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Full list of weapon notifications is now completed! next: code 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.killcount;
420                                                 break;
421                                         }
422                                         
423                                         default:
424                                         {
425                                                 s1 = targ.netname;
426                                                 f1 = targ.killcount;
427                                                 s2 = NO_STR_ARG;
428                                                 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                 // TODO: ADD REAL CHECK HERE!
457                 attacker.FRAG_VERBOSE = TRUE;
458                 targ.FRAG_VERBOSE = TRUE;
459                 
460                 if(!IsDifferentTeam(attacker, targ))
461                 {
462                         LogDeath("tk", deathtype, attacker, targ);
463                         GiveFrags(attacker, targ, -1, deathtype);
464
465                         attacker.killcount = 0;
466                         
467                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAG, s2, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
468                         Send_Notification(targ, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAGGED, s1, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
469                         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
471                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
472                         // No need for specific death/weapon messages...
473                         //if(DEATH_WEAPONOF(deathtype)) { print("Currently unhandled...\n"); }
474                         //else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
475                 }
476                 else
477                 {
478                         LogDeath("frag", deathtype, attacker, targ);
479                         GiveFrags(attacker, targ, 1, deathtype);
480
481                         attacker.taunt_soundtime = time + 1;
482                         attacker.killcount = attacker.killcount + 1;
483                         if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
484                         
485                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
486                                 case numa: \
487                                 { \
488                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
489                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
490                                         break; \
491                                 }
492                         switch(attacker.killcount)
493                         {
494                                 ADD_ACHIEVEMENT_CASE(3, 03)
495                                 ADD_ACHIEVEMENT_CASE(5, 05)
496                                 ADD_ACHIEVEMENT_CASE(10, 10)
497                                 ADD_ACHIEVEMENT_CASE(15, 15)
498                                 ADD_ACHIEVEMENT_CASE(20, 20)
499                                 ADD_ACHIEVEMENT_CASE(25, 25)
500                                 ADD_ACHIEVEMENT_CASE(30, 30)
501                                 default: break;
502                         }
503                         #undef ADD_ACHIEVEMENT_CASE
504
505                         if(!checkrules_firstblood)
506                         {
507                                 checkrules_firstblood = TRUE;
508                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
509                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
510                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
511                         }
512
513                         if(notif_firstblood) // first blood, no kill sprees yet
514                         {
515                                 if(targ.istypefrag)
516                                 {
517                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
518                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
519                                                 
520                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
521                                                 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));
522                                 }
523                                 else
524                                 {
525                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
526                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
527                                                 
528                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
529                                                 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                                 }
531                                 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
532                         }
533                         else // normal frags, kill sprees listed
534                         {
535                                 if(targ.istypefrag)
536                                 {
537                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
538                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
539                                                 
540                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
541                                                 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));
542                                 }
543                                 else
544                                 {
545                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
546                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
547                                                 
548                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
549                                                 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));
550                                 }
551
552                                 // Send_Notification(world, MSG_WEAPON, 50, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position);
553                                 if(DEATH_WEAPONOF(deathtype)) { print("Currently unhandled...\n"); }
554                                 else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG); }
555                         }
556                 }
557         }
558
559         // =============
560         // ACCIDENT/TRAP
561         // =============
562         else
563         {
564                 switch(deathtype)
565                 {
566                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
567                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
568                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
569                         /*case DEATH_HURTTRIGGER:
570                         {
571                                 s1 = targ.netname;
572                                 s2 = inflictor.message;
573                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
574                                 break;
575                         }*/
576
577                         case DEATH_CUSTOM:
578                         {
579                                 s1 = targ.netname;
580                                 s2 = deathmessage;
581                                 f1 = targ.killcount;
582                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
583                                 f2 = f3 = NO_FL_ARG;
584                                 break;
585                         }
586                         
587                         default:
588                         {
589                                 s1 = targ.netname;
590                                 f1 = targ.killcount;
591                                 s2 = NO_STR_ARG;
592                                 f2 = f3 = NO_FL_ARG;
593                                 break;
594                         }
595                 }
596
597                 LogDeath("accident", deathtype, targ, targ);
598                 GiveFrags(targ, targ, -1, deathtype);
599
600                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
601                 {
602                         AnnounceTo(targ, "botlike");
603                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
604                 }
605
606                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, f3);
607         }
608
609         // Set final information for the death
610         targ.death_origin = targ.origin;
611         if(targ != attacker) { targ.killer_origin = attacker.origin; }
612         if(targ.killcount) { targ.killcount = 0; }
613 }
614
615 // these are updated by each Damage call for use in button triggering and such
616 entity damage_targ;
617 entity damage_inflictor;
618 entity damage_attacker;
619
620 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
621 {
622         float mirrordamage;
623         float mirrorforce;
624         float teamdamage0;
625         entity attacker_save;
626         mirrordamage = 0;
627         mirrorforce = 0;
628
629         if (gameover || targ.killcount == -666)
630                 return;
631
632         entity oldself;
633         oldself = self;
634         self = targ;
635         damage_targ = targ;
636         damage_inflictor = inflictor;
637         damage_attacker = attacker;
638                 attacker_save = attacker;
639
640         if(targ.classname == "player")
641                 if(targ.hook)
642                         if(targ.hook.aiment)
643                                 if(targ.hook.aiment == attacker)
644                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
645
646         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
647         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
648         {
649                 if(targ.classname == "player")
650                         if not(IsDifferentTeam(targ, attacker))
651                         {
652                                 self = oldself;
653                                 return;
654                         }
655         }
656
657         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
658         {
659                 // These are ALWAYS lethal
660                 // No damage modification here
661                 // Instead, prepare the victim for his death...
662                 targ.armorvalue = 0;
663                 targ.spawnshieldtime = 0;
664                 targ.health = 0.9; // this is < 1
665                 targ.flags -= targ.flags & FL_GODMODE;
666                 damage = 100000;
667         }
668         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
669         {
670                 // no processing
671         }
672         else
673         {
674                 /*
675                 skill based bot damage? gtfo. (tZork)
676                 if (targ.classname == "player")
677                 if (attacker.classname == "player")
678                 if (!targ.isbot)
679                 if (attacker.isbot)
680                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
681         */
682         
683                 // nullify damage if teamplay is on
684                 if(deathtype != DEATH_TELEFRAG)
685                 if(attacker.classname == "player")
686                 {
687                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
688                         {
689                                 damage = 0;
690                                 force = '0 0 0';
691                         }
692                         else if(!IsDifferentTeam(attacker, targ))
693                         {
694                                 if(autocvar_teamplay_mode == 1)
695                                         damage = 0;
696                                 else if(attacker != targ)
697                                 {
698                                         if(autocvar_teamplay_mode == 3)
699                                                 damage = 0;
700                                         else if(autocvar_teamplay_mode == 4)
701                                         {
702                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
703                                                 {
704                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
705                                                         attacker.dmg_team = attacker.dmg_team + damage;
706                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
707                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
708                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
709                                                         if(g_minstagib)
710                                                         {
711                                                                 if(autocvar_g_friendlyfire == 0)
712                                                                         damage = 0;
713                                                         }
714                                                         else if(g_ca)
715                                                                 damage = 0;
716                                                         else
717                                                                 damage = autocvar_g_friendlyfire * damage;
718                                                         // mirrordamage will be used LATER
719
720                                                         if(autocvar_g_mirrordamage_virtual)
721                                                         {
722                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
723                                                                 attacker.dmg_take += v_x;
724                                                                 attacker.dmg_save += v_y;
725                                                                 attacker.dmg_inflictor = inflictor;
726                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
727                                                                 mirrorforce = 0;
728                                                         }
729
730                                                         if(autocvar_g_friendlyfire_virtual)
731                                                         {
732                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
733                                                                 targ.dmg_take += v_x;
734                                                                 targ.dmg_save += v_y;
735                                                                 targ.dmg_inflictor = inflictor;
736                                                                 damage = 0;
737                                                                 if(!autocvar_g_friendlyfire_virtual_force)
738                                                                         force = '0 0 0';
739                                                         }
740                                                 }
741                                                 else
742                                                         damage = 0;
743                                         }
744                                 }
745                         }
746                 }
747
748                 if(targ.classname == "player")
749                 if(attacker.classname == "player")
750                 if(attacker != targ)
751                 {
752                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
753                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
754                 }
755
756                 if(targ.classname == "player")
757                 if (g_minstagib)
758                 {
759                         if ((deathtype == DEATH_FALL)  ||
760                                 (deathtype == DEATH_DROWN) ||
761                                 (deathtype == DEATH_SLIME) ||
762                                 (deathtype == DEATH_LAVA)  ||
763                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
764                         {
765                                 self = oldself;
766                                 return;
767                         }
768                         if(damage > 0)
769                             damage = 10000;
770                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
771                         {
772                                 targ.armorvalue -= 1;
773                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
774                                 damage = 0;
775                                 targ.hitsound += 1;
776                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
777                         }
778                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
779                         {
780                                 damage = 0;
781                                 mirrordamage = 0;
782                                 if (targ != attacker)
783                                 {
784                                         if ((targ.health >= 1) && (targ.classname == "player"))
785                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
786                                         force = '0 0 0';
787                                         // keep mirrorforce
788                                         attacker = targ;
789                                 }
790                         }
791                 }
792
793                 if not(DEATH_ISSPECIAL(deathtype))
794                 {
795                         damage *= g_weapondamagefactor;
796                         mirrordamage *= g_weapondamagefactor;
797                         force = force * g_weaponforcefactor;
798                         mirrorforce *= g_weaponforcefactor;
799                 }
800                 
801                 // should this be changed at all? If so, in what way?
802                 frag_attacker = attacker;
803                 frag_target = targ;
804                 frag_damage = damage;
805                 frag_force = force;
806         frag_deathtype = deathtype;
807                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
808                 damage = frag_damage;
809                 force = frag_force;
810                 
811                 // apply strength multiplier
812                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
813                 {
814                         if(targ == attacker)
815                         {
816                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
817                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
818                         }
819                         else
820                         {
821                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
822                                 force = force * autocvar_g_balance_powerup_strength_force;
823                         }
824                 }
825
826                 // apply invincibility multiplier
827                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
828                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
829
830                 if (targ == attacker)
831                 {
832                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
833                                 damage = 0;
834                         else
835                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
836                 }
837
838                 if(g_runematch)
839                 {
840                         // apply strength rune
841                         if (attacker.runes & RUNE_STRENGTH)
842                         {
843                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
844                                 {
845                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
846                                         force = force * autocvar_g_balance_rune_strength_combo_force;
847                                 }
848                                 else
849                                 {
850                                         damage = damage * autocvar_g_balance_rune_strength_damage;
851                                         force = force * autocvar_g_balance_rune_strength_force;
852                                 }
853                         }
854                         else if (attacker.runes & CURSE_WEAK)
855                         {
856                                 damage = damage * autocvar_g_balance_curse_weak_damage;
857                                 force = force * autocvar_g_balance_curse_weak_force;
858                         }
859
860                         // apply defense rune
861                         if (targ.runes & RUNE_DEFENSE)
862                         {
863                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
864                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
865                                 else
866                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
867                         }
868                         else if (targ.runes & CURSE_VULNER)
869                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
870                 }
871
872                 // count the damage
873                 if(attacker)
874                 if(!targ.deadflag)
875                 if(targ.takedamage == DAMAGE_AIM)
876                 if(targ != attacker)
877                 {
878                         if(damage_headshotbonus)
879                         {
880                                 if(targ.classname == "player")
881                                 {
882                                         // HEAD SHOT:
883                                         // find height of hit on player axis
884                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
885                                         vector headmins, headmaxs, org;
886                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
887                                         headmins = org + GetHeadshotMins(targ);
888                                         headmaxs = org + GetHeadshotMaxs(targ);
889                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
890                                         {
891                                                 deathtype |= HITTYPE_HEADSHOT;
892                                         }
893                                 }
894                                 else if(targ.classname == "turret_head")
895                                 {
896                                         deathtype |= HITTYPE_HEADSHOT;
897                                 }
898                                 if(deathtype & HITTYPE_HEADSHOT)
899                                         if(damage_headshotbonus > 0)
900                                                 damage *= 1 + damage_headshotbonus;
901                         }
902
903                         entity victim;
904                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
905                                 victim = targ.owner;
906                         else
907                                 victim = targ;
908
909                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
910                         {
911                                 if(IsDifferentTeam(victim, attacker))
912                                 {
913                                         if(damage > 0)
914                                         {
915                                                 if(deathtype != DEATH_FIRE)
916                                                 {
917                                                         if(victim.BUTTON_CHAT)
918                                                                 attacker.typehitsound += 1;
919                                                         else
920                                                                 attacker.hitsound += 1;
921                                                 }
922
923                                                 damage_goodhits += 1;
924                                                 damage_gooddamage += damage;
925
926                                                 if not(DEATH_ISSPECIAL(deathtype))
927                                                 {
928                                                         if(targ.classname == "player") // don't do this for vehicles
929                                                         if(!g_minstagib)
930                                                         if(IsFlying(victim))
931                                                                 yoda = 1;
932
933                                                         if(g_minstagib)
934                                                         if(victim.items & IT_STRENGTH)
935                                                                 yoda = 1;
936
937                                                         if(deathtype & HITTYPE_HEADSHOT)
938                                                                 headshot = 1;
939                                                 }
940                                         }
941                                 }
942                                 else
943                                 {
944                                         if(deathtype != DEATH_FIRE)
945                                         {
946                                                 attacker.typehitsound += 1;
947                                         }
948                                         if(mirrordamage > 0)
949                                                 if(time > attacker.teamkill_complain)
950                                                 {
951                                                         attacker.teamkill_complain = time + 5;
952                                                         attacker.teamkill_soundtime = time + 0.4;
953                                                         attacker.teamkill_soundsource = targ;
954                                                 }
955                                 }
956                         }
957                 }
958         }
959
960         // apply push
961         if (self.damageforcescale)
962         if (vlen(force))
963         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
964         {
965                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
966                 if(self.movetype == MOVETYPE_PHYSICS)
967                 {
968                         entity farcent;
969                         farcent = spawn();
970                         farcent.classname = "farce";
971                         farcent.enemy = self;
972                         farcent.movedir = farce * 10;
973                         if(self.mass)
974                                 farcent.movedir = farcent.movedir * self.mass;
975                         farcent.origin = hitloc;
976                         farcent.forcetype = FORCETYPE_FORCEATPOS;
977                         farcent.nextthink = time + 0.1;
978                         farcent.think = SUB_Remove;
979                 }
980                 else
981                         self.velocity = self.velocity + farce;
982                 self.flags &~= FL_ONGROUND;
983                 UpdateCSQCProjectile(self);
984         }
985         // apply damage
986         if (damage != 0 || (self.damageforcescale && vlen(force)))
987         if (self.event_damage)
988                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
989         self = oldself;
990
991         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
992         {
993                 if(g_runematch)
994                 {
995                         if (attacker.runes & RUNE_VAMPIRE)
996                         {
997                         // apply vampire rune
998                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
999                                 {
1000                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
1001                                         attacker.health = bound(
1002                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
1003                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
1004                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
1005                                 }
1006                                 else
1007                                 {
1008                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
1009                                         attacker.health = bound(
1010                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
1011                                                                                         // empathy won't let you gain health in the same way...
1012                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
1013                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
1014                                         }
1015                         }
1016                         // apply empathy curse
1017                         else if (attacker.runes & CURSE_EMPATHY)
1018                         {
1019                                 attacker.health = bound(
1020                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1021                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1022                                         attacker.health);
1023                         }
1024                 }
1025         }
1026
1027         // apply mirror damage if any
1028         if(mirrordamage > 0 || mirrorforce > 0)
1029         {
1030                 attacker = attacker_save;
1031                 if(g_minstagib)
1032                 if(mirrordamage > 0)
1033                 {
1034                         // just lose extra LIVES, don't kill the player for mirror damage
1035                         if(attacker.armorvalue > 0)
1036                         {
1037                                 attacker.armorvalue = attacker.armorvalue - 1;
1038                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1039                                 attacker.hitsound += 1;
1040                         }
1041                         mirrordamage = 0;
1042                 }
1043
1044                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1045                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1046         }
1047 }
1048
1049 float RadiusDamage_running;
1050 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1051         // Returns total damage applies to creatures
1052 {
1053         entity  targ;
1054         vector  blastorigin;
1055         vector  force;
1056         float   total_damage_to_creatures;
1057         entity  next;
1058         float   tfloordmg;
1059         float   tfloorforce;
1060
1061         float stat_damagedone;
1062
1063         if(RadiusDamage_running)
1064         {
1065                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1066                 return 0;
1067         }
1068
1069         RadiusDamage_running = 1;
1070
1071         tfloordmg = autocvar_g_throughfloor_damage;
1072         tfloorforce = autocvar_g_throughfloor_force;
1073
1074         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1075         total_damage_to_creatures = 0;
1076
1077         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1078                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1079                 {
1080                         force = inflictor.velocity;
1081                         if(vlen(force) == 0)
1082                                 force = '0 0 -1';
1083                         else
1084                                 force = normalize(force);
1085                         if(forceintensity >= 0)
1086                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1087                         else
1088                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1089                 }
1090
1091         stat_damagedone = 0;
1092
1093         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1094         while (targ)
1095         {
1096                 next = targ.chain;
1097                 if (targ != inflictor)
1098                         if (ignore != targ) if(targ.takedamage)
1099                         {
1100                                 vector nearest;
1101                                 vector diff;
1102                                 float power;
1103
1104                                 // LordHavoc: measure distance to nearest point on target (not origin)
1105                                 // (this guarentees 100% damage on a touch impact)
1106                                 nearest = targ.WarpZone_findradius_nearest;
1107                                 diff = targ.WarpZone_findradius_dist;
1108                                 // round up a little on the damage to ensure full damage on impacts
1109                                 // and turn the distance into a fraction of the radius
1110                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1111                                 //bprint(" ");
1112                                 //bprint(ftos(power));
1113                                 //if (targ == attacker)
1114                                 //      print(ftos(power), "\n");
1115                                 if (power > 0)
1116                                 {
1117                                         float finaldmg;
1118                                         if (power > 1)
1119                                                 power = 1;
1120                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1121                                         if (finaldmg > 0)
1122                                         {
1123                                                 float a;
1124                                                 float c;
1125                                                 vector hitloc;
1126                                                 vector myblastorigin;
1127                                                 vector center;
1128
1129                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1130
1131                                                 // if it's a player, use the view origin as reference
1132                                                 center = CENTER_OR_VIEWOFS(targ);
1133
1134                                                 force = normalize(center - myblastorigin);
1135                                                 force = force * (finaldmg / coredamage) * forceintensity;
1136                                                 hitloc = nearest;
1137
1138                                                 if(targ != directhitentity)
1139                                                 {
1140                                                         float hits;
1141                                                         float total;
1142                                                         float hitratio;
1143                                                         float mininv_f, mininv_d;
1144
1145                                                         // test line of sight to multiple positions on box,
1146                                                         // and do damage if any of them hit
1147                                                         hits = 0;
1148
1149                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1150                                                         // so for a given max stddev:
1151                                                         // n = (1 / (2 * max stddev of hitratio))^2
1152
1153                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1154                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1155
1156                                                         if(autocvar_g_throughfloor_debug)
1157                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1158
1159                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1160
1161                                                         if(autocvar_g_throughfloor_debug)
1162                                                                 print(sprintf(" steps=%f", total));
1163
1164                                                         if (targ.classname == "player")
1165                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1166                                                         else
1167                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1168
1169                                                         if(autocvar_g_throughfloor_debug)
1170                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1171
1172                                                         for(c = 0; c < total; ++c)
1173                                                         {
1174                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1175                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1176                                                                 if (trace_fraction == 1 || trace_ent == targ)
1177                                                                 {
1178                                                                         ++hits;
1179                                                                         if (hits > 1)
1180                                                                                 hitloc = hitloc + nearest;
1181                                                                         else
1182                                                                                 hitloc = nearest;
1183                                                                 }
1184                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1185                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1186                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1187                                                         }
1188
1189                                                         nearest = hitloc * (1 / max(1, hits));
1190                                                         hitratio = (hits / total);
1191                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1192                                                         finaldmg = finaldmg * a;
1193                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1194                                                         force = force * a;
1195
1196                                                         if(autocvar_g_throughfloor_debug)
1197                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1198                                                 }
1199
1200                                                 // laser force adjustments :P
1201                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1202                                                 {
1203                                                         if (targ == attacker)
1204                                                         {
1205                                                                 vector vel;
1206
1207                                                                 float force_zscale;
1208                                                                 float force_velocitybiasramp;
1209                                                                 float force_velocitybias;
1210
1211                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1212                                                                 if(deathtype & HITTYPE_SECONDARY)
1213                                                                 {
1214                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1215                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1216                                                                 }
1217                                                                 else
1218                                                                 {
1219                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1220                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1221                                                                 }
1222
1223                                                                 vel = targ.velocity;
1224                                                                 vel_z = 0;
1225                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1226                                                                 force =
1227                                                                         vlen(force)
1228                                                                         *
1229                                                                         normalize(normalize(force) + vel);
1230
1231                                                                 force_z *= force_zscale;
1232                                                         }
1233                                                         else
1234                                                         {
1235                                                                 if(deathtype & HITTYPE_SECONDARY)
1236                                                                 {
1237                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1238                                                                 }
1239                                                                 else
1240                                                                 {
1241                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1242                                                                 }
1243                                                         }
1244                                                 }
1245
1246                                                 //if (targ == attacker)
1247                                                 //{
1248                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1249                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1250                                                 //      print(" (", ftos(a), ")\n");
1251                                                 //}
1252                                                 if(finaldmg || vlen(force))
1253                                                 {
1254                                                         if(targ.iscreature)
1255                                                         {
1256                                                                 total_damage_to_creatures += finaldmg;
1257
1258                                                                 if(accuracy_isgooddamage(attacker, targ))
1259                                                                         stat_damagedone += finaldmg;
1260                                                         }
1261
1262                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1263                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1264                                                         else
1265                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1266                                                 }
1267                                         }
1268                                 }
1269                         }
1270                 targ = next;
1271         }
1272
1273         RadiusDamage_running = 0;
1274
1275         if(!DEATH_ISSPECIAL(deathtype))
1276                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1277
1278         return total_damage_to_creatures;
1279 }
1280
1281 .float fire_damagepersec;
1282 .float fire_endtime;
1283 .float fire_deathtype;
1284 .entity fire_owner;
1285 .float fire_hitsound;
1286 .entity fire_burner;
1287
1288 void fireburner_think();
1289
1290 float Fire_IsBurning(entity e)
1291 {
1292         return (time < e.fire_endtime);
1293 }
1294
1295 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1296 {
1297         float dps;
1298         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1299
1300         if(e.classname == "player")
1301         {
1302                 if(e.deadflag)
1303                         return -1;
1304         }
1305         else
1306         {
1307                 if(!e.fire_burner)
1308                 {
1309                         // print("adding a fire burner to ", e.classname, "\n");
1310                         e.fire_burner = spawn();
1311                         e.fire_burner.classname = "fireburner";
1312                         e.fire_burner.think = fireburner_think;
1313                         e.fire_burner.nextthink = time;
1314                         e.fire_burner.owner = e;
1315                 }
1316         }
1317
1318         t = max(t, 0.1);
1319         dps = d / t;
1320         if(Fire_IsBurning(e))
1321         {
1322                 mintime = e.fire_endtime - time;
1323                 maxtime = max(mintime, t);
1324
1325                 mindps = e.fire_damagepersec;
1326                 maxdps = max(mindps, dps);
1327
1328                 if(maxtime > mintime || maxdps > mindps)
1329                 {
1330                         // Constraints:
1331                         
1332                         // damage we have right now
1333                         mindamage = mindps * mintime;
1334
1335                         // damage we want to get
1336                         maxdamage = mindamage + d;
1337
1338                         // but we can't exceed maxtime * maxdps!
1339                         totaldamage = min(maxdamage, maxtime * maxdps);
1340
1341                         // LEMMA:
1342                         // Look at:
1343                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1344                         // We see:
1345                         // totaldamage <= maxtime * maxdps
1346                         // ==> totaldamage / maxdps <= maxtime.
1347                         // We also see:
1348                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1349                         //                     >= min(mintime, maxtime)
1350                         // ==> totaldamage / maxdps >= mintime.
1351
1352                         /*
1353                         // how long do we damage then?
1354                         // at least as long as before
1355                         // but, never exceed maxdps
1356                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1357                         */
1358
1359                         // alternate:
1360                         // at most as long as maximum allowed
1361                         // but, never below mindps
1362                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1363
1364                         // assuming t > mintime, dps > mindps:
1365                         // we get d = t * dps = maxtime * maxdps
1366                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1367                         // totaldamage / maxdps = maxtime
1368                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1369                         // FROM THIS:
1370                         // a) totaltime = max(mintime, maxtime) = maxtime
1371                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1372
1373                         // assuming t <= mintime:
1374                         // we get maxtime = mintime
1375                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1376                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1377
1378                         // assuming dps <= mindps:
1379                         // we get mindps = maxdps.
1380                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1381                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1382                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1383
1384                         e.fire_damagepersec = totaldamage / totaltime;
1385                         e.fire_endtime = time + totaltime;
1386                         if(totaldamage > 1.2 * mindamage)
1387                         {
1388                                 e.fire_deathtype = dt;
1389                                 if(e.fire_owner != o)
1390                                 {
1391                                         e.fire_owner = o;
1392                                         e.fire_hitsound = FALSE;
1393                                 }
1394                         }
1395                         if(accuracy_isgooddamage(o, e))
1396                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1397                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1398                 }
1399                 else
1400                         return 0;
1401         }
1402         else
1403         {
1404                 e.fire_damagepersec = dps;
1405                 e.fire_endtime = time + t;
1406                 e.fire_deathtype = dt;
1407                 e.fire_owner = o;
1408                 e.fire_hitsound = FALSE;
1409                 if(accuracy_isgooddamage(o, e))
1410                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1411                 return d;
1412         }
1413 }
1414
1415 void Fire_ApplyDamage(entity e)
1416 {
1417         float t, d, hi, ty;
1418         entity o;
1419
1420         if not(Fire_IsBurning(e))
1421                 return;
1422
1423         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1424         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1425                 o = e.fire_owner;
1426
1427         // water and slime stop fire
1428         if(e.waterlevel)
1429         if(e.watertype != CONTENT_LAVA)
1430                 e.fire_endtime = 0;
1431
1432         // ice stops fire
1433         if(e.freezetag_frozen)
1434                 e.fire_endtime = 0;
1435
1436         t = min(frametime, e.fire_endtime - time);
1437         d = e.fire_damagepersec * t;
1438
1439         hi = e.fire_owner.hitsound;
1440         ty = e.fire_owner.typehitsound;
1441         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1442         if(e.fire_hitsound && e.fire_owner)
1443         {
1444                 e.fire_owner.hitsound = hi;
1445                 e.fire_owner.typehitsound = ty;
1446         }
1447         e.fire_hitsound = TRUE;
1448
1449         if not(IS_INDEPENDENT_PLAYER(e))
1450         FOR_EACH_PLAYER(other) if(e != other)
1451         {
1452                 if(other.classname == "player")
1453                 if(other.deadflag == DEAD_NO)
1454                 if not(IS_INDEPENDENT_PLAYER(other))
1455                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1456                 {
1457                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1458                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1459                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1460                 }
1461         }
1462 }
1463
1464 void Fire_ApplyEffect(entity e)
1465 {
1466         if(Fire_IsBurning(e))
1467                 e.effects |= EF_FLAME;
1468         else
1469                 e.effects &~= EF_FLAME;
1470 }
1471
1472 void fireburner_think()
1473 {
1474         // for players, this is done in the regular loop
1475         if(wasfreed(self.owner))
1476         {
1477                 remove(self);
1478                 return;
1479         }
1480         Fire_ApplyEffect(self.owner);
1481         if(!Fire_IsBurning(self.owner))
1482         {
1483                 self.owner.fire_burner = world;
1484                 remove(self);
1485                 return;
1486         }
1487         Fire_ApplyDamage(self.owner);
1488         self.nextthink = time;
1489 }