6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
59 .float taunt_soundtime;
62 float IsDifferentTeam(entity a, entity b)
77 float IsFlying(entity a)
79 if(a.flags & FL_ONGROUND)
81 if(a.waterlevel >= WATERLEVEL_SWIMMING)
83 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84 if(trace_fraction < 1)
89 vector GetHeadshotMins(entity targ)
91 return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
98 void UpdateFrags(entity player, float f)
100 PlayerTeamScore_AddScore(player, f);
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
108 // TODO route through PlayerScores instead
116 PlayerScore_Add(attacker, SP_SUICIDES, 1);
121 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
127 PlayerScore_Add(attacker, SP_KILLS, 1);
129 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
132 PlayerScore_Add(targ, SP_DEATHS, 1);
135 if(autocvar_g_arena_roundbased)
138 if(targ != attacker) // not for suicides
139 if(g_weaponarena_random)
141 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
143 culprit = DEATH_WEAPONOF(deathtype);
145 culprit = attacker.weapon;
146 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147 culprit = attacker.weapon;
149 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
155 if(!GiveFrags_randomweapons)
157 GiveFrags_randomweapons = spawn();
158 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
162 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
164 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
166 // all others (including the culprit): remove
167 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
170 // among the remaining ones, choose one by random
171 W_RandomWeapons(GiveFrags_randomweapons, 1);
173 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
175 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176 WEPSET_ANDNOT_EW(attacker, culprit);
180 // after a frag, choose another random weapon set
181 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
185 // FIXME fix the mess this is (we have REAL points now!)
189 frag_attacker = attacker;
192 if(MUTATOR_CALLHOOK(GiveFragsForKill))
202 f = RunematchHandleFrags(attacker, targ, f);
208 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209 if(tl < lms_lowest_lives)
210 lms_lowest_lives = tl;
214 lms_next_place = player_count;
216 lms_next_place = min(lms_next_place, player_count);
217 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
224 attacker.totalfrags += f;
227 UpdateFrags(attacker, f);
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
232 string health_output = string_null;
233 string ping_output = string_null;
234 string handicap_output = string_null;
235 string output = string_null;
237 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
239 // health/armor of attacker (person who killed you)
240 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
244 if(autocvar_sv_fraginfo_ping)
245 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
248 if(autocvar_sv_fraginfo_handicap)
250 if(autocvar_sv_fraginfo_handicap == 2)
251 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
253 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
257 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
258 ping_output, (handicap_output ? "^7 / " : ""),
259 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
261 // add new line to the beginning if there is a message
262 if(output) { output = strcat("\n", output); }
268 string AppendItemcodes(string s, entity player)
273 // w = player.switchweapon;
275 w = player.cnt; // previous weapon!
276 s = strcat(s, ftos(w));
277 if(time < player.strength_finished)
279 if(time < player.invincible_finished)
281 if(player.flagcarried != world)
283 if(player.BUTTON_CHAT)
288 s = strcat(s, "|", ftos(player.runes));
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
295 if(!autocvar_sv_eventlog)
297 s = strcat(":kill:", mode);
298 s = strcat(s, ":", ftos(killer.playerid));
299 s = strcat(s, ":", ftos(killed.playerid));
300 s = strcat(s, ":type=", Deathtype_Name(deathtype));
301 s = strcat(s, ":items=");
302 s = AppendItemcodes(s, killer);
305 s = strcat(s, ":victimitems=");
306 s = AppendItemcodes(s, killed);
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
314 if(DEATH_ISSPECIAL(deathtype))
316 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
317 { if(deathtype == max(0, name)) \
319 #if msg_death != NO_MSG \
322 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
323 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
327 #if msg_death_by != NO_MSG \
330 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
331 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
343 backtrace("Unhandled deathtype. Please notify Samual!\n");
348 print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
354 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
357 if(DEATH_ISSPECIAL(deathtype))
359 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
360 { if(deathtype == max(0, name)) \
370 backtrace("Unhandled deathtype. Please notify Samual!\n");
375 print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
383 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
386 if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
392 string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
393 float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
394 float notif_firstblood;
397 dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
405 if(DEATH_ISSPECIAL(deathtype))
407 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
416 case DEATH_MIRRORDAMAGE:
420 //f2 = targ.killcount;
428 f1 = f2 = f3 = NO_FL_ARG;
432 LogDeath("suicide", deathtype, targ, targ);
433 GiveFrags(attacker, targ, -1, deathtype);
435 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
437 else if(DEATH_WEAPONOF(deathtype))
439 print("SUICIDE: death was a weapon!\n");
443 backtrace("SUICIDE: what the hell happened here?\n");
451 else if(attacker.classname == "player")
453 if(!IsDifferentTeam(attacker, targ))
455 if(DEATH_ISSPECIAL(deathtype))
457 backtrace("MURDER: hmm death was special?\n");
459 else if(DEATH_WEAPONOF(deathtype))
461 print("MURDER: death was a weapon!\n");
465 backtrace("MURDER: what the hell happened here?\n");
468 LogDeath("tk", deathtype, attacker, targ);
469 GiveFrags(attacker, targ, -1, deathtype);
473 s1 = attacker.netname;
476 attacker.FRAG_VERBOSE = TRUE;
477 targ.FRAG_VERBOSE = TRUE;
479 LogDeath("frag", deathtype, attacker, targ);
480 GiveFrags(attacker, targ, 1, deathtype);
482 attacker.taunt_soundtime = time + 1;
483 attacker.killcount = attacker.killcount + 1;
484 if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
486 #define ADD_ACHIEVEMENT_CASE(numa,numb) \
489 AnnounceTo(attacker, strcat(#numb, "kills")); \
490 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
493 switch(attacker.killcount)
495 ADD_ACHIEVEMENT_CASE(3, 03)
496 ADD_ACHIEVEMENT_CASE(5, 05)
497 ADD_ACHIEVEMENT_CASE(10, 10)
498 ADD_ACHIEVEMENT_CASE(15, 15)
499 ADD_ACHIEVEMENT_CASE(20, 20)
500 ADD_ACHIEVEMENT_CASE(25, 25)
501 ADD_ACHIEVEMENT_CASE(30, 30)
504 #undef ADD_ACHIEVEMENT_CASE
506 if(!checkrules_firstblood)
508 checkrules_firstblood = TRUE;
509 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
510 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
511 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
514 if(notif_firstblood) // first blood, no kill sprees yet
518 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
519 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
521 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
522 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));
526 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
527 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
529 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
530 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));
532 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
534 else // normal frags, kill sprees listed
538 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
539 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
541 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
542 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));
546 Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
547 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
549 Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
550 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));
553 // Send_Notification(world, MSG_WEAPON, 50, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position);
554 if(DEATH_WEAPONOF(deathtype)) { print("Currently unhandled...\n"); }
555 else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
567 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
568 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
569 // and there will be a REAL DEATH_VOID implementation which mappers will use.
570 /*case DEATH_HURTTRIGGER:
573 s2 = inflictor.message;
574 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
582 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
590 f1 = f2 = f3 = NO_FL_ARG;
595 // log and score the death
596 LogDeath("accident", deathtype, targ, targ);
597 GiveFrags(targ, targ, -1, deathtype);
600 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
602 AnnounceTo(targ, "botlike");
603 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
606 // tell everyone about it
607 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
610 // Set final information for the death
611 targ.death_origin = targ.origin;
612 if(targ != attacker) { targ.killer_origin = attacker.origin; }
613 if(targ.killcount) { targ.killcount = 0; }
616 // these are updated by each Damage call for use in button triggering and such
618 entity damage_inflictor;
619 entity damage_attacker;
621 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
626 entity attacker_save;
630 if (gameover || targ.killcount == -666)
637 damage_inflictor = inflictor;
638 damage_attacker = attacker;
639 attacker_save = attacker;
641 if(targ.classname == "player")
644 if(targ.hook.aiment == attacker)
645 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
647 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
648 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
650 if(targ.classname == "player")
651 if not(IsDifferentTeam(targ, attacker))
658 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
660 // These are ALWAYS lethal
661 // No damage modification here
662 // Instead, prepare the victim for his death...
664 targ.spawnshieldtime = 0;
665 targ.health = 0.9; // this is < 1
666 targ.flags -= targ.flags & FL_GODMODE;
669 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
676 skill based bot damage? gtfo. (tZork)
677 if (targ.classname == "player")
678 if (attacker.classname == "player")
681 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
684 // nullify damage if teamplay is on
685 if(deathtype != DEATH_TELEFRAG)
686 if(attacker.classname == "player")
688 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
693 else if(!IsDifferentTeam(attacker, targ))
695 if(autocvar_teamplay_mode == 1)
697 else if(attacker != targ)
699 if(autocvar_teamplay_mode == 3)
701 else if(autocvar_teamplay_mode == 4)
703 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
705 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
706 attacker.dmg_team = attacker.dmg_team + damage;
707 if(attacker.dmg_team > teamdamage0 && !g_ca)
708 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
709 mirrorforce = autocvar_g_mirrordamage * vlen(force);
712 if(autocvar_g_friendlyfire == 0)
718 damage = autocvar_g_friendlyfire * damage;
719 // mirrordamage will be used LATER
721 if(autocvar_g_mirrordamage_virtual)
723 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
724 attacker.dmg_take += v_x;
725 attacker.dmg_save += v_y;
726 attacker.dmg_inflictor = inflictor;
727 mirrordamage = v_z; // = 0, to make fteqcc stfu
731 if(autocvar_g_friendlyfire_virtual)
733 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
734 targ.dmg_take += v_x;
735 targ.dmg_save += v_y;
736 targ.dmg_inflictor = inflictor;
738 if(!autocvar_g_friendlyfire_virtual_force)
749 if(targ.classname == "player")
750 if(attacker.classname == "player")
753 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
754 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
757 if(targ.classname == "player")
760 if ((deathtype == DEATH_FALL) ||
761 (deathtype == DEATH_DROWN) ||
762 (deathtype == DEATH_SLIME) ||
763 (deathtype == DEATH_LAVA) ||
764 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
771 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
773 targ.armorvalue -= 1;
774 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
777 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
779 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
783 if (targ != attacker)
785 if ((targ.health >= 1) && (targ.classname == "player"))
786 centerprint(attacker, "Secondary fire inflicts no damage!");
794 if not(DEATH_ISSPECIAL(deathtype))
796 damage *= g_weapondamagefactor;
797 mirrordamage *= g_weapondamagefactor;
798 force = force * g_weaponforcefactor;
799 mirrorforce *= g_weaponforcefactor;
802 // should this be changed at all? If so, in what way?
803 frag_attacker = attacker;
805 frag_damage = damage;
807 frag_deathtype = deathtype;
808 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
809 damage = frag_damage;
812 // apply strength multiplier
813 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
817 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
818 force = force * autocvar_g_balance_powerup_strength_selfforce;
822 damage = damage * autocvar_g_balance_powerup_strength_damage;
823 force = force * autocvar_g_balance_powerup_strength_force;
827 // apply invincibility multiplier
828 if (targ.items & IT_INVINCIBLE && !g_minstagib)
829 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
831 if (targ == attacker)
833 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
836 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
841 // apply strength rune
842 if (attacker.runes & RUNE_STRENGTH)
844 if(attacker.runes & CURSE_WEAK) // have both curse & rune
846 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
847 force = force * autocvar_g_balance_rune_strength_combo_force;
851 damage = damage * autocvar_g_balance_rune_strength_damage;
852 force = force * autocvar_g_balance_rune_strength_force;
855 else if (attacker.runes & CURSE_WEAK)
857 damage = damage * autocvar_g_balance_curse_weak_damage;
858 force = force * autocvar_g_balance_curse_weak_force;
861 // apply defense rune
862 if (targ.runes & RUNE_DEFENSE)
864 if (targ.runes & CURSE_VULNER) // have both curse & rune
865 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
867 damage = damage * autocvar_g_balance_rune_defense_takedamage;
869 else if (targ.runes & CURSE_VULNER)
870 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
876 if(targ.takedamage == DAMAGE_AIM)
879 if(damage_headshotbonus)
881 if(targ.classname == "player")
884 // find height of hit on player axis
885 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
886 vector headmins, headmaxs, org;
887 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
888 headmins = org + GetHeadshotMins(targ);
889 headmaxs = org + GetHeadshotMaxs(targ);
890 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
892 deathtype |= HITTYPE_HEADSHOT;
895 else if(targ.classname == "turret_head")
897 deathtype |= HITTYPE_HEADSHOT;
899 if(deathtype & HITTYPE_HEADSHOT)
900 if(damage_headshotbonus > 0)
901 damage *= 1 + damage_headshotbonus;
905 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
910 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
912 if(IsDifferentTeam(victim, attacker))
916 if(deathtype != DEATH_FIRE)
918 if(victim.BUTTON_CHAT)
919 attacker.typehitsound += 1;
921 attacker.hitsound += 1;
924 damage_goodhits += 1;
925 damage_gooddamage += damage;
927 if not(DEATH_ISSPECIAL(deathtype))
929 if(targ.classname == "player") // don't do this for vehicles
935 if(victim.items & IT_STRENGTH)
938 if(deathtype & HITTYPE_HEADSHOT)
945 if(deathtype != DEATH_FIRE)
947 attacker.typehitsound += 1;
950 if(time > attacker.teamkill_complain)
952 attacker.teamkill_complain = time + 5;
953 attacker.teamkill_soundtime = time + 0.4;
954 attacker.teamkill_soundsource = targ;
962 if (self.damageforcescale)
964 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
966 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
967 if(self.movetype == MOVETYPE_PHYSICS)
971 farcent.classname = "farce";
972 farcent.enemy = self;
973 farcent.movedir = farce * 10;
975 farcent.movedir = farcent.movedir * self.mass;
976 farcent.origin = hitloc;
977 farcent.forcetype = FORCETYPE_FORCEATPOS;
978 farcent.nextthink = time + 0.1;
979 farcent.think = SUB_Remove;
982 self.velocity = self.velocity + farce;
983 self.flags &~= FL_ONGROUND;
984 UpdateCSQCProjectile(self);
987 if (damage != 0 || (self.damageforcescale && vlen(force)))
988 if (self.event_damage)
989 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
992 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
996 if (attacker.runes & RUNE_VAMPIRE)
998 // apply vampire rune
999 if (attacker.runes & CURSE_EMPATHY) // have the curse too
1001 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
1002 attacker.health = bound(
1003 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
1004 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
1005 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
1009 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
1010 attacker.health = bound(
1011 attacker.health, // LA: was 3, but changed so that you can't lose health
1012 // empathy won't let you gain health in the same way...
1013 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
1014 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
1017 // apply empathy curse
1018 else if (attacker.runes & CURSE_EMPATHY)
1020 attacker.health = bound(
1021 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1022 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1028 // apply mirror damage if any
1029 if(mirrordamage > 0 || mirrorforce > 0)
1031 attacker = attacker_save;
1033 if(mirrordamage > 0)
1035 // just lose extra LIVES, don't kill the player for mirror damage
1036 if(attacker.armorvalue > 0)
1038 attacker.armorvalue = attacker.armorvalue - 1;
1039 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1040 attacker.hitsound += 1;
1045 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1046 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1050 float RadiusDamage_running;
1051 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1052 // Returns total damage applies to creatures
1057 float total_damage_to_creatures;
1062 float stat_damagedone;
1064 if(RadiusDamage_running)
1066 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1070 RadiusDamage_running = 1;
1072 tfloordmg = autocvar_g_throughfloor_damage;
1073 tfloorforce = autocvar_g_throughfloor_force;
1075 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1076 total_damage_to_creatures = 0;
1078 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1079 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1081 force = inflictor.velocity;
1082 if(vlen(force) == 0)
1085 force = normalize(force);
1086 if(forceintensity >= 0)
1087 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1089 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1092 stat_damagedone = 0;
1094 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1098 if (targ != inflictor)
1099 if (ignore != targ) if(targ.takedamage)
1105 // LordHavoc: measure distance to nearest point on target (not origin)
1106 // (this guarentees 100% damage on a touch impact)
1107 nearest = targ.WarpZone_findradius_nearest;
1108 diff = targ.WarpZone_findradius_dist;
1109 // round up a little on the damage to ensure full damage on impacts
1110 // and turn the distance into a fraction of the radius
1111 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1113 //bprint(ftos(power));
1114 //if (targ == attacker)
1115 // print(ftos(power), "\n");
1121 finaldmg = coredamage * power + edgedamage * (1 - power);
1127 vector myblastorigin;
1130 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1132 // if it's a player, use the view origin as reference
1133 center = CENTER_OR_VIEWOFS(targ);
1135 force = normalize(center - myblastorigin);
1136 force = force * (finaldmg / coredamage) * forceintensity;
1139 if(targ != directhitentity)
1144 float mininv_f, mininv_d;
1146 // test line of sight to multiple positions on box,
1147 // and do damage if any of them hit
1150 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1151 // so for a given max stddev:
1152 // n = (1 / (2 * max stddev of hitratio))^2
1154 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1155 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1157 if(autocvar_g_throughfloor_debug)
1158 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1160 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1162 if(autocvar_g_throughfloor_debug)
1163 print(sprintf(" steps=%f", total));
1165 if (targ.classname == "player")
1166 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1168 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1170 if(autocvar_g_throughfloor_debug)
1171 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1173 for(c = 0; c < total; ++c)
1175 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1176 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1177 if (trace_fraction == 1 || trace_ent == targ)
1181 hitloc = hitloc + nearest;
1185 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1186 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1187 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1190 nearest = hitloc * (1 / max(1, hits));
1191 hitratio = (hits / total);
1192 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1193 finaldmg = finaldmg * a;
1194 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1197 if(autocvar_g_throughfloor_debug)
1198 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1201 // laser force adjustments :P
1202 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1204 if (targ == attacker)
1209 float force_velocitybiasramp;
1210 float force_velocitybias;
1212 force_velocitybiasramp = autocvar_sv_maxspeed;
1213 if(deathtype & HITTYPE_SECONDARY)
1215 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1216 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1220 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1221 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1224 vel = targ.velocity;
1226 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1230 normalize(normalize(force) + vel);
1232 force_z *= force_zscale;
1236 if(deathtype & HITTYPE_SECONDARY)
1238 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1242 force *= autocvar_g_balance_laser_primary_force_other_scale;
1247 //if (targ == attacker)
1249 // print("hits ", ftos(hits), " / ", ftos(total));
1250 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1251 // print(" (", ftos(a), ")\n");
1253 if(finaldmg || vlen(force))
1257 total_damage_to_creatures += finaldmg;
1259 if(accuracy_isgooddamage(attacker, targ))
1260 stat_damagedone += finaldmg;
1263 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1264 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1266 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1274 RadiusDamage_running = 0;
1276 if(!DEATH_ISSPECIAL(deathtype))
1277 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1279 return total_damage_to_creatures;
1282 .float fire_damagepersec;
1283 .float fire_endtime;
1284 .float fire_deathtype;
1286 .float fire_hitsound;
1287 .entity fire_burner;
1289 void fireburner_think();
1291 float Fire_IsBurning(entity e)
1293 return (time < e.fire_endtime);
1296 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1299 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1301 if(e.classname == "player")
1310 // print("adding a fire burner to ", e.classname, "\n");
1311 e.fire_burner = spawn();
1312 e.fire_burner.classname = "fireburner";
1313 e.fire_burner.think = fireburner_think;
1314 e.fire_burner.nextthink = time;
1315 e.fire_burner.owner = e;
1321 if(Fire_IsBurning(e))
1323 mintime = e.fire_endtime - time;
1324 maxtime = max(mintime, t);
1326 mindps = e.fire_damagepersec;
1327 maxdps = max(mindps, dps);
1329 if(maxtime > mintime || maxdps > mindps)
1333 // damage we have right now
1334 mindamage = mindps * mintime;
1336 // damage we want to get
1337 maxdamage = mindamage + d;
1339 // but we can't exceed maxtime * maxdps!
1340 totaldamage = min(maxdamage, maxtime * maxdps);
1344 // totaldamage = min(mindamage + d, maxtime * maxdps)
1346 // totaldamage <= maxtime * maxdps
1347 // ==> totaldamage / maxdps <= maxtime.
1349 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1350 // >= min(mintime, maxtime)
1351 // ==> totaldamage / maxdps >= mintime.
1354 // how long do we damage then?
1355 // at least as long as before
1356 // but, never exceed maxdps
1357 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1361 // at most as long as maximum allowed
1362 // but, never below mindps
1363 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1365 // assuming t > mintime, dps > mindps:
1366 // we get d = t * dps = maxtime * maxdps
1367 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1368 // totaldamage / maxdps = maxtime
1369 // totaldamage / mindps > totaldamage / maxdps = maxtime
1371 // a) totaltime = max(mintime, maxtime) = maxtime
1372 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1374 // assuming t <= mintime:
1375 // we get maxtime = mintime
1376 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1377 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1379 // assuming dps <= mindps:
1380 // we get mindps = maxdps.
1381 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1382 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1383 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1385 e.fire_damagepersec = totaldamage / totaltime;
1386 e.fire_endtime = time + totaltime;
1387 if(totaldamage > 1.2 * mindamage)
1389 e.fire_deathtype = dt;
1390 if(e.fire_owner != o)
1393 e.fire_hitsound = FALSE;
1396 if(accuracy_isgooddamage(o, e))
1397 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1398 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1405 e.fire_damagepersec = dps;
1406 e.fire_endtime = time + t;
1407 e.fire_deathtype = dt;
1409 e.fire_hitsound = FALSE;
1410 if(accuracy_isgooddamage(o, e))
1411 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1416 void Fire_ApplyDamage(entity e)
1421 if not(Fire_IsBurning(e))
1424 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1425 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1428 // water and slime stop fire
1430 if(e.watertype != CONTENT_LAVA)
1434 if(e.freezetag_frozen)
1437 t = min(frametime, e.fire_endtime - time);
1438 d = e.fire_damagepersec * t;
1440 hi = e.fire_owner.hitsound;
1441 ty = e.fire_owner.typehitsound;
1442 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1443 if(e.fire_hitsound && e.fire_owner)
1445 e.fire_owner.hitsound = hi;
1446 e.fire_owner.typehitsound = ty;
1448 e.fire_hitsound = TRUE;
1450 if not(IS_INDEPENDENT_PLAYER(e))
1451 FOR_EACH_PLAYER(other) if(e != other)
1453 if(other.classname == "player")
1454 if(other.deadflag == DEAD_NO)
1455 if not(IS_INDEPENDENT_PLAYER(other))
1456 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1458 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1459 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1460 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1465 void Fire_ApplyEffect(entity e)
1467 if(Fire_IsBurning(e))
1468 e.effects |= EF_FLAME;
1470 e.effects &~= EF_FLAME;
1473 void fireburner_think()
1475 // for players, this is done in the regular loop
1476 if(wasfreed(self.owner))
1481 Fire_ApplyEffect(self.owner);
1482 if(!Fire_IsBurning(self.owner))
1484 self.owner.fire_burner = world;
1488 Fire_ApplyDamage(self.owner);
1489 self.nextthink = time;