6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
58 .float taunt_soundtime;
61 float IsDifferentTeam(entity a, entity b)
76 float IsFlying(entity a)
78 if(a.flags & FL_ONGROUND)
80 if(a.waterlevel >= WATERLEVEL_SWIMMING)
82 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
83 if(trace_fraction < 1)
88 vector GetHeadshotMins(entity targ)
90 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 vector GetHeadshotMaxs(entity targ)
94 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
97 void UpdateFrags(entity player, float f)
99 PlayerTeamScore_AddScore(player, f);
102 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
103 void W_SwitchWeapon_Force(entity e, float w);
104 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
108 // TODO route through PlayerScores instead
116 PlayerScore_Add(attacker, SP_SUICIDES, 1);
121 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
127 PlayerScore_Add(attacker, SP_KILLS, 1);
129 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
132 PlayerScore_Add(targ, SP_DEATHS, 1);
135 if(autocvar_g_arena_roundbased)
138 if(targ != attacker) // not for suicides
139 if(g_weaponarena_random)
141 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
143 culprit = DEATH_WEAPONOF(deathtype);
144 if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
145 culprit = attacker.weapon;
147 if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
154 w = warmup_start_weapons;
158 // all others (including the culprit): remove
159 w &~= attacker.weapons;
161 // among the remaining ones, choose one by random
162 w = randombits(w, 1, FALSE);
165 attacker.weapons |= w;
166 attacker.weapons &~= W_WeaponBit(culprit);
170 // after a frag, choose another random weapon set
171 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
172 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
175 // FIXME fix the mess this is (we have REAL points now!)
179 frag_attacker = attacker;
182 if(MUTATOR_CALLHOOK(GiveFragsForKill))
192 f = RunematchHandleFrags(attacker, targ, f);
198 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
199 if(tl < lms_lowest_lives)
200 lms_lowest_lives = tl;
204 lms_next_place = player_count;
206 lms_next_place = min(lms_next_place, player_count);
207 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
214 if(g_ctf_ignore_frags)
219 attacker.totalfrags += f;
222 UpdateFrags(attacker, f);
225 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
227 string health_output;
229 string handicap_output;
232 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
234 // health/armor of attacker (person who killed you)
235 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
236 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
239 if(autocvar_sv_fraginfo_ping)
240 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
243 if(autocvar_sv_fraginfo_handicap)
245 if(autocvar_sv_fraginfo_handicap == 2)
246 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
247 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
248 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
252 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
253 ping_output, (handicap_output ? "^7 / " : ""),
254 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
256 // add new line to the beginning if there is a message
257 if(output) { output = strcat("\n", output); }
263 string AppendItemcodes(string s, entity player)
268 // w = player.switchweapon;
270 w = player.cnt; // previous weapon!
271 s = strcat(s, ftos(w));
272 if(time < player.strength_finished)
274 if(time < player.invincible_finished)
276 if(player.flagcarried != world)
278 if(player.BUTTON_CHAT)
283 s = strcat(s, "|", ftos(player.runes));
287 void LogDeath(string mode, float deathtype, entity killer, entity killed)
290 if(!autocvar_sv_eventlog)
292 s = strcat(":kill:", mode);
293 s = strcat(s, ":", ftos(killer.playerid));
294 s = strcat(s, ":", ftos(killed.playerid));
295 s = strcat(s, ":type=", ftos(deathtype));
296 s = strcat(s, ":items=");
297 s = AppendItemcodes(s, killer);
300 s = strcat(s, ":victimitems=");
301 s = AppendItemcodes(s, killed);
306 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
308 WriteByte(MSG_ALL, SVC_TEMPENTITY);
309 WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
310 WriteString(MSG_ALL, s1);
311 WriteString(MSG_ALL, s2);
312 WriteString(MSG_ALL, s3);
313 WriteShort(MSG_ALL, msg);
314 WriteByte(MSG_ALL, type);
317 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
318 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
320 if (clienttype(e) == CLIENTTYPE_REAL)
323 WRITESPECTATABLE_MSG_ONE({
324 WriteByte(MSG_ONE, SVC_TEMPENTITY);
325 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
326 WriteString(MSG_ONE, s1);
327 WriteString(MSG_ONE, s2);
328 WriteShort(MSG_ONE, msg);
329 WriteByte(MSG_ONE, type);
334 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
339 if (targ.classname == "player")
342 a = attacker.netname;
344 if (targ == attacker) // suicides
346 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
347 msg = ColoredTeamName(targ.team); // TODO: check if needed?
348 if(!g_cts) // no "killed your own dumb self" message in CTS
349 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
351 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
353 LogDeath("suicide", deathtype, targ, targ);
354 GiveFrags(attacker, targ, -1, deathtype);
357 if (targ.killcount > 2)
358 msg = ftos(targ.killcount);
359 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
361 if(attacker.team == COLOR_TEAM1)
362 deathtype = KILL_TEAM_RED;
364 deathtype = KILL_TEAM_BLUE;
367 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
369 else if (attacker.classname == "player")
371 if(!IsDifferentTeam(attacker, targ))
373 if(attacker.team == COLOR_TEAM1)
374 type = KILL_TEAM_RED;
376 type = KILL_TEAM_BLUE;
378 GiveFrags(attacker, targ, -1, deathtype);
380 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
382 if (targ.killcount > 2) {
383 msg = ftos(targ.killcount);
386 if (attacker.killcount > 2) {
387 msg = ftos(attacker.killcount);
388 type = KILL_TEAM_SPREE;
390 Send_KillNotification(a, s, msg, type, MSG_KILL);
392 attacker.killcount = 0;
394 LogDeath("tk", deathtype, attacker, targ);
398 if (!checkrules_firstblood)
400 checkrules_firstblood = TRUE;
401 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
402 // TODO: make these print a newline if they dont
403 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
404 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
405 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
406 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
409 if(targ.BUTTON_CHAT) {
410 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
411 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
413 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
414 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
417 attacker.taunt_soundtime = time + 1;
420 if (deathtype == DEATH_CUSTOM)
423 msg = inflictor.message2;
425 if(strstrofs(msg, "%", 0) < 0)
426 msg = strcat("%s ", msg, " by %s");
428 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
430 if(g_ctf && targ.flagcarried)
432 UpdateFrags(attacker, ctf_score_value("score_kill"));
433 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
434 GiveFrags(attacker, targ, 0, deathtype); // for logging
437 GiveFrags(attacker, targ, 1, deathtype);
439 if (targ.killcount > 2) {
440 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
443 attacker.killcount = attacker.killcount + 1;
445 if (attacker.killcount > 2) {
446 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
448 else if (attacker.killcount == 3)
450 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
451 AnnounceTo(attacker, "03kills");
452 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
454 else if (attacker.killcount == 5)
456 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
457 AnnounceTo(attacker, "05kills");
458 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
460 else if (attacker.killcount == 10)
462 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
463 AnnounceTo(attacker, "10kills");
464 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
466 else if (attacker.killcount == 15)
468 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
469 AnnounceTo(attacker, "15kills");
470 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
472 else if (attacker.killcount == 20)
474 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
475 AnnounceTo(attacker, "20kills");
476 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
478 else if (attacker.killcount == 25)
480 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
481 AnnounceTo(attacker, "25kills");
482 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
484 else if (attacker.killcount == 30)
486 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
487 AnnounceTo(attacker, "30kills");
488 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
490 LogDeath("frag", deathtype, attacker, targ);
495 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
496 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
497 msg = inflictor.message;
498 else if (deathtype == DEATH_CUSTOM)
500 if(strstrofs(msg, "%", 0) < 0)
501 msg = strcat("%s ", msg);
503 GiveFrags(targ, targ, -1, deathtype);
504 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
505 AnnounceTo(targ, "botlike");
506 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
508 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
510 if (targ.killcount > 2)
511 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
513 LogDeath("accident", deathtype, targ, targ);
516 targ.death_origin = targ.origin;
518 targ.killer_origin = attacker.origin;
520 // FIXME: this should go in PutClientInServer
526 // these are updated by each Damage call for use in button triggering and such
528 entity damage_inflictor;
529 entity damage_attacker;
531 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
536 entity attacker_save;
540 if (gameover || targ.killcount == -666)
547 damage_inflictor = inflictor;
548 damage_attacker = attacker;
549 attacker_save = attacker;
551 if(targ.classname == "player")
554 if(targ.hook.aiment == attacker)
555 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
557 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
558 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
560 if(targ.classname == "player")
561 if not(IsDifferentTeam(targ, attacker))
568 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
570 // These are ALWAYS lethal
571 // No damage modification here
572 // Instead, prepare the victim for his death...
574 targ.spawnshieldtime = 0;
575 targ.health = 0.9; // this is < 1
576 targ.flags -= targ.flags & FL_GODMODE;
579 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
586 skill based bot damage? gtfo. (tZork)
587 if (targ.classname == "player")
588 if (attacker.classname == "player")
591 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
594 // nullify damage if teamplay is on
595 if(deathtype != DEATH_TELEFRAG)
596 if(attacker.classname == "player")
598 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
603 else if(!IsDifferentTeam(attacker, targ))
605 if(autocvar_teamplay_mode == 1)
607 else if(attacker != targ)
609 if(autocvar_teamplay_mode == 3)
611 else if(autocvar_teamplay_mode == 4)
613 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
615 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
616 attacker.dmg_team = attacker.dmg_team + damage;
617 if(attacker.dmg_team > teamdamage0 && !g_ca)
618 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
619 mirrorforce = autocvar_g_mirrordamage * vlen(force);
622 if(autocvar_g_friendlyfire == 0)
628 damage = autocvar_g_friendlyfire * damage;
629 // mirrordamage will be used LATER
631 if(autocvar_g_mirrordamage_virtual)
634 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
635 v_z = 0; // fteqcc sucks
636 attacker.dmg_take += v_x;
637 attacker.dmg_save += v_y;
638 attacker.dmg_inflictor = inflictor;
643 if(autocvar_g_friendlyfire_virtual)
646 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
647 v_z = 0; // fteqcc sucks
648 targ.dmg_take += v_x;
649 targ.dmg_save += v_y;
650 targ.dmg_inflictor = inflictor;
652 if(!autocvar_g_friendlyfire_virtual_force)
663 if(targ.classname == "player")
664 if(attacker.classname == "player")
667 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
668 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
671 if(targ.classname == "player")
674 if ((deathtype == DEATH_FALL) ||
675 (deathtype == DEATH_DROWN) ||
676 (deathtype == DEATH_SLIME) ||
677 (deathtype == DEATH_LAVA) ||
678 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
685 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
687 targ.armorvalue -= 1;
688 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
691 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
693 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
697 if (targ != attacker)
699 if ((targ.health >= 1) && (targ.classname == "player"))
700 centerprint(attacker, "Secondary fire inflicts no damage!");
708 if not(DEATH_ISSPECIAL(deathtype))
710 damage *= g_weapondamagefactor;
711 mirrordamage *= g_weapondamagefactor;
712 force = force * g_weaponforcefactor;
713 mirrorforce *= g_weaponforcefactor;
716 // should this be changed at all? If so, in what way?
717 frag_attacker = attacker;
719 frag_damage = damage;
721 frag_deathtype = deathtype;
722 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
723 damage = frag_damage;
726 // apply strength multiplier
727 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
731 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
732 force = force * autocvar_g_balance_powerup_strength_selfforce;
736 damage = damage * autocvar_g_balance_powerup_strength_damage;
737 force = force * autocvar_g_balance_powerup_strength_force;
741 // apply invincibility multiplier
742 if (targ.items & IT_INVINCIBLE && !g_minstagib)
743 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
745 if (targ == attacker)
747 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
750 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
753 // CTF: reduce damage/force
758 damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
759 force = force * autocvar_g_ctf_flagcarrier_selfforce;
764 // apply strength rune
765 if (attacker.runes & RUNE_STRENGTH)
767 if(attacker.runes & CURSE_WEAK) // have both curse & rune
769 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
770 force = force * autocvar_g_balance_rune_strength_combo_force;
774 damage = damage * autocvar_g_balance_rune_strength_damage;
775 force = force * autocvar_g_balance_rune_strength_force;
778 else if (attacker.runes & CURSE_WEAK)
780 damage = damage * autocvar_g_balance_curse_weak_damage;
781 force = force * autocvar_g_balance_curse_weak_force;
784 // apply defense rune
785 if (targ.runes & RUNE_DEFENSE)
787 if (targ.runes & CURSE_VULNER) // have both curse & rune
788 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
790 damage = damage * autocvar_g_balance_rune_defense_takedamage;
792 else if (targ.runes & CURSE_VULNER)
793 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
799 if(targ.takedamage == DAMAGE_AIM)
802 if(damage_headshotbonus > 0)
804 if(targ.classname == "player")
807 // find height of hit on player axis
808 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
809 vector headmins, headmaxs, org;
810 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
811 headmins = org + GetHeadshotMins(targ);
812 headmaxs = org + GetHeadshotMaxs(targ);
813 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
815 deathtype |= HITTYPE_HEADSHOT;
818 else if(targ.classname == "turret_head")
820 deathtype |= HITTYPE_HEADSHOT;
822 if(deathtype & HITTYPE_HEADSHOT)
823 damage *= 1 + damage_headshotbonus;
827 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
832 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
834 if(IsDifferentTeam(victim, attacker))
838 if(deathtype != DEATH_FIRE)
840 if(victim.BUTTON_CHAT)
841 attacker.typehitsound += 1;
843 attacker.hitsound += 1;
846 damage_goodhits += 1;
847 damage_gooddamage += damage;
849 if not(DEATH_ISSPECIAL(deathtype))
851 if(targ.classname == "player") // don't do this for vehicles
857 if(victim.items & IT_STRENGTH)
860 if(deathtype & HITTYPE_HEADSHOT)
864 PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
869 if(deathtype != DEATH_FIRE)
871 attacker.typehitsound += 1;
874 if(time > attacker.teamkill_complain)
876 attacker.teamkill_complain = time + 5;
877 attacker.teamkill_soundtime = time + 0.4;
878 attacker.teamkill_soundsource = targ;
886 if (self.damageforcescale)
888 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
890 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
891 if(self.movetype == MOVETYPE_PHYSICS)
895 farcent.classname = "farce";
896 farcent.enemy = self;
897 farcent.movedir = farce * 10;
899 farcent.movedir = farcent.movedir * self.mass;
900 farcent.origin = hitloc;
901 farcent.forcetype = FORCETYPE_FORCEATPOS;
902 farcent.nextthink = time + 0.1;
903 farcent.think = SUB_Remove;
906 self.velocity = self.velocity + farce;
907 self.flags &~= FL_ONGROUND;
908 UpdateCSQCProjectile(self);
911 if (damage != 0 || (self.damageforcescale && vlen(force)))
912 if (self.event_damage)
913 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
916 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
920 if (attacker.runes & RUNE_VAMPIRE)
922 // apply vampire rune
923 if (attacker.runes & CURSE_EMPATHY) // have the curse too
925 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
926 attacker.health = bound(
927 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
928 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
929 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
933 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
934 attacker.health = bound(
935 attacker.health, // LA: was 3, but changed so that you can't lose health
936 // empathy won't let you gain health in the same way...
937 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
938 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
941 // apply empathy curse
942 else if (attacker.runes & CURSE_EMPATHY)
944 attacker.health = bound(
945 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
946 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
952 // apply mirror damage if any
953 if(mirrordamage > 0 || mirrorforce > 0)
955 attacker = attacker_save;
959 // just lose extra LIVES, don't kill the player for mirror damage
960 if(attacker.armorvalue > 0)
962 attacker.armorvalue = attacker.armorvalue - 1;
963 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
964 attacker.hitsound += 1;
969 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
970 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
974 float RadiusDamage_running;
975 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
976 // Returns total damage applies to creatures
986 float total_damage_to_creatures;
991 float stat_damagedone;
993 if(RadiusDamage_running)
995 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
999 RadiusDamage_running = 1;
1001 tfloordmg = autocvar_g_throughfloor_damage;
1002 tfloorforce = autocvar_g_throughfloor_force;
1004 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1005 total_damage_to_creatures = 0;
1007 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1008 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1010 force = inflictor.velocity;
1011 if(vlen(force) == 0)
1014 force = normalize(force);
1015 if(forceintensity >= 0)
1016 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1018 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1021 stat_damagedone = 0;
1023 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1027 if (targ != inflictor)
1028 if (ignore != targ) if(targ.takedamage)
1030 // LordHavoc: measure distance to nearest point on target (not origin)
1031 // (this guarentees 100% damage on a touch impact)
1032 nearest = targ.WarpZone_findradius_nearest;
1033 diff = targ.WarpZone_findradius_dist;
1034 // round up a little on the damage to ensure full damage on impacts
1035 // and turn the distance into a fraction of the radius
1036 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1038 //bprint(ftos(power));
1039 //if (targ == attacker)
1040 // print(ftos(power), "\n");
1045 finaldmg = coredamage * power + edgedamage * (1 - power);
1054 vector myblastorigin;
1055 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1056 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1057 // if it's a player, use the view origin as reference
1058 if (targ.classname == "player")
1059 center = targ.origin + targ.view_ofs;
1060 force = normalize(center - myblastorigin);
1061 force = force * (finaldmg / coredamage) * forceintensity;
1062 // test line of sight to multiple positions on box,
1063 // and do damage if any of them hit
1065 if (targ.classname == "player")
1066 total = ceil(bound(1, finaldmg, 50));
1068 total = ceil(bound(1, finaldmg/10, 5));
1073 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1074 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1075 if (trace_fraction == 1 || trace_ent == targ)
1079 hitloc = hitloc + nearest;
1083 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1084 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1085 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1088 nearest = hitloc * (1 / max(1, hits));
1089 hitratio = (hits / total);
1090 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1091 finaldmg = finaldmg * a;
1092 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1095 // laser force adjustments :P
1096 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1098 if (targ == attacker)
1103 float force_velocitybiasramp;
1104 float force_velocitybias;
1106 force_velocitybiasramp = autocvar_sv_maxspeed;
1107 if(deathtype & HITTYPE_SECONDARY)
1109 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1110 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1114 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1115 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1118 vel = targ.velocity;
1120 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1124 normalize(normalize(force) + vel);
1126 force_z *= force_zscale;
1130 if(deathtype & HITTYPE_SECONDARY)
1132 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1136 force *= autocvar_g_balance_laser_primary_force_other_scale;
1141 //if (targ == attacker)
1143 // print("hits ", ftos(hits), " / ", ftos(total));
1144 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1145 // print(" (", ftos(a), ")\n");
1147 if(hits || tfloordmg || tfloorforce)
1151 total_damage_to_creatures += finaldmg;
1153 if(accuracy_isgooddamage(attacker, targ))
1154 stat_damagedone += finaldmg;
1157 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1158 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1160 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1168 RadiusDamage_running = 0;
1170 if(!DEATH_ISSPECIAL(deathtype))
1171 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1173 return total_damage_to_creatures;
1176 .float fire_damagepersec;
1177 .float fire_endtime;
1178 .float fire_deathtype;
1180 .float fire_hitsound;
1181 .entity fire_burner;
1183 void fireburner_think();
1185 float Fire_IsBurning(entity e)
1187 return (time < e.fire_endtime);
1190 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1193 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1195 if(e.classname == "player")
1204 // print("adding a fire burner to ", e.classname, "\n");
1205 e.fire_burner = spawn();
1206 e.fire_burner.classname = "fireburner";
1207 e.fire_burner.think = fireburner_think;
1208 e.fire_burner.nextthink = time;
1209 e.fire_burner.owner = e;
1215 if(Fire_IsBurning(e))
1217 mintime = e.fire_endtime - time;
1218 maxtime = max(mintime, t);
1220 mindps = e.fire_damagepersec;
1221 maxdps = max(mindps, dps);
1223 if(maxtime > mintime || maxdps > mindps)
1225 mindamage = mindps * mintime;
1226 maxdamage = mindamage + d;
1228 // interval [mintime, maxtime] * [mindps, maxdps]
1230 // [mindamage, maxdamage]
1233 if(maxdamage >= maxtime * maxdps)
1235 totaltime = maxtime;
1236 totaldamage = maxtime * maxdps;
1238 // this branch increases totaldamage if either t > mintime, or dps > mindps
1242 // maxdamage is inside the interval!
1243 // first, try to use mindps; only if this fails, increase dps as needed
1244 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1245 totaldamage = maxdamage;
1246 // can totaldamage / totaltime be >= maxdps?
1247 // max(mindps, maxdamage / maxtime) >= maxdps?
1248 // we know maxdamage < maxtime * maxdps
1251 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1254 // total conditions for increasing:
1255 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1257 // if maxtime = mintime, maxdps = mindps
1259 // maxdamage = mindamage + d
1260 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1261 // so the last condition is not needed
1263 e.fire_damagepersec = totaldamage / totaltime;
1264 e.fire_endtime = time + totaltime;
1265 if(totaldamage > 1.2 * mindamage)
1267 e.fire_deathtype = dt;
1268 if(e.fire_owner != o)
1271 e.fire_hitsound = FALSE;
1274 if(accuracy_isgooddamage(o, e))
1275 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1276 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1283 e.fire_damagepersec = dps;
1284 e.fire_endtime = time + t;
1285 e.fire_deathtype = dt;
1287 e.fire_hitsound = FALSE;
1288 if(accuracy_isgooddamage(o, e))
1289 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1294 void Fire_ApplyDamage(entity e)
1299 if not(Fire_IsBurning(e))
1302 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1303 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1306 // water and slime stop fire
1308 if(e.watertype != CONTENT_LAVA)
1312 if(e.freezetag_frozen)
1315 t = min(frametime, e.fire_endtime - time);
1316 d = e.fire_damagepersec * t;
1318 hi = e.fire_owner.hitsound;
1319 ty = e.fire_owner.typehitsound;
1320 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1321 if(e.fire_hitsound && e.fire_owner)
1323 e.fire_owner.hitsound = hi;
1324 e.fire_owner.typehitsound = ty;
1326 e.fire_hitsound = TRUE;
1328 if not(IS_INDEPENDENT_PLAYER(e))
1329 FOR_EACH_PLAYER(other) if(e != other)
1331 if(other.classname == "player")
1332 if(other.deadflag == DEAD_NO)
1333 if not(IS_INDEPENDENT_PLAYER(other))
1334 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1336 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1337 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1338 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1343 void Fire_ApplyEffect(entity e)
1345 if(Fire_IsBurning(e))
1346 e.effects |= EF_FLAME;
1348 e.effects &~= EF_FLAME;
1351 void fireburner_think()
1353 // for players, this is done in the regular loop
1354 if(wasfreed(self.owner))
1359 Fire_ApplyEffect(self.owner);
1360 if(!Fire_IsBurning(self.owner))
1362 self.owner.fire_burner = world;
1366 Fire_ApplyDamage(self.owner);
1367 self.nextthink = time;