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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=", Deathtype_Name(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_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
312 {
313         float handled, hits;
314         if(DEATH_ISSPECIAL(deathtype))
315         {
316                 #define DEATHTYPE(name,msg_death_by,msg_death,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if msg_death_by != NO_MSG \
320                                         if(murder) \
321                                         { \
322                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
323                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
324                                                 ++handled; \
325                                         } \
326                                 #else \
327                                 #if msg_death != NO_MSG \
328                                         if not(murder) \
329                                         { \
330                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
331                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
332                                                 ++handled; \
333                                         } \
334                                 #endif \
335                                 ++hits; \
336                         } }
337
338                 DEATHTYPES
339                 #undef DEATHTYPE
340                 
341                 if not(hits)
342                 {
343                         backtrace("Unhandled deathtype. Please notify Samual!\n");
344                         //return;
345                 }
346                 if not(handled)
347                 {
348                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
349                         return;
350                 }
351         }
352 }
353
354 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
355 {
356         float handled, hits;
357         if(DEATH_ISSPECIAL(deathtype))
358         {
359                 #define DEATHTYPE(name,msg_death_by,msg_death,position) \
360                         { if(deathtype == max(0, name)) \
361                         { \
362                                 ++hits; \
363                         } }
364
365                 DEATHTYPES
366                 #undef DEATHTYPE
367                 
368                 if not(hits)
369                 {
370                         backtrace("Unhandled deathtype. Please notify Samual!\n");
371                         //return;
372                 }
373                 if not(handled)
374                 {
375                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
376                         return;
377                 }
378         }
379 }
380
381 .float FRAG_VERBOSE;
382
383 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
384 {
385         // Sanity check
386         if not(targ.classname == "player") { backtrace("Obituary called on non-player?!\n"); return; }
387
388         // Declarations
389         string  s, a, msg;
390         float w, type;
391
392         string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
393         float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
394         float notif_firstblood;
395
396
397         print(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
398
399
400         // =======
401         // SUICIDE
402         // =======
403         if(targ == attacker)
404         {
405                 if(DEATH_ISSPECIAL(deathtype))
406                 {
407                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
408                         {
409                                 s1 = targ.netname;
410                                 f1 = targ.team;
411                         }
412                         else
413                         {
414                                 switch(deathtype)
415                                 {
416                                         case DEATH_MIRRORDAMAGE:
417                                         {
418                                                 s1 = targ.netname;
419                                                 f1 = targ.team;
420                                                 //f2 = targ.killcount;
421                                                 break;
422                                         }
423                                         
424                                         default:
425                                         {
426                                                 s1 = targ.netname;
427                                                 s2 = NO_STR_ARG;
428                                                 f1 = f2 = f3 = NO_FL_ARG;
429                                                 break;
430                                         }
431                                 }
432                                 LogDeath("suicide", deathtype, targ, targ);
433                                 GiveFrags(attacker, targ, -1, deathtype);
434                         }
435                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
436                 }
437                 else if(DEATH_WEAPONOF(deathtype))
438                 {
439                         print("death was a weapon!\n");
440                 }
441                 else
442                 {
443                         backtrace("what the hell happened here?\n");
444                 }
445         }
446
447
448         // ======
449         // MURDER
450         // ======
451         else if(attacker.classname == "player")
452         {
453                 if(!IsDifferentTeam(attacker, targ))
454                 {
455                         if(DEATH_ISSPECIAL(deathtype))
456                         {
457                                 backtrace("hmm death was special?\n");
458                         }
459                         else if(DEATH_WEAPONOF(deathtype))
460                         {
461                                 print("death was a weapon!\n");
462                         }
463                         else
464                         {
465                                 backtrace("what the hell happened here?\n");
466                         }
467                         
468                         LogDeath("tk", deathtype, attacker, targ);
469                         GiveFrags(attacker, targ, -1, deathtype);
470                 }
471                 else
472                 {
473                         s1 = attacker.netname;
474                         s2 = targ.netname;
475
476                         attacker.FRAG_VERBOSE = TRUE;
477                         targ.FRAG_VERBOSE = TRUE;
478
479                         LogDeath("frag", deathtype, attacker, targ);
480                         GiveFrags(attacker, targ, 1, deathtype);
481
482                         attacker.taunt_soundtime = time + 1;
483                         attacker.killcount = attacker.killcount + 1;
484                         if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
485                         
486                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
487                                 case numa: \
488                                 { \
489                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
490                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
491                                         break; \
492                                 }
493                         switch(attacker.killcount)
494                         {
495                                 ADD_ACHIEVEMENT_CASE(3, 03)
496                                 ADD_ACHIEVEMENT_CASE(5, 05)
497                                 ADD_ACHIEVEMENT_CASE(10, 10)
498                                 ADD_ACHIEVEMENT_CASE(15, 15)
499                                 ADD_ACHIEVEMENT_CASE(20, 20)
500                                 ADD_ACHIEVEMENT_CASE(25, 25)
501                                 ADD_ACHIEVEMENT_CASE(30, 30)
502                                 default: break;
503                         }
504                         #undef ADD_ACHIEVEMENT_CASE
505
506                         if(!checkrules_firstblood)
507                         {
508                                 checkrules_firstblood = TRUE;
509                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
510                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
511                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
512                         }
513
514                         if(notif_firstblood) // first blood, no kill sprees yet
515                         {
516                                 if(targ.istypefrag)
517                                 {
518                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
519                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
520                                                 
521                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
522                                                 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));
523                                 }
524                                 else
525                                 {
526                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
527                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
528                                                 
529                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
530                                                 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));
531                                 }
532                                 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
533                         }
534                         else // normal frags, kill sprees listed
535                         {
536                                 if(targ.istypefrag)
537                                 {
538                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
539                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
540                                                 
541                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
542                                                 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));
543                                 }
544                                 else
545                                 {
546                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
547                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
548                                                 
549                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
550                                                 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));
551                                 }
552                                 //if(DEATH_WEAPONOF(deathtype)) { Send_Notification(world, MSG_WEAPON, 50, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
553                                 //else { Obituary_SpecialDeath(world, deathtype, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
554                         }
555                 }
556         }
557
558         // =============
559         // ACCIDENT/TRAP
560         // =============
561         else
562         {
563                 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
564                         msg = inflictor.message;
565                 else if (deathtype == DEATH_CUSTOM)
566                         msg = deathmessage;
567                 else
568                         msg = "";
569                         
570                 if(strstrofs(msg, "%", 0) < 0) { msg = strcat("%s ", msg); }
571
572                 LogDeath("accident", deathtype, targ, targ);
573                 GiveFrags(targ, targ, -1, deathtype);
574                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
575                         AnnounceTo(targ, "botlike");
576                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
577                 }
578                 //Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
579
580                 //if (targ.killcount > 2)
581                 //      Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
582
583                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
584         }
585
586         targ.death_origin = targ.origin;
587         if(targ != attacker)
588                 targ.killer_origin = attacker.origin;
589
590         // FIXME: this should go in PutClientInServer
591         if (targ.killcount)
592                 targ.killcount = 0;
593 }
594
595 // these are updated by each Damage call for use in button triggering and such
596 entity damage_targ;
597 entity damage_inflictor;
598 entity damage_attacker;
599
600 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
601 {
602         float mirrordamage;
603         float mirrorforce;
604         float teamdamage0;
605         entity attacker_save;
606         mirrordamage = 0;
607         mirrorforce = 0;
608
609         if (gameover || targ.killcount == -666)
610                 return;
611
612         entity oldself;
613         oldself = self;
614         self = targ;
615         damage_targ = targ;
616         damage_inflictor = inflictor;
617         damage_attacker = attacker;
618                 attacker_save = attacker;
619
620         if(targ.classname == "player")
621                 if(targ.hook)
622                         if(targ.hook.aiment)
623                                 if(targ.hook.aiment == attacker)
624                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
625
626         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
627         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
628         {
629                 if(targ.classname == "player")
630                         if not(IsDifferentTeam(targ, attacker))
631                         {
632                                 self = oldself;
633                                 return;
634                         }
635         }
636
637         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
638         {
639                 // These are ALWAYS lethal
640                 // No damage modification here
641                 // Instead, prepare the victim for his death...
642                 targ.armorvalue = 0;
643                 targ.spawnshieldtime = 0;
644                 targ.health = 0.9; // this is < 1
645                 targ.flags -= targ.flags & FL_GODMODE;
646                 damage = 100000;
647         }
648         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
649         {
650                 // no processing
651         }
652         else
653         {
654                 /*
655                 skill based bot damage? gtfo. (tZork)
656                 if (targ.classname == "player")
657                 if (attacker.classname == "player")
658                 if (!targ.isbot)
659                 if (attacker.isbot)
660                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
661         */
662         
663                 // nullify damage if teamplay is on
664                 if(deathtype != DEATH_TELEFRAG)
665                 if(attacker.classname == "player")
666                 {
667                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
668                         {
669                                 damage = 0;
670                                 force = '0 0 0';
671                         }
672                         else if(!IsDifferentTeam(attacker, targ))
673                         {
674                                 if(autocvar_teamplay_mode == 1)
675                                         damage = 0;
676                                 else if(attacker != targ)
677                                 {
678                                         if(autocvar_teamplay_mode == 3)
679                                                 damage = 0;
680                                         else if(autocvar_teamplay_mode == 4)
681                                         {
682                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
683                                                 {
684                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
685                                                         attacker.dmg_team = attacker.dmg_team + damage;
686                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
687                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
688                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
689                                                         if(g_minstagib)
690                                                         {
691                                                                 if(autocvar_g_friendlyfire == 0)
692                                                                         damage = 0;
693                                                         }
694                                                         else if(g_ca)
695                                                                 damage = 0;
696                                                         else
697                                                                 damage = autocvar_g_friendlyfire * damage;
698                                                         // mirrordamage will be used LATER
699
700                                                         if(autocvar_g_mirrordamage_virtual)
701                                                         {
702                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
703                                                                 attacker.dmg_take += v_x;
704                                                                 attacker.dmg_save += v_y;
705                                                                 attacker.dmg_inflictor = inflictor;
706                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
707                                                                 mirrorforce = 0;
708                                                         }
709
710                                                         if(autocvar_g_friendlyfire_virtual)
711                                                         {
712                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
713                                                                 targ.dmg_take += v_x;
714                                                                 targ.dmg_save += v_y;
715                                                                 targ.dmg_inflictor = inflictor;
716                                                                 damage = 0;
717                                                                 if(!autocvar_g_friendlyfire_virtual_force)
718                                                                         force = '0 0 0';
719                                                         }
720                                                 }
721                                                 else
722                                                         damage = 0;
723                                         }
724                                 }
725                         }
726                 }
727
728                 if(targ.classname == "player")
729                 if(attacker.classname == "player")
730                 if(attacker != targ)
731                 {
732                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
733                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
734                 }
735
736                 if(targ.classname == "player")
737                 if (g_minstagib)
738                 {
739                         if ((deathtype == DEATH_FALL)  ||
740                                 (deathtype == DEATH_DROWN) ||
741                                 (deathtype == DEATH_SLIME) ||
742                                 (deathtype == DEATH_LAVA)  ||
743                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
744                         {
745                                 self = oldself;
746                                 return;
747                         }
748                         if(damage > 0)
749                             damage = 10000;
750                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
751                         {
752                                 targ.armorvalue -= 1;
753                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
754                                 damage = 0;
755                                 targ.hitsound += 1;
756                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
757                         }
758                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
759                         {
760                                 damage = 0;
761                                 mirrordamage = 0;
762                                 if (targ != attacker)
763                                 {
764                                         if ((targ.health >= 1) && (targ.classname == "player"))
765                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
766                                         force = '0 0 0';
767                                         // keep mirrorforce
768                                         attacker = targ;
769                                 }
770                         }
771                 }
772
773                 if not(DEATH_ISSPECIAL(deathtype))
774                 {
775                         damage *= g_weapondamagefactor;
776                         mirrordamage *= g_weapondamagefactor;
777                         force = force * g_weaponforcefactor;
778                         mirrorforce *= g_weaponforcefactor;
779                 }
780                 
781                 // should this be changed at all? If so, in what way?
782                 frag_attacker = attacker;
783                 frag_target = targ;
784                 frag_damage = damage;
785                 frag_force = force;
786         frag_deathtype = deathtype;
787                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
788                 damage = frag_damage;
789                 force = frag_force;
790                 
791                 // apply strength multiplier
792                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
793                 {
794                         if(targ == attacker)
795                         {
796                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
797                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
798                         }
799                         else
800                         {
801                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
802                                 force = force * autocvar_g_balance_powerup_strength_force;
803                         }
804                 }
805
806                 // apply invincibility multiplier
807                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
808                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
809
810                 if (targ == attacker)
811                 {
812                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
813                                 damage = 0;
814                         else
815                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
816                 }
817
818                 if(g_runematch)
819                 {
820                         // apply strength rune
821                         if (attacker.runes & RUNE_STRENGTH)
822                         {
823                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
824                                 {
825                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
826                                         force = force * autocvar_g_balance_rune_strength_combo_force;
827                                 }
828                                 else
829                                 {
830                                         damage = damage * autocvar_g_balance_rune_strength_damage;
831                                         force = force * autocvar_g_balance_rune_strength_force;
832                                 }
833                         }
834                         else if (attacker.runes & CURSE_WEAK)
835                         {
836                                 damage = damage * autocvar_g_balance_curse_weak_damage;
837                                 force = force * autocvar_g_balance_curse_weak_force;
838                         }
839
840                         // apply defense rune
841                         if (targ.runes & RUNE_DEFENSE)
842                         {
843                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
844                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
845                                 else
846                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
847                         }
848                         else if (targ.runes & CURSE_VULNER)
849                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
850                 }
851
852                 // count the damage
853                 if(attacker)
854                 if(!targ.deadflag)
855                 if(targ.takedamage == DAMAGE_AIM)
856                 if(targ != attacker)
857                 {
858                         if(damage_headshotbonus)
859                         {
860                                 if(targ.classname == "player")
861                                 {
862                                         // HEAD SHOT:
863                                         // find height of hit on player axis
864                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
865                                         vector headmins, headmaxs, org;
866                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
867                                         headmins = org + GetHeadshotMins(targ);
868                                         headmaxs = org + GetHeadshotMaxs(targ);
869                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
870                                         {
871                                                 deathtype |= HITTYPE_HEADSHOT;
872                                         }
873                                 }
874                                 else if(targ.classname == "turret_head")
875                                 {
876                                         deathtype |= HITTYPE_HEADSHOT;
877                                 }
878                                 if(deathtype & HITTYPE_HEADSHOT)
879                                         if(damage_headshotbonus > 0)
880                                                 damage *= 1 + damage_headshotbonus;
881                         }
882
883                         entity victim;
884                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
885                                 victim = targ.owner;
886                         else
887                                 victim = targ;
888
889                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
890                         {
891                                 if(IsDifferentTeam(victim, attacker))
892                                 {
893                                         if(damage > 0)
894                                         {
895                                                 if(deathtype != DEATH_FIRE)
896                                                 {
897                                                         if(victim.BUTTON_CHAT)
898                                                                 attacker.typehitsound += 1;
899                                                         else
900                                                                 attacker.hitsound += 1;
901                                                 }
902
903                                                 damage_goodhits += 1;
904                                                 damage_gooddamage += damage;
905
906                                                 if not(DEATH_ISSPECIAL(deathtype))
907                                                 {
908                                                         if(targ.classname == "player") // don't do this for vehicles
909                                                         if(!g_minstagib)
910                                                         if(IsFlying(victim))
911                                                                 yoda = 1;
912
913                                                         if(g_minstagib)
914                                                         if(victim.items & IT_STRENGTH)
915                                                                 yoda = 1;
916
917                                                         if(deathtype & HITTYPE_HEADSHOT)
918                                                                 headshot = 1;
919                                                 }
920                                         }
921                                 }
922                                 else
923                                 {
924                                         if(deathtype != DEATH_FIRE)
925                                         {
926                                                 attacker.typehitsound += 1;
927                                         }
928                                         if(mirrordamage > 0)
929                                                 if(time > attacker.teamkill_complain)
930                                                 {
931                                                         attacker.teamkill_complain = time + 5;
932                                                         attacker.teamkill_soundtime = time + 0.4;
933                                                         attacker.teamkill_soundsource = targ;
934                                                 }
935                                 }
936                         }
937                 }
938         }
939
940         // apply push
941         if (self.damageforcescale)
942         if (vlen(force))
943         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
944         {
945                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
946                 if(self.movetype == MOVETYPE_PHYSICS)
947                 {
948                         entity farcent;
949                         farcent = spawn();
950                         farcent.classname = "farce";
951                         farcent.enemy = self;
952                         farcent.movedir = farce * 10;
953                         if(self.mass)
954                                 farcent.movedir = farcent.movedir * self.mass;
955                         farcent.origin = hitloc;
956                         farcent.forcetype = FORCETYPE_FORCEATPOS;
957                         farcent.nextthink = time + 0.1;
958                         farcent.think = SUB_Remove;
959                 }
960                 else
961                         self.velocity = self.velocity + farce;
962                 self.flags &~= FL_ONGROUND;
963                 UpdateCSQCProjectile(self);
964         }
965         // apply damage
966         if (damage != 0 || (self.damageforcescale && vlen(force)))
967         if (self.event_damage)
968                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
969         self = oldself;
970
971         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
972         {
973                 if(g_runematch)
974                 {
975                         if (attacker.runes & RUNE_VAMPIRE)
976                         {
977                         // apply vampire rune
978                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
979                                 {
980                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
981                                         attacker.health = bound(
982                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
983                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
984                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
985                                 }
986                                 else
987                                 {
988                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
989                                         attacker.health = bound(
990                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
991                                                                                         // empathy won't let you gain health in the same way...
992                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
993                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
994                                         }
995                         }
996                         // apply empathy curse
997                         else if (attacker.runes & CURSE_EMPATHY)
998                         {
999                                 attacker.health = bound(
1000                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1001                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1002                                         attacker.health);
1003                         }
1004                 }
1005         }
1006
1007         // apply mirror damage if any
1008         if(mirrordamage > 0 || mirrorforce > 0)
1009         {
1010                 attacker = attacker_save;
1011                 if(g_minstagib)
1012                 if(mirrordamage > 0)
1013                 {
1014                         // just lose extra LIVES, don't kill the player for mirror damage
1015                         if(attacker.armorvalue > 0)
1016                         {
1017                                 attacker.armorvalue = attacker.armorvalue - 1;
1018                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1019                                 attacker.hitsound += 1;
1020                         }
1021                         mirrordamage = 0;
1022                 }
1023
1024                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1025                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1026         }
1027 }
1028
1029 float RadiusDamage_running;
1030 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1031         // Returns total damage applies to creatures
1032 {
1033         entity  targ;
1034         vector  blastorigin;
1035         vector  force;
1036         float   total_damage_to_creatures;
1037         entity  next;
1038         float   tfloordmg;
1039         float   tfloorforce;
1040
1041         float stat_damagedone;
1042
1043         if(RadiusDamage_running)
1044         {
1045                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1046                 return 0;
1047         }
1048
1049         RadiusDamage_running = 1;
1050
1051         tfloordmg = autocvar_g_throughfloor_damage;
1052         tfloorforce = autocvar_g_throughfloor_force;
1053
1054         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1055         total_damage_to_creatures = 0;
1056
1057         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1058                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1059                 {
1060                         force = inflictor.velocity;
1061                         if(vlen(force) == 0)
1062                                 force = '0 0 -1';
1063                         else
1064                                 force = normalize(force);
1065                         if(forceintensity >= 0)
1066                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1067                         else
1068                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1069                 }
1070
1071         stat_damagedone = 0;
1072
1073         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1074         while (targ)
1075         {
1076                 next = targ.chain;
1077                 if (targ != inflictor)
1078                         if (ignore != targ) if(targ.takedamage)
1079                         {
1080                                 vector nearest;
1081                                 vector diff;
1082                                 float power;
1083
1084                                 // LordHavoc: measure distance to nearest point on target (not origin)
1085                                 // (this guarentees 100% damage on a touch impact)
1086                                 nearest = targ.WarpZone_findradius_nearest;
1087                                 diff = targ.WarpZone_findradius_dist;
1088                                 // round up a little on the damage to ensure full damage on impacts
1089                                 // and turn the distance into a fraction of the radius
1090                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1091                                 //bprint(" ");
1092                                 //bprint(ftos(power));
1093                                 //if (targ == attacker)
1094                                 //      print(ftos(power), "\n");
1095                                 if (power > 0)
1096                                 {
1097                                         float finaldmg;
1098                                         if (power > 1)
1099                                                 power = 1;
1100                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1101                                         if (finaldmg > 0)
1102                                         {
1103                                                 float a;
1104                                                 float c;
1105                                                 vector hitloc;
1106                                                 vector myblastorigin;
1107                                                 vector center;
1108
1109                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1110
1111                                                 // if it's a player, use the view origin as reference
1112                                                 center = CENTER_OR_VIEWOFS(targ);
1113
1114                                                 force = normalize(center - myblastorigin);
1115                                                 force = force * (finaldmg / coredamage) * forceintensity;
1116                                                 hitloc = nearest;
1117
1118                                                 if(targ != directhitentity)
1119                                                 {
1120                                                         float hits;
1121                                                         float total;
1122                                                         float hitratio;
1123                                                         float mininv_f, mininv_d;
1124
1125                                                         // test line of sight to multiple positions on box,
1126                                                         // and do damage if any of them hit
1127                                                         hits = 0;
1128
1129                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1130                                                         // so for a given max stddev:
1131                                                         // n = (1 / (2 * max stddev of hitratio))^2
1132
1133                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1134                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1135
1136                                                         if(autocvar_g_throughfloor_debug)
1137                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1138
1139                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1140
1141                                                         if(autocvar_g_throughfloor_debug)
1142                                                                 print(sprintf(" steps=%f", total));
1143
1144                                                         if (targ.classname == "player")
1145                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1146                                                         else
1147                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1148
1149                                                         if(autocvar_g_throughfloor_debug)
1150                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1151
1152                                                         for(c = 0; c < total; ++c)
1153                                                         {
1154                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1155                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1156                                                                 if (trace_fraction == 1 || trace_ent == targ)
1157                                                                 {
1158                                                                         ++hits;
1159                                                                         if (hits > 1)
1160                                                                                 hitloc = hitloc + nearest;
1161                                                                         else
1162                                                                                 hitloc = nearest;
1163                                                                 }
1164                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1165                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1166                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1167                                                         }
1168
1169                                                         nearest = hitloc * (1 / max(1, hits));
1170                                                         hitratio = (hits / total);
1171                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1172                                                         finaldmg = finaldmg * a;
1173                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1174                                                         force = force * a;
1175
1176                                                         if(autocvar_g_throughfloor_debug)
1177                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1178                                                 }
1179
1180                                                 // laser force adjustments :P
1181                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1182                                                 {
1183                                                         if (targ == attacker)
1184                                                         {
1185                                                                 vector vel;
1186
1187                                                                 float force_zscale;
1188                                                                 float force_velocitybiasramp;
1189                                                                 float force_velocitybias;
1190
1191                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1192                                                                 if(deathtype & HITTYPE_SECONDARY)
1193                                                                 {
1194                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1195                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1196                                                                 }
1197                                                                 else
1198                                                                 {
1199                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1200                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1201                                                                 }
1202
1203                                                                 vel = targ.velocity;
1204                                                                 vel_z = 0;
1205                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1206                                                                 force =
1207                                                                         vlen(force)
1208                                                                         *
1209                                                                         normalize(normalize(force) + vel);
1210
1211                                                                 force_z *= force_zscale;
1212                                                         }
1213                                                         else
1214                                                         {
1215                                                                 if(deathtype & HITTYPE_SECONDARY)
1216                                                                 {
1217                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1218                                                                 }
1219                                                                 else
1220                                                                 {
1221                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1222                                                                 }
1223                                                         }
1224                                                 }
1225
1226                                                 //if (targ == attacker)
1227                                                 //{
1228                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1229                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1230                                                 //      print(" (", ftos(a), ")\n");
1231                                                 //}
1232                                                 if(finaldmg || vlen(force))
1233                                                 {
1234                                                         if(targ.iscreature)
1235                                                         {
1236                                                                 total_damage_to_creatures += finaldmg;
1237
1238                                                                 if(accuracy_isgooddamage(attacker, targ))
1239                                                                         stat_damagedone += finaldmg;
1240                                                         }
1241
1242                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1243                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1244                                                         else
1245                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1246                                                 }
1247                                         }
1248                                 }
1249                         }
1250                 targ = next;
1251         }
1252
1253         RadiusDamage_running = 0;
1254
1255         if(!DEATH_ISSPECIAL(deathtype))
1256                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1257
1258         return total_damage_to_creatures;
1259 }
1260
1261 .float fire_damagepersec;
1262 .float fire_endtime;
1263 .float fire_deathtype;
1264 .entity fire_owner;
1265 .float fire_hitsound;
1266 .entity fire_burner;
1267
1268 void fireburner_think();
1269
1270 float Fire_IsBurning(entity e)
1271 {
1272         return (time < e.fire_endtime);
1273 }
1274
1275 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1276 {
1277         float dps;
1278         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1279
1280         if(e.classname == "player")
1281         {
1282                 if(e.deadflag)
1283                         return -1;
1284         }
1285         else
1286         {
1287                 if(!e.fire_burner)
1288                 {
1289                         // print("adding a fire burner to ", e.classname, "\n");
1290                         e.fire_burner = spawn();
1291                         e.fire_burner.classname = "fireburner";
1292                         e.fire_burner.think = fireburner_think;
1293                         e.fire_burner.nextthink = time;
1294                         e.fire_burner.owner = e;
1295                 }
1296         }
1297
1298         t = max(t, 0.1);
1299         dps = d / t;
1300         if(Fire_IsBurning(e))
1301         {
1302                 mintime = e.fire_endtime - time;
1303                 maxtime = max(mintime, t);
1304
1305                 mindps = e.fire_damagepersec;
1306                 maxdps = max(mindps, dps);
1307
1308                 if(maxtime > mintime || maxdps > mindps)
1309                 {
1310                         // Constraints:
1311                         
1312                         // damage we have right now
1313                         mindamage = mindps * mintime;
1314
1315                         // damage we want to get
1316                         maxdamage = mindamage + d;
1317
1318                         // but we can't exceed maxtime * maxdps!
1319                         totaldamage = min(maxdamage, maxtime * maxdps);
1320
1321                         // LEMMA:
1322                         // Look at:
1323                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1324                         // We see:
1325                         // totaldamage <= maxtime * maxdps
1326                         // ==> totaldamage / maxdps <= maxtime.
1327                         // We also see:
1328                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1329                         //                     >= min(mintime, maxtime)
1330                         // ==> totaldamage / maxdps >= mintime.
1331
1332                         /*
1333                         // how long do we damage then?
1334                         // at least as long as before
1335                         // but, never exceed maxdps
1336                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1337                         */
1338
1339                         // alternate:
1340                         // at most as long as maximum allowed
1341                         // but, never below mindps
1342                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1343
1344                         // assuming t > mintime, dps > mindps:
1345                         // we get d = t * dps = maxtime * maxdps
1346                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1347                         // totaldamage / maxdps = maxtime
1348                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1349                         // FROM THIS:
1350                         // a) totaltime = max(mintime, maxtime) = maxtime
1351                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1352
1353                         // assuming t <= mintime:
1354                         // we get maxtime = mintime
1355                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1356                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1357
1358                         // assuming dps <= mindps:
1359                         // we get mindps = maxdps.
1360                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1361                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1362                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1363
1364                         e.fire_damagepersec = totaldamage / totaltime;
1365                         e.fire_endtime = time + totaltime;
1366                         if(totaldamage > 1.2 * mindamage)
1367                         {
1368                                 e.fire_deathtype = dt;
1369                                 if(e.fire_owner != o)
1370                                 {
1371                                         e.fire_owner = o;
1372                                         e.fire_hitsound = FALSE;
1373                                 }
1374                         }
1375                         if(accuracy_isgooddamage(o, e))
1376                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1377                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1378                 }
1379                 else
1380                         return 0;
1381         }
1382         else
1383         {
1384                 e.fire_damagepersec = dps;
1385                 e.fire_endtime = time + t;
1386                 e.fire_deathtype = dt;
1387                 e.fire_owner = o;
1388                 e.fire_hitsound = FALSE;
1389                 if(accuracy_isgooddamage(o, e))
1390                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1391                 return d;
1392         }
1393 }
1394
1395 void Fire_ApplyDamage(entity e)
1396 {
1397         float t, d, hi, ty;
1398         entity o;
1399
1400         if not(Fire_IsBurning(e))
1401                 return;
1402
1403         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1404         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1405                 o = e.fire_owner;
1406
1407         // water and slime stop fire
1408         if(e.waterlevel)
1409         if(e.watertype != CONTENT_LAVA)
1410                 e.fire_endtime = 0;
1411
1412         // ice stops fire
1413         if(e.freezetag_frozen)
1414                 e.fire_endtime = 0;
1415
1416         t = min(frametime, e.fire_endtime - time);
1417         d = e.fire_damagepersec * t;
1418
1419         hi = e.fire_owner.hitsound;
1420         ty = e.fire_owner.typehitsound;
1421         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1422         if(e.fire_hitsound && e.fire_owner)
1423         {
1424                 e.fire_owner.hitsound = hi;
1425                 e.fire_owner.typehitsound = ty;
1426         }
1427         e.fire_hitsound = TRUE;
1428
1429         if not(IS_INDEPENDENT_PLAYER(e))
1430         FOR_EACH_PLAYER(other) if(e != other)
1431         {
1432                 if(other.classname == "player")
1433                 if(other.deadflag == DEAD_NO)
1434                 if not(IS_INDEPENDENT_PLAYER(other))
1435                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1436                 {
1437                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1438                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1439                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1440                 }
1441         }
1442 }
1443
1444 void Fire_ApplyEffect(entity e)
1445 {
1446         if(Fire_IsBurning(e))
1447                 e.effects |= EF_FLAME;
1448         else
1449                 e.effects &~= EF_FLAME;
1450 }
1451
1452 void fireburner_think()
1453 {
1454         // for players, this is done in the regular loop
1455         if(wasfreed(self.owner))
1456         {
1457                 remove(self);
1458                 return;
1459         }
1460         Fire_ApplyEffect(self.owner);
1461         if(!Fire_IsBurning(self.owner))
1462         {
1463                 self.owner.fire_burner = world;
1464                 remove(self);
1465                 return;
1466         }
1467         Fire_ApplyDamage(self.owner);
1468         self.nextthink = time;
1469 }