6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
59 .float taunt_soundtime;
62 float IsDifferentTeam(entity a, entity b)
77 float IsFlying(entity a)
79 if(a.flags & FL_ONGROUND)
81 if(a.waterlevel >= WATERLEVEL_SWIMMING)
83 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84 if(trace_fraction < 1)
89 vector GetHeadshotMins(entity targ)
91 return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
98 void UpdateFrags(entity player, float f)
100 PlayerTeamScore_AddScore(player, f);
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
108 // TODO route through PlayerScores instead
116 PlayerScore_Add(attacker, SP_SUICIDES, 1);
121 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
127 PlayerScore_Add(attacker, SP_KILLS, 1);
129 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
132 PlayerScore_Add(targ, SP_DEATHS, 1);
135 if(autocvar_g_arena_roundbased)
138 if(targ != attacker) // not for suicides
139 if(g_weaponarena_random)
141 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
143 culprit = DEATH_WEAPONOF(deathtype);
145 culprit = attacker.weapon;
146 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147 culprit = attacker.weapon;
149 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
155 if(!GiveFrags_randomweapons)
157 GiveFrags_randomweapons = spawn();
158 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
162 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
164 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
166 // all others (including the culprit): remove
167 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
170 // among the remaining ones, choose one by random
171 W_RandomWeapons(GiveFrags_randomweapons, 1);
173 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
175 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176 WEPSET_ANDNOT_EW(attacker, culprit);
180 // after a frag, choose another random weapon set
181 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
185 // FIXME fix the mess this is (we have REAL points now!)
189 frag_attacker = attacker;
192 if(MUTATOR_CALLHOOK(GiveFragsForKill))
202 f = RunematchHandleFrags(attacker, targ, f);
208 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209 if(tl < lms_lowest_lives)
210 lms_lowest_lives = tl;
214 lms_next_place = player_count;
216 lms_next_place = min(lms_next_place, player_count);
217 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
224 attacker.totalfrags += f;
227 UpdateFrags(attacker, f);
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
232 string health_output = string_null;
233 string ping_output = string_null;
234 string handicap_output = string_null;
235 string output = string_null;
237 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
239 // health/armor of attacker (person who killed you)
240 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
244 if(autocvar_sv_fraginfo_ping)
245 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
248 if(autocvar_sv_fraginfo_handicap)
250 if(autocvar_sv_fraginfo_handicap == 2)
251 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
253 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
257 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
258 ping_output, (handicap_output ? "^7 / " : ""),
259 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
261 // add new line to the beginning if there is a message
262 if(output) { output = strcat("\n", output); }
268 string AppendItemcodes(string s, entity player)
273 // w = player.switchweapon;
275 w = player.cnt; // previous weapon!
276 s = strcat(s, ftos(w));
277 if(time < player.strength_finished)
279 if(time < player.invincible_finished)
281 if(player.flagcarried != world)
283 if(player.BUTTON_CHAT)
288 s = strcat(s, "|", ftos(player.runes));
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
295 if(!autocvar_sv_eventlog)
297 s = strcat(":kill:", mode);
298 s = strcat(s, ":", ftos(killer.playerid));
299 s = strcat(s, ":", ftos(killed.playerid));
300 s = strcat(s, ":type=", Deathtype_Name(deathtype));
301 s = strcat(s, ":items=");
302 s = AppendItemcodes(s, killer);
305 s = strcat(s, ":victimitems=");
306 s = AppendItemcodes(s, killed);
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
314 if(DEATH_ISSPECIAL(deathtype))
316 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
317 { if(deathtype == max(0, name)) \
319 #if msg_death != NO_MSG \
322 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
323 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
327 #if msg_death_by != NO_MSG \
330 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
331 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
343 backtrace("Unhandled deathtype. Please notify Samual!\n");
348 print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
354 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
357 if(DEATH_ISSPECIAL(deathtype))
359 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
360 { if(deathtype == max(0, name)) \
370 backtrace("Unhandled deathtype. Please notify Samual!\n");
375 print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
383 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
386 if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
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;
397 dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
405 if(DEATH_ISSPECIAL(deathtype))
407 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
416 case DEATH_MIRRORDAMAGE:
420 //f2 = targ.killcount;
428 f1 = f2 = f3 = NO_FL_ARG;
432 LogDeath("suicide", deathtype, targ, targ);
433 GiveFrags(attacker, targ, -1, deathtype);
435 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
437 else if(DEATH_WEAPONOF(deathtype))
439 print("SUICIDE: death was a weapon!\n");
443 backtrace("SUICIDE: what the hell happened here?\n");
451 else if(attacker.classname == "player")
453 s1 = attacker.netname;
456 attacker.FRAG_VERBOSE = TRUE;
457 targ.FRAG_VERBOSE = TRUE;
459 if(!IsDifferentTeam(attacker, targ))
461 LogDeath("tk", deathtype, attacker, targ);
462 GiveFrags(attacker, targ, -1, deathtype);
464 attacker.killcount = 0;
466 Send_Notification(attacker, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAG, s2, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
467 Send_Notification(targ, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAGGED, s1, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
468 Send_Notification(world, MSG_ALL, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG);
470 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
471 // No need for specific death/weapon messages...
472 //if(DEATH_WEAPONOF(deathtype)) { print("Currently unhandled...\n"); }
473 //else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
477 LogDeath("frag", deathtype, attacker, targ);
478 GiveFrags(attacker, targ, 1, deathtype);
480 attacker.taunt_soundtime = time + 1;
481 attacker.killcount = attacker.killcount + 1;
482 if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
484 #define ADD_ACHIEVEMENT_CASE(numa,numb) \
487 AnnounceTo(attacker, strcat(#numb, "kills")); \
488 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
491 switch(attacker.killcount)
493 ADD_ACHIEVEMENT_CASE(3, 03)
494 ADD_ACHIEVEMENT_CASE(5, 05)
495 ADD_ACHIEVEMENT_CASE(10, 10)
496 ADD_ACHIEVEMENT_CASE(15, 15)
497 ADD_ACHIEVEMENT_CASE(20, 20)
498 ADD_ACHIEVEMENT_CASE(25, 25)
499 ADD_ACHIEVEMENT_CASE(30, 30)
502 #undef ADD_ACHIEVEMENT_CASE
504 if(!checkrules_firstblood)
506 checkrules_firstblood = TRUE;
507 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
508 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
509 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
512 if(notif_firstblood) // first blood, no kill sprees yet
516 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
517 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
519 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
520 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));
524 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
525 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
527 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
528 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));
530 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
532 else // normal frags, kill sprees listed
536 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
537 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
539 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
540 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));
544 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
545 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
547 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
548 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 // Send_Notification(world, MSG_WEAPON, 50, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position);
552 if(DEATH_WEAPONOF(deathtype)) { print("Currently unhandled...\n"); }
553 else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
565 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
566 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
567 // and there will be a REAL DEATH_VOID implementation which mappers will use.
568 /*case DEATH_HURTTRIGGER:
571 s2 = inflictor.message;
572 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
580 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
588 f1 = f2 = f3 = NO_FL_ARG;
593 // log and score the death
594 LogDeath("accident", deathtype, targ, targ);
595 GiveFrags(targ, targ, -1, deathtype);
598 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
600 AnnounceTo(targ, "botlike");
601 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
604 // tell everyone about it
605 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
608 // Set final information for the death
609 targ.death_origin = targ.origin;
610 if(targ != attacker) { targ.killer_origin = attacker.origin; }
611 if(targ.killcount) { targ.killcount = 0; }
614 // these are updated by each Damage call for use in button triggering and such
616 entity damage_inflictor;
617 entity damage_attacker;
619 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
624 entity attacker_save;
628 if (gameover || targ.killcount == -666)
635 damage_inflictor = inflictor;
636 damage_attacker = attacker;
637 attacker_save = attacker;
639 if(targ.classname == "player")
642 if(targ.hook.aiment == attacker)
643 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
645 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
646 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
648 if(targ.classname == "player")
649 if not(IsDifferentTeam(targ, attacker))
656 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
658 // These are ALWAYS lethal
659 // No damage modification here
660 // Instead, prepare the victim for his death...
662 targ.spawnshieldtime = 0;
663 targ.health = 0.9; // this is < 1
664 targ.flags -= targ.flags & FL_GODMODE;
667 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
674 skill based bot damage? gtfo. (tZork)
675 if (targ.classname == "player")
676 if (attacker.classname == "player")
679 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
682 // nullify damage if teamplay is on
683 if(deathtype != DEATH_TELEFRAG)
684 if(attacker.classname == "player")
686 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
691 else if(!IsDifferentTeam(attacker, targ))
693 if(autocvar_teamplay_mode == 1)
695 else if(attacker != targ)
697 if(autocvar_teamplay_mode == 3)
699 else if(autocvar_teamplay_mode == 4)
701 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
703 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
704 attacker.dmg_team = attacker.dmg_team + damage;
705 if(attacker.dmg_team > teamdamage0 && !g_ca)
706 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
707 mirrorforce = autocvar_g_mirrordamage * vlen(force);
710 if(autocvar_g_friendlyfire == 0)
716 damage = autocvar_g_friendlyfire * damage;
717 // mirrordamage will be used LATER
719 if(autocvar_g_mirrordamage_virtual)
721 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
722 attacker.dmg_take += v_x;
723 attacker.dmg_save += v_y;
724 attacker.dmg_inflictor = inflictor;
725 mirrordamage = v_z; // = 0, to make fteqcc stfu
729 if(autocvar_g_friendlyfire_virtual)
731 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
732 targ.dmg_take += v_x;
733 targ.dmg_save += v_y;
734 targ.dmg_inflictor = inflictor;
736 if(!autocvar_g_friendlyfire_virtual_force)
747 if(targ.classname == "player")
748 if(attacker.classname == "player")
751 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
752 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
755 if(targ.classname == "player")
758 if ((deathtype == DEATH_FALL) ||
759 (deathtype == DEATH_DROWN) ||
760 (deathtype == DEATH_SLIME) ||
761 (deathtype == DEATH_LAVA) ||
762 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
769 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
771 targ.armorvalue -= 1;
772 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
775 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
777 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
781 if (targ != attacker)
783 if ((targ.health >= 1) && (targ.classname == "player"))
784 centerprint(attacker, "Secondary fire inflicts no damage!");
792 if not(DEATH_ISSPECIAL(deathtype))
794 damage *= g_weapondamagefactor;
795 mirrordamage *= g_weapondamagefactor;
796 force = force * g_weaponforcefactor;
797 mirrorforce *= g_weaponforcefactor;
800 // should this be changed at all? If so, in what way?
801 frag_attacker = attacker;
803 frag_damage = damage;
805 frag_deathtype = deathtype;
806 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
807 damage = frag_damage;
810 // apply strength multiplier
811 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
815 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
816 force = force * autocvar_g_balance_powerup_strength_selfforce;
820 damage = damage * autocvar_g_balance_powerup_strength_damage;
821 force = force * autocvar_g_balance_powerup_strength_force;
825 // apply invincibility multiplier
826 if (targ.items & IT_INVINCIBLE && !g_minstagib)
827 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
829 if (targ == attacker)
831 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
834 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
839 // apply strength rune
840 if (attacker.runes & RUNE_STRENGTH)
842 if(attacker.runes & CURSE_WEAK) // have both curse & rune
844 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
845 force = force * autocvar_g_balance_rune_strength_combo_force;
849 damage = damage * autocvar_g_balance_rune_strength_damage;
850 force = force * autocvar_g_balance_rune_strength_force;
853 else if (attacker.runes & CURSE_WEAK)
855 damage = damage * autocvar_g_balance_curse_weak_damage;
856 force = force * autocvar_g_balance_curse_weak_force;
859 // apply defense rune
860 if (targ.runes & RUNE_DEFENSE)
862 if (targ.runes & CURSE_VULNER) // have both curse & rune
863 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
865 damage = damage * autocvar_g_balance_rune_defense_takedamage;
867 else if (targ.runes & CURSE_VULNER)
868 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
874 if(targ.takedamage == DAMAGE_AIM)
877 if(damage_headshotbonus)
879 if(targ.classname == "player")
882 // find height of hit on player axis
883 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
884 vector headmins, headmaxs, org;
885 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
886 headmins = org + GetHeadshotMins(targ);
887 headmaxs = org + GetHeadshotMaxs(targ);
888 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
890 deathtype |= HITTYPE_HEADSHOT;
893 else if(targ.classname == "turret_head")
895 deathtype |= HITTYPE_HEADSHOT;
897 if(deathtype & HITTYPE_HEADSHOT)
898 if(damage_headshotbonus > 0)
899 damage *= 1 + damage_headshotbonus;
903 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
908 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
910 if(IsDifferentTeam(victim, attacker))
914 if(deathtype != DEATH_FIRE)
916 if(victim.BUTTON_CHAT)
917 attacker.typehitsound += 1;
919 attacker.hitsound += 1;
922 damage_goodhits += 1;
923 damage_gooddamage += damage;
925 if not(DEATH_ISSPECIAL(deathtype))
927 if(targ.classname == "player") // don't do this for vehicles
933 if(victim.items & IT_STRENGTH)
936 if(deathtype & HITTYPE_HEADSHOT)
943 if(deathtype != DEATH_FIRE)
945 attacker.typehitsound += 1;
948 if(time > attacker.teamkill_complain)
950 attacker.teamkill_complain = time + 5;
951 attacker.teamkill_soundtime = time + 0.4;
952 attacker.teamkill_soundsource = targ;
960 if (self.damageforcescale)
962 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
964 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
965 if(self.movetype == MOVETYPE_PHYSICS)
969 farcent.classname = "farce";
970 farcent.enemy = self;
971 farcent.movedir = farce * 10;
973 farcent.movedir = farcent.movedir * self.mass;
974 farcent.origin = hitloc;
975 farcent.forcetype = FORCETYPE_FORCEATPOS;
976 farcent.nextthink = time + 0.1;
977 farcent.think = SUB_Remove;
980 self.velocity = self.velocity + farce;
981 self.flags &~= FL_ONGROUND;
982 UpdateCSQCProjectile(self);
985 if (damage != 0 || (self.damageforcescale && vlen(force)))
986 if (self.event_damage)
987 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
990 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
994 if (attacker.runes & RUNE_VAMPIRE)
996 // apply vampire rune
997 if (attacker.runes & CURSE_EMPATHY) // have the curse too
999 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
1000 attacker.health = bound(
1001 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
1002 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
1003 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
1007 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
1008 attacker.health = bound(
1009 attacker.health, // LA: was 3, but changed so that you can't lose health
1010 // empathy won't let you gain health in the same way...
1011 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
1012 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
1015 // apply empathy curse
1016 else if (attacker.runes & CURSE_EMPATHY)
1018 attacker.health = bound(
1019 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1020 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1026 // apply mirror damage if any
1027 if(mirrordamage > 0 || mirrorforce > 0)
1029 attacker = attacker_save;
1031 if(mirrordamage > 0)
1033 // just lose extra LIVES, don't kill the player for mirror damage
1034 if(attacker.armorvalue > 0)
1036 attacker.armorvalue = attacker.armorvalue - 1;
1037 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1038 attacker.hitsound += 1;
1043 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1044 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1048 float RadiusDamage_running;
1049 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1050 // Returns total damage applies to creatures
1055 float total_damage_to_creatures;
1060 float stat_damagedone;
1062 if(RadiusDamage_running)
1064 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1068 RadiusDamage_running = 1;
1070 tfloordmg = autocvar_g_throughfloor_damage;
1071 tfloorforce = autocvar_g_throughfloor_force;
1073 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1074 total_damage_to_creatures = 0;
1076 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1077 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1079 force = inflictor.velocity;
1080 if(vlen(force) == 0)
1083 force = normalize(force);
1084 if(forceintensity >= 0)
1085 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1087 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1090 stat_damagedone = 0;
1092 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1096 if (targ != inflictor)
1097 if (ignore != targ) if(targ.takedamage)
1103 // LordHavoc: measure distance to nearest point on target (not origin)
1104 // (this guarentees 100% damage on a touch impact)
1105 nearest = targ.WarpZone_findradius_nearest;
1106 diff = targ.WarpZone_findradius_dist;
1107 // round up a little on the damage to ensure full damage on impacts
1108 // and turn the distance into a fraction of the radius
1109 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1111 //bprint(ftos(power));
1112 //if (targ == attacker)
1113 // print(ftos(power), "\n");
1119 finaldmg = coredamage * power + edgedamage * (1 - power);
1125 vector myblastorigin;
1128 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1130 // if it's a player, use the view origin as reference
1131 center = CENTER_OR_VIEWOFS(targ);
1133 force = normalize(center - myblastorigin);
1134 force = force * (finaldmg / coredamage) * forceintensity;
1137 if(targ != directhitentity)
1142 float mininv_f, mininv_d;
1144 // test line of sight to multiple positions on box,
1145 // and do damage if any of them hit
1148 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1149 // so for a given max stddev:
1150 // n = (1 / (2 * max stddev of hitratio))^2
1152 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1153 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1155 if(autocvar_g_throughfloor_debug)
1156 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1158 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1160 if(autocvar_g_throughfloor_debug)
1161 print(sprintf(" steps=%f", total));
1163 if (targ.classname == "player")
1164 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1166 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1168 if(autocvar_g_throughfloor_debug)
1169 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1171 for(c = 0; c < total; ++c)
1173 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1174 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1175 if (trace_fraction == 1 || trace_ent == targ)
1179 hitloc = hitloc + nearest;
1183 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1184 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1185 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1188 nearest = hitloc * (1 / max(1, hits));
1189 hitratio = (hits / total);
1190 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1191 finaldmg = finaldmg * a;
1192 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1195 if(autocvar_g_throughfloor_debug)
1196 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1199 // laser force adjustments :P
1200 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1202 if (targ == attacker)
1207 float force_velocitybiasramp;
1208 float force_velocitybias;
1210 force_velocitybiasramp = autocvar_sv_maxspeed;
1211 if(deathtype & HITTYPE_SECONDARY)
1213 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1214 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1218 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1219 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1222 vel = targ.velocity;
1224 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1228 normalize(normalize(force) + vel);
1230 force_z *= force_zscale;
1234 if(deathtype & HITTYPE_SECONDARY)
1236 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1240 force *= autocvar_g_balance_laser_primary_force_other_scale;
1245 //if (targ == attacker)
1247 // print("hits ", ftos(hits), " / ", ftos(total));
1248 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1249 // print(" (", ftos(a), ")\n");
1251 if(finaldmg || vlen(force))
1255 total_damage_to_creatures += finaldmg;
1257 if(accuracy_isgooddamage(attacker, targ))
1258 stat_damagedone += finaldmg;
1261 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1262 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1264 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1272 RadiusDamage_running = 0;
1274 if(!DEATH_ISSPECIAL(deathtype))
1275 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1277 return total_damage_to_creatures;
1280 .float fire_damagepersec;
1281 .float fire_endtime;
1282 .float fire_deathtype;
1284 .float fire_hitsound;
1285 .entity fire_burner;
1287 void fireburner_think();
1289 float Fire_IsBurning(entity e)
1291 return (time < e.fire_endtime);
1294 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1297 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1299 if(e.classname == "player")
1308 // print("adding a fire burner to ", e.classname, "\n");
1309 e.fire_burner = spawn();
1310 e.fire_burner.classname = "fireburner";
1311 e.fire_burner.think = fireburner_think;
1312 e.fire_burner.nextthink = time;
1313 e.fire_burner.owner = e;
1319 if(Fire_IsBurning(e))
1321 mintime = e.fire_endtime - time;
1322 maxtime = max(mintime, t);
1324 mindps = e.fire_damagepersec;
1325 maxdps = max(mindps, dps);
1327 if(maxtime > mintime || maxdps > mindps)
1331 // damage we have right now
1332 mindamage = mindps * mintime;
1334 // damage we want to get
1335 maxdamage = mindamage + d;
1337 // but we can't exceed maxtime * maxdps!
1338 totaldamage = min(maxdamage, maxtime * maxdps);
1342 // totaldamage = min(mindamage + d, maxtime * maxdps)
1344 // totaldamage <= maxtime * maxdps
1345 // ==> totaldamage / maxdps <= maxtime.
1347 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1348 // >= min(mintime, maxtime)
1349 // ==> totaldamage / maxdps >= mintime.
1352 // how long do we damage then?
1353 // at least as long as before
1354 // but, never exceed maxdps
1355 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1359 // at most as long as maximum allowed
1360 // but, never below mindps
1361 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1363 // assuming t > mintime, dps > mindps:
1364 // we get d = t * dps = maxtime * maxdps
1365 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1366 // totaldamage / maxdps = maxtime
1367 // totaldamage / mindps > totaldamage / maxdps = maxtime
1369 // a) totaltime = max(mintime, maxtime) = maxtime
1370 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1372 // assuming t <= mintime:
1373 // we get maxtime = mintime
1374 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1375 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1377 // assuming dps <= mindps:
1378 // we get mindps = maxdps.
1379 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1380 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1381 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1383 e.fire_damagepersec = totaldamage / totaltime;
1384 e.fire_endtime = time + totaltime;
1385 if(totaldamage > 1.2 * mindamage)
1387 e.fire_deathtype = dt;
1388 if(e.fire_owner != o)
1391 e.fire_hitsound = FALSE;
1394 if(accuracy_isgooddamage(o, e))
1395 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1396 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1403 e.fire_damagepersec = dps;
1404 e.fire_endtime = time + t;
1405 e.fire_deathtype = dt;
1407 e.fire_hitsound = FALSE;
1408 if(accuracy_isgooddamage(o, e))
1409 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1414 void Fire_ApplyDamage(entity e)
1419 if not(Fire_IsBurning(e))
1422 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1423 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1426 // water and slime stop fire
1428 if(e.watertype != CONTENT_LAVA)
1432 if(e.freezetag_frozen)
1435 t = min(frametime, e.fire_endtime - time);
1436 d = e.fire_damagepersec * t;
1438 hi = e.fire_owner.hitsound;
1439 ty = e.fire_owner.typehitsound;
1440 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1441 if(e.fire_hitsound && e.fire_owner)
1443 e.fire_owner.hitsound = hi;
1444 e.fire_owner.typehitsound = ty;
1446 e.fire_hitsound = TRUE;
1448 if not(IS_INDEPENDENT_PLAYER(e))
1449 FOR_EACH_PLAYER(other) if(e != other)
1451 if(other.classname == "player")
1452 if(other.deadflag == DEAD_NO)
1453 if not(IS_INDEPENDENT_PLAYER(other))
1454 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1456 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1457 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1458 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1463 void Fire_ApplyEffect(entity e)
1465 if(Fire_IsBurning(e))
1466 e.effects |= EF_FLAME;
1468 e.effects &~= EF_FLAME;
1471 void fireburner_think()
1473 // for players, this is done in the regular loop
1474 if(wasfreed(self.owner))
1479 Fire_ApplyEffect(self.owner);
1480 if(!Fire_IsBurning(self.owner))
1482 self.owner.fire_burner = world;
1486 Fire_ApplyDamage(self.owner);
1487 self.nextthink = time;