6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
124 if(autocvar_g_arena_roundbased)
127 if(targ != attacker) // not for suicides
128 if(g_weaponarena_random)
130 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
132 culprit = DEATH_WEAPONOF(deathtype);
134 culprit = attacker.weapon;
135 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136 culprit = attacker.weapon;
138 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
144 if(!GiveFrags_randomweapons)
146 GiveFrags_randomweapons = spawn();
147 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
151 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
153 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
155 // all others (including the culprit): remove
156 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
159 // among the remaining ones, choose one by random
160 W_RandomWeapons(GiveFrags_randomweapons, 1);
162 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
164 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165 WEPSET_ANDNOT_EW(attacker, culprit);
169 // after a frag, choose another random weapon set
170 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
193 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
194 if(tl < lms_lowest_lives)
195 lms_lowest_lives = tl;
199 lms_next_place = player_count;
201 lms_next_place = min(lms_next_place, player_count);
202 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
209 attacker.totalfrags += f;
212 UpdateFrags(attacker, f);
215 string AppendItemcodes(string s, entity player)
220 // w = player.switchweapon;
222 w = player.cnt; // previous weapon!
223 s = strcat(s, ftos(w));
224 if(time < player.strength_finished)
226 if(time < player.invincible_finished)
228 if(player.flagcarried != world)
230 if(player.BUTTON_CHAT)
237 void LogDeath(string mode, float deathtype, entity killer, entity killed)
240 if(!autocvar_sv_eventlog)
242 s = strcat(":kill:", mode);
243 s = strcat(s, ":", ftos(killer.playerid));
244 s = strcat(s, ":", ftos(killed.playerid));
245 s = strcat(s, ":type=", Deathtype_Name(deathtype));
246 s = strcat(s, ":items=");
247 s = AppendItemcodes(s, killer);
250 s = strcat(s, ":victimitems=");
251 s = AppendItemcodes(s, killed);
256 void Obituary_SpecialDeath(
260 string s1, string s2, string s3,
261 float f1, float f2, float f3)
263 if(DEATH_ISSPECIAL(deathtype))
265 entity deathent = deathtypes[(deathtype - DT_FIRST) - 1];
266 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
270 if(deathent.death_msgmurder)
272 Send_Notification_WOVA(
276 deathent.death_msgmurder.nent_id,
280 Send_Notification_WOVA(
284 deathent.death_msgmurder.nent_msginfo.nent_id,
292 if(deathent.death_msgself)
294 Send_Notification_WOVA(
298 deathent.death_msgself.nent_id,
302 Send_Notification_WOVA(
306 deathent.death_msgself.nent_msginfo.nent_id,
313 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
317 float Obituary_WeaponDeath(
321 string s1, string s2, string s3,
324 float death_weapon = DEATH_WEAPONOF(deathtype);
327 w_deathtype = deathtype;
328 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
333 Send_Notification_WOVA(
341 Send_Notification_WOVA(
345 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
353 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
364 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
367 if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
370 float notif_firstblood = FALSE;
371 float kill_count_to_attacker, kill_count_to_target;
373 // Set final information for the death
374 targ.death_origin = targ.origin;
375 if(targ != attacker) { targ.killer_origin = attacker.origin; }
376 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
378 #ifdef NOTIFICATIONS_DEBUG
381 "Obituary(%s, %s, %s, %s = %d);\n",
385 Deathtype_Name(deathtype),
396 if(DEATH_ISSPECIAL(deathtype))
398 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
400 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
406 case DEATH_MIRRORDAMAGE:
408 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
414 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
420 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
422 backtrace("SUICIDE: what the hell happened here?\n");
425 LogDeath("suicide", deathtype, targ, targ);
426 GiveFrags(attacker, targ, -1, deathtype);
432 else if(IS_PLAYER(attacker))
434 if(!IsDifferentTeam(attacker, targ))
436 LogDeath("tk", deathtype, attacker, targ);
437 GiveFrags(attacker, targ, -1, deathtype);
439 attacker.killcount = 0;
441 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
442 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
443 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
445 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
446 // No need for specific death/weapon messages...
450 LogDeath("frag", deathtype, attacker, targ);
451 GiveFrags(attacker, targ, 1, deathtype);
453 attacker.taunt_soundtime = time + 1;
454 attacker.killcount = attacker.killcount + 1;
456 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
459 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
460 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
463 switch(attacker.killcount)
470 if(!checkrules_firstblood)
472 checkrules_firstblood = TRUE;
473 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
474 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
475 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
477 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
478 kill_count_to_attacker = -1;
479 kill_count_to_target = -2;
483 kill_count_to_attacker = attacker.killcount;
484 kill_count_to_target = 0;
487 float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
490 if(attacker.FRAG_VERBOSE && verbose_allowed)
491 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
493 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
495 if(targ.FRAG_VERBOSE && verbose_allowed)
496 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
498 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
502 if(attacker.FRAG_VERBOSE && verbose_allowed)
503 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
505 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
507 if(targ.FRAG_VERBOSE && verbose_allowed)
508 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
510 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
513 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
514 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
525 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
526 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
527 // and there will be a REAL DEATH_VOID implementation which mappers will use.
528 /*case DEATH_HURTTRIGGER:
531 s2 = inflictor.message;
532 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
538 Obituary_SpecialDeath(targ, FALSE, deathtype,
540 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
550 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
555 LogDeath("accident", deathtype, targ, targ);
556 GiveFrags(targ, targ, -1, deathtype);
558 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
560 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
561 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
565 // reset target kill count
566 if(targ.killcount) { targ.killcount = 0; }
569 // these are updated by each Damage call for use in button triggering and such
571 entity damage_inflictor;
572 entity damage_attacker;
574 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
578 float complainteamdamage = 0;
579 entity attacker_save;
583 if (gameover || targ.killcount == -666)
590 damage_inflictor = inflictor;
591 damage_attacker = attacker;
592 attacker_save = attacker;
594 if(targ.classname == "player")
597 if(targ.hook.aiment == attacker)
598 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
600 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
601 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
603 if(targ.classname == "player")
604 if not(IsDifferentTeam(targ, attacker))
611 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
613 // These are ALWAYS lethal
614 // No damage modification here
615 // Instead, prepare the victim for his death...
617 targ.spawnshieldtime = 0;
618 targ.health = 0.9; // this is < 1
619 targ.flags -= targ.flags & FL_GODMODE;
622 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
629 skill based bot damage? gtfo. (tZork)
630 if (targ.classname == "player")
631 if (attacker.classname == "player")
634 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
637 // nullify damage if teamplay is on
638 if(deathtype != DEATH_TELEFRAG)
639 if(attacker.classname == "player")
641 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
646 else if(!IsDifferentTeam(attacker, targ))
648 if(autocvar_teamplay_mode == 1)
650 else if(attacker != targ)
652 if(autocvar_teamplay_mode == 3)
654 else if(autocvar_teamplay_mode == 4)
656 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
658 attacker.dmg_team = attacker.dmg_team + damage;
659 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
660 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
661 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
662 mirrorforce = autocvar_g_mirrordamage * vlen(force);
666 damage = autocvar_g_friendlyfire * damage;
667 // mirrordamage will be used LATER
669 if(autocvar_g_mirrordamage_virtual)
671 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
672 attacker.dmg_take += v_x;
673 attacker.dmg_save += v_y;
674 attacker.dmg_inflictor = inflictor;
675 mirrordamage = v_z; // = 0, to make fteqcc stfu
679 if(autocvar_g_friendlyfire_virtual)
681 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
682 targ.dmg_take += v_x;
683 targ.dmg_save += v_y;
684 targ.dmg_inflictor = inflictor;
686 if(!autocvar_g_friendlyfire_virtual_force)
697 if(targ.classname == "player")
698 if(attacker.classname == "player")
701 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
702 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
705 if not(DEATH_ISSPECIAL(deathtype))
707 damage *= g_weapondamagefactor;
708 mirrordamage *= g_weapondamagefactor;
709 complainteamdamage *= g_weapondamagefactor;
710 force = force * g_weaponforcefactor;
711 mirrorforce *= g_weaponforcefactor;
714 // should this be changed at all? If so, in what way?
715 frag_attacker = attacker;
717 frag_damage = damage;
719 frag_deathtype = deathtype;
720 frag_mirrordamage = mirrordamage;
721 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
722 damage = frag_damage;
723 mirrordamage = frag_mirrordamage;
728 // apply strength multiplier
729 if (attacker.items & IT_STRENGTH)
733 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
734 force = force * autocvar_g_balance_powerup_strength_selfforce;
738 damage = damage * autocvar_g_balance_powerup_strength_damage;
739 force = force * autocvar_g_balance_powerup_strength_force;
743 // apply invincibility multiplier
744 if (targ.items & IT_INVINCIBLE)
745 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
748 if (targ == attacker)
750 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
753 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
759 if(targ.takedamage == DAMAGE_AIM)
763 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
768 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
770 if(IsDifferentTeam(victim, attacker))
774 if(deathtype != DEATH_FIRE)
776 if(victim.BUTTON_CHAT)
777 attacker.typehitsound += 1;
779 attacker.hitsound += 1;
782 damage_goodhits += 1;
783 damage_gooddamage += damage;
785 if not(DEATH_ISSPECIAL(deathtype))
787 if(targ.classname == "player") // don't do this for vehicles
795 if(deathtype != DEATH_FIRE)
797 attacker.typehitsound += 1;
799 if(complainteamdamage > 0)
800 if(time > attacker.teamkill_complain)
802 attacker.teamkill_complain = time + 5;
803 attacker.teamkill_soundtime = time + 0.4;
804 attacker.teamkill_soundsource = targ;
812 if (self.damageforcescale)
814 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
816 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
817 if(self.movetype == MOVETYPE_PHYSICS)
821 farcent.classname = "farce";
822 farcent.enemy = self;
823 farcent.movedir = farce * 10;
825 farcent.movedir = farcent.movedir * self.mass;
826 farcent.origin = hitloc;
827 farcent.forcetype = FORCETYPE_FORCEATPOS;
828 farcent.nextthink = time + 0.1;
829 farcent.think = SUB_Remove;
832 self.velocity = self.velocity + farce;
833 self.flags &~= FL_ONGROUND;
834 UpdateCSQCProjectile(self);
837 if (damage != 0 || (self.damageforcescale && vlen(force)))
838 if (self.event_damage)
839 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
842 // apply mirror damage if any
843 if(mirrordamage > 0 || mirrorforce > 0)
845 attacker = attacker_save;
847 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
848 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
852 float RadiusDamage_running;
853 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
854 // Returns total damage applies to creatures
859 float total_damage_to_creatures;
864 float stat_damagedone;
866 if(RadiusDamage_running)
868 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
872 RadiusDamage_running = 1;
874 tfloordmg = autocvar_g_throughfloor_damage;
875 tfloorforce = autocvar_g_throughfloor_force;
877 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
878 total_damage_to_creatures = 0;
880 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
881 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
883 force = inflictor.velocity;
887 force = normalize(force);
888 if(forceintensity >= 0)
889 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
891 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
896 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
900 if (targ != inflictor)
901 if (ignore != targ) if(targ.takedamage)
907 // LordHavoc: measure distance to nearest point on target (not origin)
908 // (this guarentees 100% damage on a touch impact)
909 nearest = targ.WarpZone_findradius_nearest;
910 diff = targ.WarpZone_findradius_dist;
911 // round up a little on the damage to ensure full damage on impacts
912 // and turn the distance into a fraction of the radius
913 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
915 //bprint(ftos(power));
916 //if (targ == attacker)
917 // print(ftos(power), "\n");
923 finaldmg = coredamage * power + edgedamage * (1 - power);
929 vector myblastorigin;
932 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
934 // if it's a player, use the view origin as reference
935 center = CENTER_OR_VIEWOFS(targ);
937 force = normalize(center - myblastorigin);
938 force = force * (finaldmg / coredamage) * forceintensity;
941 if(targ != directhitentity)
946 float mininv_f, mininv_d;
948 // test line of sight to multiple positions on box,
949 // and do damage if any of them hit
952 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
953 // so for a given max stddev:
954 // n = (1 / (2 * max stddev of hitratio))^2
956 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
957 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
959 if(autocvar_g_throughfloor_debug)
960 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
962 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
964 if(autocvar_g_throughfloor_debug)
965 print(sprintf(" steps=%f", total));
967 if (targ.classname == "player")
968 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
970 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
972 if(autocvar_g_throughfloor_debug)
973 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
975 for(c = 0; c < total; ++c)
977 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
978 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
979 if (trace_fraction == 1 || trace_ent == targ)
983 hitloc = hitloc + nearest;
987 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
988 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
989 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
992 nearest = hitloc * (1 / max(1, hits));
993 hitratio = (hits / total);
994 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
995 finaldmg = finaldmg * a;
996 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
999 if(autocvar_g_throughfloor_debug)
1000 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1003 // laser force adjustments :P
1004 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1006 if (targ == attacker)
1011 float force_velocitybiasramp;
1012 float force_velocitybias;
1014 force_velocitybiasramp = autocvar_sv_maxspeed;
1015 if(deathtype & HITTYPE_SECONDARY)
1017 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1018 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1022 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1023 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1026 vel = targ.velocity;
1028 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1032 normalize(normalize(force) + vel);
1034 force_z *= force_zscale;
1038 if(deathtype & HITTYPE_SECONDARY)
1040 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1044 force *= autocvar_g_balance_laser_primary_force_other_scale;
1049 //if (targ == attacker)
1051 // print("hits ", ftos(hits), " / ", ftos(total));
1052 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1053 // print(" (", ftos(a), ")\n");
1055 if(finaldmg || vlen(force))
1059 total_damage_to_creatures += finaldmg;
1061 if(accuracy_isgooddamage(attacker, targ))
1062 stat_damagedone += finaldmg;
1065 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1066 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1068 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1076 RadiusDamage_running = 0;
1078 if(!DEATH_ISSPECIAL(deathtype))
1079 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1081 return total_damage_to_creatures;
1084 .float fire_damagepersec;
1085 .float fire_endtime;
1086 .float fire_deathtype;
1088 .float fire_hitsound;
1089 .entity fire_burner;
1091 void fireburner_think();
1093 float Fire_IsBurning(entity e)
1095 return (time < e.fire_endtime);
1098 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1101 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1103 if(e.classname == "player")
1112 // print("adding a fire burner to ", e.classname, "\n");
1113 e.fire_burner = spawn();
1114 e.fire_burner.classname = "fireburner";
1115 e.fire_burner.think = fireburner_think;
1116 e.fire_burner.nextthink = time;
1117 e.fire_burner.owner = e;
1123 if(Fire_IsBurning(e))
1125 mintime = e.fire_endtime - time;
1126 maxtime = max(mintime, t);
1128 mindps = e.fire_damagepersec;
1129 maxdps = max(mindps, dps);
1131 if(maxtime > mintime || maxdps > mindps)
1135 // damage we have right now
1136 mindamage = mindps * mintime;
1138 // damage we want to get
1139 maxdamage = mindamage + d;
1141 // but we can't exceed maxtime * maxdps!
1142 totaldamage = min(maxdamage, maxtime * maxdps);
1146 // totaldamage = min(mindamage + d, maxtime * maxdps)
1148 // totaldamage <= maxtime * maxdps
1149 // ==> totaldamage / maxdps <= maxtime.
1151 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1152 // >= min(mintime, maxtime)
1153 // ==> totaldamage / maxdps >= mintime.
1156 // how long do we damage then?
1157 // at least as long as before
1158 // but, never exceed maxdps
1159 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1163 // at most as long as maximum allowed
1164 // but, never below mindps
1165 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1167 // assuming t > mintime, dps > mindps:
1168 // we get d = t * dps = maxtime * maxdps
1169 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1170 // totaldamage / maxdps = maxtime
1171 // totaldamage / mindps > totaldamage / maxdps = maxtime
1173 // a) totaltime = max(mintime, maxtime) = maxtime
1174 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1176 // assuming t <= mintime:
1177 // we get maxtime = mintime
1178 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1179 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1181 // assuming dps <= mindps:
1182 // we get mindps = maxdps.
1183 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1184 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1185 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1187 e.fire_damagepersec = totaldamage / totaltime;
1188 e.fire_endtime = time + totaltime;
1189 if(totaldamage > 1.2 * mindamage)
1191 e.fire_deathtype = dt;
1192 if(e.fire_owner != o)
1195 e.fire_hitsound = FALSE;
1198 if(accuracy_isgooddamage(o, e))
1199 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1200 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1207 e.fire_damagepersec = dps;
1208 e.fire_endtime = time + t;
1209 e.fire_deathtype = dt;
1211 e.fire_hitsound = FALSE;
1212 if(accuracy_isgooddamage(o, e))
1213 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1218 void Fire_ApplyDamage(entity e)
1223 if not(Fire_IsBurning(e))
1226 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1227 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1230 // water and slime stop fire
1232 if(e.watertype != CONTENT_LAVA)
1236 if(e.freezetag_frozen)
1239 t = min(frametime, e.fire_endtime - time);
1240 d = e.fire_damagepersec * t;
1242 hi = e.fire_owner.hitsound;
1243 ty = e.fire_owner.typehitsound;
1244 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1245 if(e.fire_hitsound && e.fire_owner)
1247 e.fire_owner.hitsound = hi;
1248 e.fire_owner.typehitsound = ty;
1250 e.fire_hitsound = TRUE;
1252 if not(IS_INDEPENDENT_PLAYER(e))
1253 FOR_EACH_PLAYER(other) if(e != other)
1255 if(other.classname == "player")
1256 if(other.deadflag == DEAD_NO)
1257 if not(IS_INDEPENDENT_PLAYER(other))
1258 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1260 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1261 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1262 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1267 void Fire_ApplyEffect(entity e)
1269 if(Fire_IsBurning(e))
1270 e.effects |= EF_FLAME;
1272 e.effects &~= EF_FLAME;
1275 void fireburner_think()
1277 // for players, this is done in the regular loop
1278 if(wasfreed(self.owner))
1283 Fire_ApplyEffect(self.owner);
1284 if(!Fire_IsBurning(self.owner))
1286 self.owner.fire_burner = world;
1290 Fire_ApplyDamage(self.owner);
1291 self.nextthink = time;