshot = 1;
829                                                 }
830                                                 if(g_ca)
831                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
832                                         }
833                                 }
834                                 else
835                                 {
836                                         if(deathtype != DEATH_FIRE)
837                                         {
838                                                 attacker.typehitsound += 1;
839                                         }
840                                         if(mirrordamage > 0)
841                                                 if(time > attacker.teamkill_complain)
842                                                 {
843                                                         attacker.teamkill_complain = time + 5;
844                                                         attacker.teamkill_soundtime = time + 0.4;
845                                                         attacker.teamkill_soundsource = targ;
846                                                 }
847                                 }
848                         }
849                 }
850         }
851
852         // apply push
853         if (self.damageforcescale)
854         if (vlen(force))
855         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
856         {
857                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
858                 if(self.movetype == MOVETYPE_PHYSICS)
859                 {
860                         entity farcent;
861                         farcent = spawn();
862                         farcent.classname = "farce";
863                         farcent.enemy = self;
864                         farcent.movedir = farce * 10;
865                         if(self.mass)
866                                 farcent.movedir = farcent.movedir * self.mass;
867                         farcent.origin = hitloc;
868                         farcent.forcetype = FORCETYPE_FORCEATPOS;
869                         farcent.nextthink = time + 0.1;
870                         farcent.think = SUB_Remove;
871                 }
872                 else
873                         self.velocity = self.velocity + farce;
874                 self.flags &~= FL_ONGROUND;
875                 UpdateCSQCProjectile(self);
876         }
877         // apply damage
878         if (damage != 0 || (self.damageforcescale && vlen(force)))
879         if (self.event_damage)
880                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
881         self = oldself;
882
883         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
884         {
885                 if(g_runematch)
886                 {
887                         if (attacker.runes & RUNE_VAMPIRE)
888                         {
889                         // apply vampire rune
890                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
891                                 {
892                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
893                                         attacker.health = bound(
894                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
895                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
896                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
897                                 }
898                                 else
899                                 {
900                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
901                                         attacker.health = bound(
902                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
903                                                                                         // empathy won't let you gain health in the same way...
904                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
905                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
906                                         }
907                         }
908                         // apply empathy curse
909                         else if (attacker.runes & CURSE_EMPATHY)
910                         {
911                                 attacker.health = bound(
912                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
913                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
914                                         attacker.health);
915                         }
916                 }
917         }
918
919         // apply mirror damage if any
920         if(mirrordamage > 0 || mirrorforce > 0)
921         {
922                 attacker = attacker_save;
923                 if(g_minstagib)
924                 if(mirrordamage > 0)
925                 {
926                         // just lose extra LIVES, don't kill the player for mirror damage
927                         if(attacker.armorvalue > 0)
928                         {
929                                 attacker.armorvalue = attacker.armorvalue - 1;
930                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
931                                 attacker.hitsound += 1;
932                         }
933                         mirrordamage = 0;
934                 }
935
936                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
937                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
938         }
939 }
940
941 float RadiusDamage_running;
942 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
943         // Returns total damage applies to creatures
944 {
945         entity  targ;
946         vector  blastorigin;
947         vector  force;
948         float   total_damage_to_creatures;
949         entity  next;
950         float   tfloordmg;
951         float   tfloorforce;
952
953         float stat_damagedone;
954
955         if(RadiusDamage_running)
956         {
957                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
958                 return 0;
959         }
960
961         RadiusDamage_running = 1;
962
963         tfloordmg = autocvar_g_throughfloor_damage;
964         tfloorforce = autocvar_g_throughfloor_force;
965
966         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
967         total_damage_to_creatures = 0;
968
969         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
970                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
971                 {
972                         force = inflictor.velocity;
973                         if(vlen(force) == 0)
974                                 force = '0 0 -1';
975                         else
976                                 force = normalize(force);
977                         if(forceintensity >= 0)
978                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
979                         else
980                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
981                 }
982
983         stat_damagedone = 0;
984
985         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
986         while (targ)
987         {
988                 next = targ.chain;
989                 if (targ != inflictor)
990                         if (ignore != targ) if(targ.takedamage)
991                         {
992                                 vector nearest;
993                                 vector diff;
994                                 float power;
995
996                                 // LordHavoc: measure distance to nearest point on target (not origin)
997                                 // (this guarentees 100% damage on a touch impact)
998                                 nearest = targ.WarpZone_findradius_nearest;
999                                 diff = targ.WarpZone_findradius_dist;
1000                                 // round up a little on the damage to ensure full damage on impacts
1001                                 // and turn the distance into a fraction of the radius
1002                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1003                                 //bprint(" ");
1004                                 //bprint(ftos(power));
1005                                 //if (targ == attacker)
1006                                 //      print(ftos(power), "\n");
1007                                 if (power > 0)
1008                                 {
1009                                         float finaldmg;
1010                                         if (power > 1)
1011                                                 power = 1;
1012                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1013                                         if (finaldmg > 0)
1014                                         {
1015                                                 float a;
1016                                                 float c;
1017                                                 vector hitloc;
1018                                                 vector myblastorigin;
1019                                                 vector center;
1020
1021                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1022
1023                                                 // if it's a player, use the view origin as reference
1024                                                 center = CENTER_OR_VIEWOFS(targ);
1025
1026                                                 force = normalize(center - myblastorigin);
1027                                                 force = force * (finaldmg / coredamage) * forceintensity;
1028                                                 hitloc = nearest;
1029
1030                                                 if(targ != directhitentity)
1031                                                 {
1032                                                         float hits;
1033                                                         float total;
1034                                                         float hitratio;
1035                                                         float mininv_f, mininv_d;
1036
1037                                                         // test line of sight to multiple positions on box,
1038                                                         // and do damage if any of them hit
1039                                                         hits = 0;
1040
1041                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1042                                                         // so for a given max stddev:
1043                                                         // n = (1 / (2 * max stddev of hitratio))^2
1044
1045                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1046                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1047
1048                                                         if(autocvar_g_throughfloor_debug)
1049                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1050
1051                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1052
1053                                                         if(autocvar_g_throughfloor_debug)
1054                                                                 print(sprintf(" steps=%f", total));
1055
1056                                                         if (targ.classname == "player")
1057                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1058                                                         else
1059                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1060
1061                                                         if(autocvar_g_throughfloor_debug)
1062                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1063
1064                                                         for(c = 0; c < total; ++c)
1065                                                         {
1066                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1067                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1068                                                                 if (trace_fraction == 1 || trace_ent == targ)
1069                                                                 {
1070                                                                         ++hits;
1071                                                                         if (hits > 1)
1072                                                                                 hitloc = hitloc + nearest;
1073                                                                         else
1074                                                                                 hitloc = nearest;
1075                                                                 }
1076                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1077                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1078                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1079                                                         }
1080
1081                                                         nearest = hitloc * (1 / max(1, hits));
1082                                                         hitratio = (hits / total);
1083                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1084                                                         finaldmg = finaldmg * a;
1085                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1086                                                         force = force * a;
1087
1088                                                         if(autocvar_g_throughfloor_debug)
1089                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1090                                                 }
1091
1092                                                 // laser force adjustments :P
1093                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1094                                                 {
1095                                                         if (targ == attacker)
1096                                                         {
1097                                                                 vector vel;
1098
1099                                                                 float force_zscale;
1100                                                                 float force_velocitybiasramp;
1101                                                                 float force_velocitybias;
1102
1103                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1104                                                                 if(deathtype & HITTYPE_SECONDARY)
1105                                                                 {
1106                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1107                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1108                                                                 }
1109                                                                 else
1110                                                                 {
1111                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1112                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1113                                                                 }
1114
1115                                                                 vel = targ.velocity;
1116                                                                 vel_z = 0;
1117                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1118                                                                 force =
1119                                                                         vlen(force)
1120                                                                         *
1121                                                                         normalize(normalize(force) + vel);
1122
1123                                                                 force_z *= force_zscale;
1124                                                         }
1125                                                         else
1126                                                         {
1127                                                                 if(deathtype & HITTYPE_SECONDARY)
1128                                                                 {
1129                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1130                                                                 }
1131                                                                 else
1132                                                                 {
1133                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1134                                                                 }
1135                                                         }
1136                                                 }
1137
1138                                                 //if (targ == attacker)
1139                                                 //{
1140                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1141                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1142                                                 //      print(" (", ftos(a), ")\n");
1143                                                 //}
1144                                                 if(finaldmg || vlen(force))
1145                                                 {
1146                                                         if(targ.iscreature)
1147                                                         {
1148                                                                 total_damage_to_creatures += finaldmg;
1149
1150                                                                 if(accuracy_isgooddamage(attacker, targ))
1151                                                                         stat_damagedone += finaldmg;
1152                                                         }
1153
1154                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1155                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1156                                                         else
1157                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1158                                                 }
1159                                         }
1160                                 }
1161                         }
1162                 targ = next;
1163         }
1164
1165         RadiusDamage_running = 0;
1166
1167         if(!DEATH_ISSPECIAL(deathtype))
1168                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1169
1170         return total_damage_to_creatures;
1171 }
1172
1173 .float fire_damagepersec;
1174 .float fire_endtime;
1175 .float fire_deathtype;
1176 .entity fire_owner;
1177 .float fire_hitsound;
1178 .entity fire_burner;
1179
1180 void fireburner_think();
1181
1182 float Fire_IsBurning(entity e)
1183 {
1184         return (time < e.fire_endtime);
1185 }
1186
1187 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1188 {
1189         float dps;
1190         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1191
1192         if(e.classname == "player")
1193         {
1194                 if(e.deadflag)
1195                         return -1;
1196         }
1197         else
1198         {
1199                 if(!e.fire_burner)
1200                 {
1201                         // print("adding a fire burner to ", e.classname, "\n");
1202                         e.fire_burner = spawn();
1203                         e.fire_burner.classname = "fireburner";
1204                         e.fire_burner.think = fireburner_think;
1205                         e.fire_burner.nextthink = time;
1206                         e.fire_burner.owner = e;
1207                 }
1208         }
1209
1210         t = max(t, 0.1);
1211         dps = d / t;
1212         if(Fire_IsBurning(e))
1213         {
1214                 mintime = e.fire_endtime - time;
1215                 maxtime = max(mintime, t);
1216
1217                 mindps = e.fire_damagepersec;
1218                 maxdps = max(mindps, dps);
1219
1220                 if(maxtime > mintime || maxdps > mindps)
1221                 {
1222                         // Constraints:
1223                         
1224                         // damage we have right now
1225                         mindamage = mindps * mintime;
1226
1227                         // damage we want to get
1228                         maxdamage = mindamage + d;
1229
1230                         // but we can't exceed maxtime * maxdps!
1231                         totaldamage = min(maxdamage, maxtime * maxdps);
1232
1233                         // LEMMA:
1234                         // Look at:
1235                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1236                         // We see:
1237                         // totaldamage <= maxtime * maxdps
1238                         // ==> totaldamage / maxdps <= maxtime.
1239                         // We also see:
1240                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1241                         //                     >= min(mintime, maxtime)
1242                         // ==> totaldamage / maxdps >= mintime.
1243
1244                         /*
1245                         // how long do we damage then?
1246                         // at least as long as before
1247                         // but, never exceed maxdps
1248                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1249                         */
1250
1251                         // alternate:
1252                         // at most as long as maximum allowed
1253                         // but, never below mindps
1254                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1255
1256                         // assuming t > mintime, dps > mindps:
1257                         // we get d = t * dps = maxtime * maxdps
1258                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1259                         // totaldamage / maxdps = maxtime
1260                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1261                         // FROM THIS:
1262                         // a) totaltime = max(mintime, maxtime) = maxtime
1263                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1264
1265                         // assuming t <= mintime:
1266                         // we get maxtime = mintime
1267                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1268                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1269
1270                         // assuming dps <= mindps:
1271                         // we get mindps = maxdps.
1272                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1273                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1274                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1275
1276                         e.fire_damagepersec = totaldamage / totaltime;
1277                         e.fire_endtime = time + totaltime;
1278                         if(totaldamage > 1.2 * mindamage)
1279                         {
1280                                 e.fire_deathtype = dt;
1281                                 if(e.fire_owner != o)
1282                                 {
1283                                         e.fire_owner = o;
1284                                         e.fire_hitsound = FALSE;
1285                                 }
1286                         }
1287                         if(accuracy_isgooddamage(o, e))
1288                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1289                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1290                 }
1291                 else
1292                         return 0;
1293         }
1294         else
1295         {
1296                 e.fire_damagepersec = dps;
1297                 e.fire_endtime = time + t;
1298                 e.fire_deathtype = dt;
1299                 e.fire_owner = o;
1300                 e.fire_hitsound = FALSE;
1301                 if(accuracy_isgooddamage(o, e))
1302                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1303                 return d;
1304         }
1305 }
1306
1307 void Fire_ApplyDamage(entity e)
1308 {
1309         float t, d, hi, ty;
1310         entity o;
1311
1312         if not(Fire_IsBurning(e))
1313                 return;
1314
1315         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1316         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1317                 o = e.fire_owner;
1318
1319         // water and slime stop fire
1320         if(e.waterlevel)
1321         if(e.watertype != CONTENT_LAVA)
1322                 e.fire_endtime = 0;
1323
1324         // ice stops fire
1325         if(e.freezetag_frozen)
1326                 e.fire_endtime = 0;
1327
1328         t = min(frametime, e.fire_endtime - time);
1329         d = e.fire_damagepersec * t;
1330
1331         hi = e.fire_owner.hitsound;
1332         ty = e.fire_owner.typehitsound;
1333         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1334         if(e.fire_hitsound && e.fire_owner)
1335         {
1336                 e.fire_owner.hitsound = hi;
1337                 e.fire_owner.typehitsound = ty;
1338         }
1339         e.fire_hitsound = TRUE;
1340
1341         if not(IS_INDEPENDENT_PLAYER(e))
1342         FOR_EACH_PLAYER(other) if(e != other)
1343         {
1344                 if(other.classname == "player")
1345                 if(other.deadflag == DEAD_NO)
1346                 if not(IS_INDEPENDENT_PLAYER(other))
1347                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1348                 {
1349                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1350                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1351                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1352                 }
1353         }
1354 }
1355
1356 void Fire_ApplyEffect(entity e)
1357 {
1358         if(Fire_IsBurning(e))
1359                 e.effects |= EF_FLAME;
1360         else
1361                 e.effects &~= EF_FLAME;
1362 }
1363
1364 void fireburner_think()
1365 {
1366         // for players, this is done in the regular loop
1367         if(wasfreed(self.owner))
1368         {
1369                 remove(self);
1370                 return;
1371         }
1372         Fire_ApplyEffect(self.owner);
1373         if(!Fire_IsBurning(self.owner))
1374         {
1375                 self.owner.fire_burner = world;
1376                 remove(self);
1377                 return;
1378         }
1379         Fire_ApplyDamage(self.owner);
1380         self.nextthink = time;
1381 }