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Add proper teamkill message support
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
180                 // after a frag, choose another random weapon set
181                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
216                                         lms_next_place = min(lms_next_place, player_count);
217                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
239                 // health/armor of attacker (person who killed you)
240                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
242                 
243                 // ping display
244                 if(autocvar_sv_fraginfo_ping)
245                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
250                         if(autocvar_sv_fraginfo_handicap == 2)  
251                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
253                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
254                 }
255                 
256                 // format the string
257                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
258                         ping_output, (handicap_output ? "^7 / " : ""), 
259                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", Deathtype_Name(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
312 {
313         float handled, hits;
314         if(DEATH_ISSPECIAL(deathtype))
315         {
316                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if msg_death != NO_MSG \
320                                         if not(murder) \
321                                         { \
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); \
324                                                 ++handled; \
325                                         } \
326                                 #endif \
327                                 #if msg_death_by != NO_MSG \
328                                         if(murder) \
329                                         { \
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); \
332                                                 ++handled; \
333                                         } \
334                                 #endif \
335                                 ++hits; \
336                         } }
337
338                 DEATHTYPES
339                 #undef DEATHTYPE
340                 
341                 if not(hits)
342                 {
343                         backtrace("Unhandled deathtype. Please notify Samual!\n");
344                         //return;
345                 }
346                 if not(handled)
347                 {
348                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
349                         return;
350                 }
351         }
352 }
353
354 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
355 {
356         float handled, hits;
357         if(DEATH_ISSPECIAL(deathtype))
358         {
359                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
360                         { if(deathtype == max(0, name)) \
361                         { \
362                                 ++hits; \
363                         } }
364
365                 DEATHTYPES
366                 #undef DEATHTYPE
367                 
368                 if not(hits)
369                 {
370                         backtrace("Unhandled deathtype. Please notify Samual!\n");
371                         //return;
372                 }
373                 if not(handled)
374                 {
375                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
376                         return;
377                 }
378         }
379 }
380
381 .float FRAG_VERBOSE;
382
383 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
384 {
385         // Sanity check
386         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
387
388         // Declarations
389         string  s, a, msg;
390         float w, type;
391
392         string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
393         float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
394         float notif_firstblood;
395
396
397         dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
398
399
400         // =======
401         // SUICIDE
402         // =======
403         if(targ == attacker)
404         {
405                 if(DEATH_ISSPECIAL(deathtype))
406                 {
407                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
408                         {
409                                 s1 = targ.netname;
410                                 f1 = targ.team;
411                         }
412                         else
413                         {
414                                 switch(deathtype)
415                                 {
416                                         case DEATH_MIRRORDAMAGE:
417                                         {
418                                                 s1 = targ.netname;
419                                                 f1 = targ.team;
420                                                 //f2 = targ.killcount;
421                                                 break;
422                                         }
423                                         
424                                         default:
425                                         {
426                                                 s1 = targ.netname;
427                                                 s2 = NO_STR_ARG;
428                                                 f1 = f2 = f3 = NO_FL_ARG;
429                                                 break;
430                                         }
431                                 }
432                                 LogDeath("suicide", deathtype, targ, targ);
433                                 GiveFrags(attacker, targ, -1, deathtype);
434                         }
435                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
436                 }
437                 else if(DEATH_WEAPONOF(deathtype))
438                 {
439                         print("SUICIDE: death was a weapon!\n");
440                 }
441                 else
442                 {
443                         backtrace("SUICIDE: what the hell happened here?\n");
444                 }
445         }
446
447
448         // ======
449         // MURDER
450         // ======
451         else if(attacker.classname == "player")
452         {
453                 s1 = attacker.netname;
454                 s2 = targ.netname;
455
456                 attacker.FRAG_VERBOSE = TRUE;
457                 targ.FRAG_VERBOSE = TRUE;
458                 
459                 if(!IsDifferentTeam(attacker, targ))
460                 {
461                         LogDeath("tk", deathtype, attacker, targ);
462                         GiveFrags(attacker, targ, -1, deathtype);
463
464                         attacker.killcount = 0;
465                         
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);
469
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); }
474                 }
475                 else
476                 {
477                         LogDeath("frag", deathtype, attacker, targ);
478                         GiveFrags(attacker, targ, 1, deathtype);
479
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); }
483                         
484                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
485                                 case numa: \
486                                 { \
487                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
488                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
489                                         break; \
490                                 }
491                         switch(attacker.killcount)
492                         {
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)
500                                 default: break;
501                         }
502                         #undef ADD_ACHIEVEMENT_CASE
503
504                         if(!checkrules_firstblood)
505                         {
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);
510                         }
511
512                         if(notif_firstblood) // first blood, no kill sprees yet
513                         {
514                                 if(targ.istypefrag)
515                                 {
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);
518                                                 
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));
521                                 }
522                                 else
523                                 {
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);
526                                                 
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));
529                                 }
530                                 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
531                         }
532                         else // normal frags, kill sprees listed
533                         {
534                                 if(targ.istypefrag)
535                                 {
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);
538                                                 
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));
541                                 }
542                                 else
543                                 {
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);
546                                                 
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));
549                                 }
550
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); }
554                         }
555                 }
556         }
557
558         // =============
559         // ACCIDENT/TRAP
560         // =============
561         else
562         {
563                 switch(deathtype)
564                 {
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:
569                         {
570                                 s1 = targ.netname;
571                                 s2 = inflictor.message;
572                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
573                                 break;
574                         }*/
575
576                         case DEATH_CUSTOM:
577                         {
578                                 s1 = targ.netname;
579                                 s2 = deathmessage;
580                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
581                                 break;
582                         }
583                         
584                         default:
585                         {
586                                 s1 = targ.netname;
587                                 s2 = NO_STR_ARG;
588                                 f1 = f2 = f3 = NO_FL_ARG;
589                                 break;
590                         }
591                 }
592
593                 // log and score the death
594                 LogDeath("accident", deathtype, targ, targ);
595                 GiveFrags(targ, targ, -1, deathtype);
596                 
597                 // achieve failure
598                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
599                 {
600                         AnnounceTo(targ, "botlike");
601                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
602                 }
603
604                 // tell everyone about it
605                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
606         }
607
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; }
612 }
613
614 // these are updated by each Damage call for use in button triggering and such
615 entity damage_targ;
616 entity damage_inflictor;
617 entity damage_attacker;
618
619 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
620 {
621         float mirrordamage;
622         float mirrorforce;
623         float teamdamage0;
624         entity attacker_save;
625         mirrordamage = 0;
626         mirrorforce = 0;
627
628         if (gameover || targ.killcount == -666)
629                 return;
630
631         entity oldself;
632         oldself = self;
633         self = targ;
634         damage_targ = targ;
635         damage_inflictor = inflictor;
636         damage_attacker = attacker;
637                 attacker_save = attacker;
638
639         if(targ.classname == "player")
640                 if(targ.hook)
641                         if(targ.hook.aiment)
642                                 if(targ.hook.aiment == attacker)
643                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
644
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))
647         {
648                 if(targ.classname == "player")
649                         if not(IsDifferentTeam(targ, attacker))
650                         {
651                                 self = oldself;
652                                 return;
653                         }
654         }
655
656         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
657         {
658                 // These are ALWAYS lethal
659                 // No damage modification here
660                 // Instead, prepare the victim for his death...
661                 targ.armorvalue = 0;
662                 targ.spawnshieldtime = 0;
663                 targ.health = 0.9; // this is < 1
664                 targ.flags -= targ.flags & FL_GODMODE;
665                 damage = 100000;
666         }
667         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
668         {
669                 // no processing
670         }
671         else
672         {
673                 /*
674                 skill based bot damage? gtfo. (tZork)
675                 if (targ.classname == "player")
676                 if (attacker.classname == "player")
677                 if (!targ.isbot)
678                 if (attacker.isbot)
679                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
680         */
681         
682                 // nullify damage if teamplay is on
683                 if(deathtype != DEATH_TELEFRAG)
684                 if(attacker.classname == "player")
685                 {
686                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
687                         {
688                                 damage = 0;
689                                 force = '0 0 0';
690                         }
691                         else if(!IsDifferentTeam(attacker, targ))
692                         {
693                                 if(autocvar_teamplay_mode == 1)
694                                         damage = 0;
695                                 else if(attacker != targ)
696                                 {
697                                         if(autocvar_teamplay_mode == 3)
698                                                 damage = 0;
699                                         else if(autocvar_teamplay_mode == 4)
700                                         {
701                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
702                                                 {
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);
708                                                         if(g_minstagib)
709                                                         {
710                                                                 if(autocvar_g_friendlyfire == 0)
711                                                                         damage = 0;
712                                                         }
713                                                         else if(g_ca)
714                                                                 damage = 0;
715                                                         else
716                                                                 damage = autocvar_g_friendlyfire * damage;
717                                                         // mirrordamage will be used LATER
718
719                                                         if(autocvar_g_mirrordamage_virtual)
720                                                         {
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
726                                                                 mirrorforce = 0;
727                                                         }
728
729                                                         if(autocvar_g_friendlyfire_virtual)
730                                                         {
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;
735                                                                 damage = 0;
736                                                                 if(!autocvar_g_friendlyfire_virtual_force)
737                                                                         force = '0 0 0';
738                                                         }
739                                                 }
740                                                 else
741                                                         damage = 0;
742                                         }
743                                 }
744                         }
745                 }
746
747                 if(targ.classname == "player")
748                 if(attacker.classname == "player")
749                 if(attacker != targ)
750                 {
751                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
752                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
753                 }
754
755                 if(targ.classname == "player")
756                 if (g_minstagib)
757                 {
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))
763                         {
764                                 self = oldself;
765                                 return;
766                         }
767                         if(damage > 0)
768                             damage = 10000;
769                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
770                         {
771                                 targ.armorvalue -= 1;
772                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
773                                 damage = 0;
774                                 targ.hitsound += 1;
775                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
776                         }
777                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
778                         {
779                                 damage = 0;
780                                 mirrordamage = 0;
781                                 if (targ != attacker)
782                                 {
783                                         if ((targ.health >= 1) && (targ.classname == "player"))
784                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
785                                         force = '0 0 0';
786                                         // keep mirrorforce
787                                         attacker = targ;
788                                 }
789                         }
790                 }
791
792                 if not(DEATH_ISSPECIAL(deathtype))
793                 {
794                         damage *= g_weapondamagefactor;
795                         mirrordamage *= g_weapondamagefactor;
796                         force = force * g_weaponforcefactor;
797                         mirrorforce *= g_weaponforcefactor;
798                 }
799                 
800                 // should this be changed at all? If so, in what way?
801                 frag_attacker = attacker;
802                 frag_target = targ;
803                 frag_damage = damage;
804                 frag_force = force;
805         frag_deathtype = deathtype;
806                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
807                 damage = frag_damage;
808                 force = frag_force;
809                 
810                 // apply strength multiplier
811                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
812                 {
813                         if(targ == attacker)
814                         {
815                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
816                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
817                         }
818                         else
819                         {
820                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
821                                 force = force * autocvar_g_balance_powerup_strength_force;
822                         }
823                 }
824
825                 // apply invincibility multiplier
826                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
827                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
828
829                 if (targ == attacker)
830                 {
831                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
832                                 damage = 0;
833                         else
834                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
835                 }
836
837                 if(g_runematch)
838                 {
839                         // apply strength rune
840                         if (attacker.runes & RUNE_STRENGTH)
841                         {
842                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
843                                 {
844                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
845                                         force = force * autocvar_g_balance_rune_strength_combo_force;
846                                 }
847                                 else
848                                 {
849                                         damage = damage * autocvar_g_balance_rune_strength_damage;
850                                         force = force * autocvar_g_balance_rune_strength_force;
851                                 }
852                         }
853                         else if (attacker.runes & CURSE_WEAK)
854                         {
855                                 damage = damage * autocvar_g_balance_curse_weak_damage;
856                                 force = force * autocvar_g_balance_curse_weak_force;
857                         }
858
859                         // apply defense rune
860                         if (targ.runes & RUNE_DEFENSE)
861                         {
862                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
863                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
864                                 else
865                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
866                         }
867                         else if (targ.runes & CURSE_VULNER)
868                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
869                 }
870
871                 // count the damage
872                 if(attacker)
873                 if(!targ.deadflag)
874                 if(targ.takedamage == DAMAGE_AIM)
875                 if(targ != attacker)
876                 {
877                         if(damage_headshotbonus)
878                         {
879                                 if(targ.classname == "player")
880                                 {
881                                         // HEAD SHOT:
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))
889                                         {
890                                                 deathtype |= HITTYPE_HEADSHOT;
891                                         }
892                                 }
893                                 else if(targ.classname == "turret_head")
894                                 {
895                                         deathtype |= HITTYPE_HEADSHOT;
896                                 }
897                                 if(deathtype & HITTYPE_HEADSHOT)
898                                         if(damage_headshotbonus > 0)
899                                                 damage *= 1 + damage_headshotbonus;
900                         }
901
902                         entity victim;
903                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
904                                 victim = targ.owner;
905                         else
906                                 victim = targ;
907
908                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
909                         {
910                                 if(IsDifferentTeam(victim, attacker))
911                                 {
912                                         if(damage > 0)
913                                         {
914                                                 if(deathtype != DEATH_FIRE)
915                                                 {
916                                                         if(victim.BUTTON_CHAT)
917                                                                 attacker.typehitsound += 1;
918                                                         else
919                                                                 attacker.hitsound += 1;
920                                                 }
921
922                                                 damage_goodhits += 1;
923                                                 damage_gooddamage += damage;
924
925                                                 if not(DEATH_ISSPECIAL(deathtype))
926                                                 {
927                                                         if(targ.classname == "player") // don't do this for vehicles
928                                                         if(!g_minstagib)
929                                                         if(IsFlying(victim))
930                                                                 yoda = 1;
931
932                                                         if(g_minstagib)
933                                                         if(victim.items & IT_STRENGTH)
934                                                                 yoda = 1;
935
936                                                         if(deathtype & HITTYPE_HEADSHOT)
937                                                                 headshot = 1;
938                                                 }
939                                         }
940                                 }
941                                 else
942                                 {
943                                         if(deathtype != DEATH_FIRE)
944                                         {
945                                                 attacker.typehitsound += 1;
946                                         }
947                                         if(mirrordamage > 0)
948                                                 if(time > attacker.teamkill_complain)
949                                                 {
950                                                         attacker.teamkill_complain = time + 5;
951                                                         attacker.teamkill_soundtime = time + 0.4;
952                                                         attacker.teamkill_soundsource = targ;
953                                                 }
954                                 }
955                         }
956                 }
957         }
958
959         // apply push
960         if (self.damageforcescale)
961         if (vlen(force))
962         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
963         {
964                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
965                 if(self.movetype == MOVETYPE_PHYSICS)
966                 {
967                         entity farcent;
968                         farcent = spawn();
969                         farcent.classname = "farce";
970                         farcent.enemy = self;
971                         farcent.movedir = farce * 10;
972                         if(self.mass)
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;
978                 }
979                 else
980                         self.velocity = self.velocity + farce;
981                 self.flags &~= FL_ONGROUND;
982                 UpdateCSQCProjectile(self);
983         }
984         // apply damage
985         if (damage != 0 || (self.damageforcescale && vlen(force)))
986         if (self.event_damage)
987                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
988         self = oldself;
989
990         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
991         {
992                 if(g_runematch)
993                 {
994                         if (attacker.runes & RUNE_VAMPIRE)
995                         {
996                         // apply vampire rune
997                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
998                                 {
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
1004                                 }
1005                                 else
1006                                 {
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
1013                                         }
1014                         }
1015                         // apply empathy curse
1016                         else if (attacker.runes & CURSE_EMPATHY)
1017                         {
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,
1021                                         attacker.health);
1022                         }
1023                 }
1024         }
1025
1026         // apply mirror damage if any
1027         if(mirrordamage > 0 || mirrorforce > 0)
1028         {
1029                 attacker = attacker_save;
1030                 if(g_minstagib)
1031                 if(mirrordamage > 0)
1032                 {
1033                         // just lose extra LIVES, don't kill the player for mirror damage
1034                         if(attacker.armorvalue > 0)
1035                         {
1036                                 attacker.armorvalue = attacker.armorvalue - 1;
1037                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1038                                 attacker.hitsound += 1;
1039                         }
1040                         mirrordamage = 0;
1041                 }
1042
1043                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1044                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1045         }
1046 }
1047
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
1051 {
1052         entity  targ;
1053         vector  blastorigin;
1054         vector  force;
1055         float   total_damage_to_creatures;
1056         entity  next;
1057         float   tfloordmg;
1058         float   tfloorforce;
1059
1060         float stat_damagedone;
1061
1062         if(RadiusDamage_running)
1063         {
1064                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1065                 return 0;
1066         }
1067
1068         RadiusDamage_running = 1;
1069
1070         tfloordmg = autocvar_g_throughfloor_damage;
1071         tfloorforce = autocvar_g_throughfloor_force;
1072
1073         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1074         total_damage_to_creatures = 0;
1075
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)
1078                 {
1079                         force = inflictor.velocity;
1080                         if(vlen(force) == 0)
1081                                 force = '0 0 -1';
1082                         else
1083                                 force = normalize(force);
1084                         if(forceintensity >= 0)
1085                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1086                         else
1087                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1088                 }
1089
1090         stat_damagedone = 0;
1091
1092         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1093         while (targ)
1094         {
1095                 next = targ.chain;
1096                 if (targ != inflictor)
1097                         if (ignore != targ) if(targ.takedamage)
1098                         {
1099                                 vector nearest;
1100                                 vector diff;
1101                                 float power;
1102
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);
1110                                 //bprint(" ");
1111                                 //bprint(ftos(power));
1112                                 //if (targ == attacker)
1113                                 //      print(ftos(power), "\n");
1114                                 if (power > 0)
1115                                 {
1116                                         float finaldmg;
1117                                         if (power > 1)
1118                                                 power = 1;
1119                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1120                                         if (finaldmg > 0)
1121                                         {
1122                                                 float a;
1123                                                 float c;
1124                                                 vector hitloc;
1125                                                 vector myblastorigin;
1126                                                 vector center;
1127
1128                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1129
1130                                                 // if it's a player, use the view origin as reference
1131                                                 center = CENTER_OR_VIEWOFS(targ);
1132
1133                                                 force = normalize(center - myblastorigin);
1134                                                 force = force * (finaldmg / coredamage) * forceintensity;
1135                                                 hitloc = nearest;
1136
1137                                                 if(targ != directhitentity)
1138                                                 {
1139                                                         float hits;
1140                                                         float total;
1141                                                         float hitratio;
1142                                                         float mininv_f, mininv_d;
1143
1144                                                         // test line of sight to multiple positions on box,
1145                                                         // and do damage if any of them hit
1146                                                         hits = 0;
1147
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
1151
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;
1154
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));
1157
1158                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1159
1160                                                         if(autocvar_g_throughfloor_debug)
1161                                                                 print(sprintf(" steps=%f", total));
1162
1163                                                         if (targ.classname == "player")
1164                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1165                                                         else
1166                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1167
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))));
1170
1171                                                         for(c = 0; c < total; ++c)
1172                                                         {
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)
1176                                                                 {
1177                                                                         ++hits;
1178                                                                         if (hits > 1)
1179                                                                                 hitloc = hitloc + nearest;
1180                                                                         else
1181                                                                                 hitloc = nearest;
1182                                                                 }
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;
1186                                                         }
1187
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);
1193                                                         force = force * a;
1194
1195                                                         if(autocvar_g_throughfloor_debug)
1196                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1197                                                 }
1198
1199                                                 // laser force adjustments :P
1200                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1201                                                 {
1202                                                         if (targ == attacker)
1203                                                         {
1204                                                                 vector vel;
1205
1206                                                                 float force_zscale;
1207                                                                 float force_velocitybiasramp;
1208                                                                 float force_velocitybias;
1209
1210                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1211                                                                 if(deathtype & HITTYPE_SECONDARY)
1212                                                                 {
1213                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1214                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1215                                                                 }
1216                                                                 else
1217                                                                 {
1218                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1219                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1220                                                                 }
1221
1222                                                                 vel = targ.velocity;
1223                                                                 vel_z = 0;
1224                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1225                                                                 force =
1226                                                                         vlen(force)
1227                                                                         *
1228                                                                         normalize(normalize(force) + vel);
1229
1230                                                                 force_z *= force_zscale;
1231                                                         }
1232                                                         else
1233                                                         {
1234                                                                 if(deathtype & HITTYPE_SECONDARY)
1235                                                                 {
1236                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1237                                                                 }
1238                                                                 else
1239                                                                 {
1240                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1241                                                                 }
1242                                                         }
1243                                                 }
1244
1245                                                 //if (targ == attacker)
1246                                                 //{
1247                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1248                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1249                                                 //      print(" (", ftos(a), ")\n");
1250                                                 //}
1251                                                 if(finaldmg || vlen(force))
1252                                                 {
1253                                                         if(targ.iscreature)
1254                                                         {
1255                                                                 total_damage_to_creatures += finaldmg;
1256
1257                                                                 if(accuracy_isgooddamage(attacker, targ))
1258                                                                         stat_damagedone += finaldmg;
1259                                                         }
1260
1261                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1262                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1263                                                         else
1264                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1265                                                 }
1266                                         }
1267                                 }
1268                         }
1269                 targ = next;
1270         }
1271
1272         RadiusDamage_running = 0;
1273
1274         if(!DEATH_ISSPECIAL(deathtype))
1275                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1276
1277         return total_damage_to_creatures;
1278 }
1279
1280 .float fire_damagepersec;
1281 .float fire_endtime;
1282 .float fire_deathtype;
1283 .entity fire_owner;
1284 .float fire_hitsound;
1285 .entity fire_burner;
1286
1287 void fireburner_think();
1288
1289 float Fire_IsBurning(entity e)
1290 {
1291         return (time < e.fire_endtime);
1292 }
1293
1294 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1295 {
1296         float dps;
1297         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1298
1299         if(e.classname == "player")
1300         {
1301                 if(e.deadflag)
1302                         return -1;
1303         }
1304         else
1305         {
1306                 if(!e.fire_burner)
1307                 {
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;
1314                 }
1315         }
1316
1317         t = max(t, 0.1);
1318         dps = d / t;
1319         if(Fire_IsBurning(e))
1320         {
1321                 mintime = e.fire_endtime - time;
1322                 maxtime = max(mintime, t);
1323
1324                 mindps = e.fire_damagepersec;
1325                 maxdps = max(mindps, dps);
1326
1327                 if(maxtime > mintime || maxdps > mindps)
1328                 {
1329                         // Constraints:
1330                         
1331                         // damage we have right now
1332                         mindamage = mindps * mintime;
1333
1334                         // damage we want to get
1335                         maxdamage = mindamage + d;
1336
1337                         // but we can't exceed maxtime * maxdps!
1338                         totaldamage = min(maxdamage, maxtime * maxdps);
1339
1340                         // LEMMA:
1341                         // Look at:
1342                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1343                         // We see:
1344                         // totaldamage <= maxtime * maxdps
1345                         // ==> totaldamage / maxdps <= maxtime.
1346                         // We also see:
1347                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1348                         //                     >= min(mintime, maxtime)
1349                         // ==> totaldamage / maxdps >= mintime.
1350
1351                         /*
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
1356                         */
1357
1358                         // alternate:
1359                         // at most as long as maximum allowed
1360                         // but, never below mindps
1361                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1362
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
1368                         // FROM THIS:
1369                         // a) totaltime = max(mintime, maxtime) = maxtime
1370                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1371
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
1376
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
1382
1383                         e.fire_damagepersec = totaldamage / totaltime;
1384                         e.fire_endtime = time + totaltime;
1385                         if(totaldamage > 1.2 * mindamage)
1386                         {
1387                                 e.fire_deathtype = dt;
1388                                 if(e.fire_owner != o)
1389                                 {
1390                                         e.fire_owner = o;
1391                                         e.fire_hitsound = FALSE;
1392                                 }
1393                         }
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
1397                 }
1398                 else
1399                         return 0;
1400         }
1401         else
1402         {
1403                 e.fire_damagepersec = dps;
1404                 e.fire_endtime = time + t;
1405                 e.fire_deathtype = dt;
1406                 e.fire_owner = o;
1407                 e.fire_hitsound = FALSE;
1408                 if(accuracy_isgooddamage(o, e))
1409                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1410                 return d;
1411         }
1412 }
1413
1414 void Fire_ApplyDamage(entity e)
1415 {
1416         float t, d, hi, ty;
1417         entity o;
1418
1419         if not(Fire_IsBurning(e))
1420                 return;
1421
1422         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1423         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1424                 o = e.fire_owner;
1425
1426         // water and slime stop fire
1427         if(e.waterlevel)
1428         if(e.watertype != CONTENT_LAVA)
1429                 e.fire_endtime = 0;
1430
1431         // ice stops fire
1432         if(e.freezetag_frozen)
1433                 e.fire_endtime = 0;
1434
1435         t = min(frametime, e.fire_endtime - time);
1436         d = e.fire_damagepersec * t;
1437
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)
1442         {
1443                 e.fire_owner.hitsound = hi;
1444                 e.fire_owner.typehitsound = ty;
1445         }
1446         e.fire_hitsound = TRUE;
1447
1448         if not(IS_INDEPENDENT_PLAYER(e))
1449         FOR_EACH_PLAYER(other) if(e != other)
1450         {
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))
1455                 {
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);
1459                 }
1460         }
1461 }
1462
1463 void Fire_ApplyEffect(entity e)
1464 {
1465         if(Fire_IsBurning(e))
1466                 e.effects |= EF_FLAME;
1467         else
1468                 e.effects &~= EF_FLAME;
1469 }
1470
1471 void fireburner_think()
1472 {
1473         // for players, this is done in the regular loop
1474         if(wasfreed(self.owner))
1475         {
1476                 remove(self);
1477                 return;
1478         }
1479         Fire_ApplyEffect(self.owner);
1480         if(!Fire_IsBurning(self.owner))
1481         {
1482                 self.owner.fire_burner = world;
1483                 remove(self);
1484                 return;
1485         }
1486         Fire_ApplyDamage(self.owner);
1487         self.nextthink = time;
1488 }