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Accidents/forced deaths should now be entirely working-- TODO: TK support
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
180                 // after a frag, choose another random weapon set
181                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
216                                         lms_next_place = min(lms_next_place, player_count);
217                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
239                 // health/armor of attacker (person who killed you)
240                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
242                 
243                 // ping display
244                 if(autocvar_sv_fraginfo_ping)
245                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
250                         if(autocvar_sv_fraginfo_handicap == 2)  
251                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
253                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
254                 }
255                 
256                 // format the string
257                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
258                         ping_output, (handicap_output ? "^7 / " : ""), 
259                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", Deathtype_Name(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
312 {
313         float handled, hits;
314         if(DEATH_ISSPECIAL(deathtype))
315         {
316                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if msg_death != NO_MSG \
320                                         if not(murder) \
321                                         { \
322                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
323                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
324                                                 ++handled; \
325                                         } \
326                                 #endif \
327                                 #if msg_death_by != NO_MSG \
328                                         if(murder) \
329                                         { \
330                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
331                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
332                                                 ++handled; \
333                                         } \
334                                 #endif \
335                                 ++hits; \
336                         } }
337
338                 DEATHTYPES
339                 #undef DEATHTYPE
340                 
341                 if not(hits)
342                 {
343                         backtrace("Unhandled deathtype. Please notify Samual!\n");
344                         //return;
345                 }
346                 if not(handled)
347                 {
348                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
349                         return;
350                 }
351         }
352 }
353
354 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
355 {
356         float handled, hits;
357         if(DEATH_ISSPECIAL(deathtype))
358         {
359                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
360                         { if(deathtype == max(0, name)) \
361                         { \
362                                 ++hits; \
363                         } }
364
365                 DEATHTYPES
366                 #undef DEATHTYPE
367                 
368                 if not(hits)
369                 {
370                         backtrace("Unhandled deathtype. Please notify Samual!\n");
371                         //return;
372                 }
373                 if not(handled)
374                 {
375                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
376                         return;
377                 }
378         }
379 }
380
381 .float FRAG_VERBOSE;
382
383 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
384 {
385         // Sanity check
386         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
387
388         // Declarations
389         string  s, a, msg;
390         float w, type;
391
392         string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
393         float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
394         float notif_firstblood;
395
396
397         dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
398
399
400         // =======
401         // SUICIDE
402         // =======
403         if(targ == attacker)
404         {
405                 if(DEATH_ISSPECIAL(deathtype))
406                 {
407                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
408                         {
409                                 s1 = targ.netname;
410                                 f1 = targ.team;
411                         }
412                         else
413                         {
414                                 switch(deathtype)
415                                 {
416                                         case DEATH_MIRRORDAMAGE:
417                                         {
418                                                 s1 = targ.netname;
419                                                 f1 = targ.team;
420                                                 //f2 = targ.killcount;
421                                                 break;
422                                         }
423                                         
424                                         default:
425                                         {
426                                                 s1 = targ.netname;
427                                                 s2 = NO_STR_ARG;
428                                                 f1 = f2 = f3 = NO_FL_ARG;
429                                                 break;
430                                         }
431                                 }
432                                 LogDeath("suicide", deathtype, targ, targ);
433                                 GiveFrags(attacker, targ, -1, deathtype);
434                         }
435                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
436                 }
437                 else if(DEATH_WEAPONOF(deathtype))
438                 {
439                         print("SUICIDE: death was a weapon!\n");
440                 }
441                 else
442                 {
443                         backtrace("SUICIDE: what the hell happened here?\n");
444                 }
445         }
446
447
448         // ======
449         // MURDER
450         // ======
451         else if(attacker.classname == "player")
452         {
453                 if(!IsDifferentTeam(attacker, targ))
454                 {
455                         if(DEATH_ISSPECIAL(deathtype))
456                         {
457                                 backtrace("MURDER: hmm death was special?\n");
458                         }
459                         else if(DEATH_WEAPONOF(deathtype))
460                         {
461                                 print("MURDER: death was a weapon!\n");
462                         }
463                         else
464                         {
465                                 backtrace("MURDER: what the hell happened here?\n");
466                         }
467                         
468                         LogDeath("tk", deathtype, attacker, targ);
469                         GiveFrags(attacker, targ, -1, deathtype);
470                 }
471                 else
472                 {
473                         s1 = attacker.netname;
474                         s2 = targ.netname;
475
476                         attacker.FRAG_VERBOSE = TRUE;
477                         targ.FRAG_VERBOSE = TRUE;
478
479                         LogDeath("frag", deathtype, attacker, targ);
480                         GiveFrags(attacker, targ, 1, deathtype);
481
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); }
485                         
486                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
487                                 case numa: \
488                                 { \
489                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
490                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
491                                         break; \
492                                 }
493                         switch(attacker.killcount)
494                         {
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)
502                                 default: break;
503                         }
504                         #undef ADD_ACHIEVEMENT_CASE
505
506                         if(!checkrules_firstblood)
507                         {
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);
512                         }
513
514                         if(notif_firstblood) // first blood, no kill sprees yet
515                         {
516                                 if(targ.istypefrag)
517                                 {
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);
520                                                 
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));
523                                 }
524                                 else
525                                 {
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);
528                                                 
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));
531                                 }
532                                 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
533                         }
534                         else // normal frags, kill sprees listed
535                         {
536                                 if(targ.istypefrag)
537                                 {
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);
540                                                 
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));
543                                 }
544                                 else
545                                 {
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);
548                                                 
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));
551                                 }
552
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); }
556                         }
557                 }
558         }
559
560         // =============
561         // ACCIDENT/TRAP
562         // =============
563         else
564         {
565                 switch(deathtype)
566                 {
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:
571                         {
572                                 s1 = targ.netname;
573                                 s2 = inflictor.message;
574                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
575                                 break;
576                         }*/
577
578                         case DEATH_CUSTOM:
579                         {
580                                 s1 = targ.netname;
581                                 s2 = deathmessage;
582                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
583                                 break;
584                         }
585                         
586                         default:
587                         {
588                                 s1 = targ.netname;
589                                 s2 = NO_STR_ARG;
590                                 f1 = f2 = f3 = NO_FL_ARG;
591                                 break;
592                         }
593                 }
594
595                 // log and score the death
596                 LogDeath("accident", deathtype, targ, targ);
597                 GiveFrags(targ, targ, -1, deathtype);
598                 
599                 // achieve failure
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                 // tell everyone about it
607                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
608         }
609
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; }
614 }
615
616 // these are updated by each Damage call for use in button triggering and such
617 entity damage_targ;
618 entity damage_inflictor;
619 entity damage_attacker;
620
621 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
622 {
623         float mirrordamage;
624         float mirrorforce;
625         float teamdamage0;
626         entity attacker_save;
627         mirrordamage = 0;
628         mirrorforce = 0;
629
630         if (gameover || targ.killcount == -666)
631                 return;
632
633         entity oldself;
634         oldself = self;
635         self = targ;
636         damage_targ = targ;
637         damage_inflictor = inflictor;
638         damage_attacker = attacker;
639                 attacker_save = attacker;
640
641         if(targ.classname == "player")
642                 if(targ.hook)
643                         if(targ.hook.aiment)
644                                 if(targ.hook.aiment == attacker)
645                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
646
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))
649         {
650                 if(targ.classname == "player")
651                         if not(IsDifferentTeam(targ, attacker))
652                         {
653                                 self = oldself;
654                                 return;
655                         }
656         }
657
658         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
659         {
660                 // These are ALWAYS lethal
661                 // No damage modification here
662                 // Instead, prepare the victim for his death...
663                 targ.armorvalue = 0;
664                 targ.spawnshieldtime = 0;
665                 targ.health = 0.9; // this is < 1
666                 targ.flags -= targ.flags & FL_GODMODE;
667                 damage = 100000;
668         }
669         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
670         {
671                 // no processing
672         }
673         else
674         {
675                 /*
676                 skill based bot damage? gtfo. (tZork)
677                 if (targ.classname == "player")
678                 if (attacker.classname == "player")
679                 if (!targ.isbot)
680                 if (attacker.isbot)
681                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
682         */
683         
684                 // nullify damage if teamplay is on
685                 if(deathtype != DEATH_TELEFRAG)
686                 if(attacker.classname == "player")
687                 {
688                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
689                         {
690                                 damage = 0;
691                                 force = '0 0 0';
692                         }
693                         else if(!IsDifferentTeam(attacker, targ))
694                         {
695                                 if(autocvar_teamplay_mode == 1)
696                                         damage = 0;
697                                 else if(attacker != targ)
698                                 {
699                                         if(autocvar_teamplay_mode == 3)
700                                                 damage = 0;
701                                         else if(autocvar_teamplay_mode == 4)
702                                         {
703                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
704                                                 {
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);
710                                                         if(g_minstagib)
711                                                         {
712                                                                 if(autocvar_g_friendlyfire == 0)
713                                                                         damage = 0;
714                                                         }
715                                                         else if(g_ca)
716                                                                 damage = 0;
717                                                         else
718                                                                 damage = autocvar_g_friendlyfire * damage;
719                                                         // mirrordamage will be used LATER
720
721                                                         if(autocvar_g_mirrordamage_virtual)
722                                                         {
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
728                                                                 mirrorforce = 0;
729                                                         }
730
731                                                         if(autocvar_g_friendlyfire_virtual)
732                                                         {
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;
737                                                                 damage = 0;
738                                                                 if(!autocvar_g_friendlyfire_virtual_force)
739                                                                         force = '0 0 0';
740                                                         }
741                                                 }
742                                                 else
743                                                         damage = 0;
744                                         }
745                                 }
746                         }
747                 }
748
749                 if(targ.classname == "player")
750                 if(attacker.classname == "player")
751                 if(attacker != targ)
752                 {
753                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
754                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
755                 }
756
757                 if(targ.classname == "player")
758                 if (g_minstagib)
759                 {
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))
765                         {
766                                 self = oldself;
767                                 return;
768                         }
769                         if(damage > 0)
770                             damage = 10000;
771                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
772                         {
773                                 targ.armorvalue -= 1;
774                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
775                                 damage = 0;
776                                 targ.hitsound += 1;
777                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
778                         }
779                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
780                         {
781                                 damage = 0;
782                                 mirrordamage = 0;
783                                 if (targ != attacker)
784                                 {
785                                         if ((targ.health >= 1) && (targ.classname == "player"))
786                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
787                                         force = '0 0 0';
788                                         // keep mirrorforce
789                                         attacker = targ;
790                                 }
791                         }
792                 }
793
794                 if not(DEATH_ISSPECIAL(deathtype))
795                 {
796                         damage *= g_weapondamagefactor;
797                         mirrordamage *= g_weapondamagefactor;
798                         force = force * g_weaponforcefactor;
799                         mirrorforce *= g_weaponforcefactor;
800                 }
801                 
802                 // should this be changed at all? If so, in what way?
803                 frag_attacker = attacker;
804                 frag_target = targ;
805                 frag_damage = damage;
806                 frag_force = force;
807         frag_deathtype = deathtype;
808                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
809                 damage = frag_damage;
810                 force = frag_force;
811                 
812                 // apply strength multiplier
813                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
814                 {
815                         if(targ == attacker)
816                         {
817                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
818                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
819                         }
820                         else
821                         {
822                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
823                                 force = force * autocvar_g_balance_powerup_strength_force;
824                         }
825                 }
826
827                 // apply invincibility multiplier
828                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
829                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
830
831                 if (targ == attacker)
832                 {
833                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
834                                 damage = 0;
835                         else
836                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
837                 }
838
839                 if(g_runematch)
840                 {
841                         // apply strength rune
842                         if (attacker.runes & RUNE_STRENGTH)
843                         {
844                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
845                                 {
846                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
847                                         force = force * autocvar_g_balance_rune_strength_combo_force;
848                                 }
849                                 else
850                                 {
851                                         damage = damage * autocvar_g_balance_rune_strength_damage;
852                                         force = force * autocvar_g_balance_rune_strength_force;
853                                 }
854                         }
855                         else if (attacker.runes & CURSE_WEAK)
856                         {
857                                 damage = damage * autocvar_g_balance_curse_weak_damage;
858                                 force = force * autocvar_g_balance_curse_weak_force;
859                         }
860
861                         // apply defense rune
862                         if (targ.runes & RUNE_DEFENSE)
863                         {
864                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
865                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
866                                 else
867                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
868                         }
869                         else if (targ.runes & CURSE_VULNER)
870                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
871                 }
872
873                 // count the damage
874                 if(attacker)
875                 if(!targ.deadflag)
876                 if(targ.takedamage == DAMAGE_AIM)
877                 if(targ != attacker)
878                 {
879                         if(damage_headshotbonus)
880                         {
881                                 if(targ.classname == "player")
882                                 {
883                                         // HEAD SHOT:
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))
891                                         {
892                                                 deathtype |= HITTYPE_HEADSHOT;
893                                         }
894                                 }
895                                 else if(targ.classname == "turret_head")
896                                 {
897                                         deathtype |= HITTYPE_HEADSHOT;
898                                 }
899                                 if(deathtype & HITTYPE_HEADSHOT)
900                                         if(damage_headshotbonus > 0)
901                                                 damage *= 1 + damage_headshotbonus;
902                         }
903
904                         entity victim;
905                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
906                                 victim = targ.owner;
907                         else
908                                 victim = targ;
909
910                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
911                         {
912                                 if(IsDifferentTeam(victim, attacker))
913                                 {
914                                         if(damage > 0)
915                                         {
916                                                 if(deathtype != DEATH_FIRE)
917                                                 {
918                                                         if(victim.BUTTON_CHAT)
919                                                                 attacker.typehitsound += 1;
920                                                         else
921                                                                 attacker.hitsound += 1;
922                                                 }
923
924                                                 damage_goodhits += 1;
925                                                 damage_gooddamage += damage;
926
927                                                 if not(DEATH_ISSPECIAL(deathtype))
928                                                 {
929                                                         if(targ.classname == "player") // don't do this for vehicles
930                                                         if(!g_minstagib)
931                                                         if(IsFlying(victim))
932                                                                 yoda = 1;
933
934                                                         if(g_minstagib)
935                                                         if(victim.items & IT_STRENGTH)
936                                                                 yoda = 1;
937
938                                                         if(deathtype & HITTYPE_HEADSHOT)
939                                                                 headshot = 1;
940                                                 }
941                                         }
942                                 }
943                                 else
944                                 {
945                                         if(deathtype != DEATH_FIRE)
946                                         {
947                                                 attacker.typehitsound += 1;
948                                         }
949                                         if(mirrordamage > 0)
950                                                 if(time > attacker.teamkill_complain)
951                                                 {
952                                                         attacker.teamkill_complain = time + 5;
953                                                         attacker.teamkill_soundtime = time + 0.4;
954                                                         attacker.teamkill_soundsource = targ;
955                                                 }
956                                 }
957                         }
958                 }
959         }
960
961         // apply push
962         if (self.damageforcescale)
963         if (vlen(force))
964         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
965         {
966                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
967                 if(self.movetype == MOVETYPE_PHYSICS)
968                 {
969                         entity farcent;
970                         farcent = spawn();
971                         farcent.classname = "farce";
972                         farcent.enemy = self;
973                         farcent.movedir = farce * 10;
974                         if(self.mass)
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;
980                 }
981                 else
982                         self.velocity = self.velocity + farce;
983                 self.flags &~= FL_ONGROUND;
984                 UpdateCSQCProjectile(self);
985         }
986         // apply damage
987         if (damage != 0 || (self.damageforcescale && vlen(force)))
988         if (self.event_damage)
989                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
990         self = oldself;
991
992         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
993         {
994                 if(g_runematch)
995                 {
996                         if (attacker.runes & RUNE_VAMPIRE)
997                         {
998                         // apply vampire rune
999                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
1000                                 {
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
1006                                 }
1007                                 else
1008                                 {
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
1015                                         }
1016                         }
1017                         // apply empathy curse
1018                         else if (attacker.runes & CURSE_EMPATHY)
1019                         {
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,
1023                                         attacker.health);
1024                         }
1025                 }
1026         }
1027
1028         // apply mirror damage if any
1029         if(mirrordamage > 0 || mirrorforce > 0)
1030         {
1031                 attacker = attacker_save;
1032                 if(g_minstagib)
1033                 if(mirrordamage > 0)
1034                 {
1035                         // just lose extra LIVES, don't kill the player for mirror damage
1036                         if(attacker.armorvalue > 0)
1037                         {
1038                                 attacker.armorvalue = attacker.armorvalue - 1;
1039                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1040                                 attacker.hitsound += 1;
1041                         }
1042                         mirrordamage = 0;
1043                 }
1044
1045                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1046                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1047         }
1048 }
1049
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
1053 {
1054         entity  targ;
1055         vector  blastorigin;
1056         vector  force;
1057         float   total_damage_to_creatures;
1058         entity  next;
1059         float   tfloordmg;
1060         float   tfloorforce;
1061
1062         float stat_damagedone;
1063
1064         if(RadiusDamage_running)
1065         {
1066                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1067                 return 0;
1068         }
1069
1070         RadiusDamage_running = 1;
1071
1072         tfloordmg = autocvar_g_throughfloor_damage;
1073         tfloorforce = autocvar_g_throughfloor_force;
1074
1075         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1076         total_damage_to_creatures = 0;
1077
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)
1080                 {
1081                         force = inflictor.velocity;
1082                         if(vlen(force) == 0)
1083                                 force = '0 0 -1';
1084                         else
1085                                 force = normalize(force);
1086                         if(forceintensity >= 0)
1087                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1088                         else
1089                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1090                 }
1091
1092         stat_damagedone = 0;
1093
1094         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1095         while (targ)
1096         {
1097                 next = targ.chain;
1098                 if (targ != inflictor)
1099                         if (ignore != targ) if(targ.takedamage)
1100                         {
1101                                 vector nearest;
1102                                 vector diff;
1103                                 float power;
1104
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);
1112                                 //bprint(" ");
1113                                 //bprint(ftos(power));
1114                                 //if (targ == attacker)
1115                                 //      print(ftos(power), "\n");
1116                                 if (power > 0)
1117                                 {
1118                                         float finaldmg;
1119                                         if (power > 1)
1120                                                 power = 1;
1121                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1122                                         if (finaldmg > 0)
1123                                         {
1124                                                 float a;
1125                                                 float c;
1126                                                 vector hitloc;
1127                                                 vector myblastorigin;
1128                                                 vector center;
1129
1130                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1131
1132                                                 // if it's a player, use the view origin as reference
1133                                                 center = CENTER_OR_VIEWOFS(targ);
1134
1135                                                 force = normalize(center - myblastorigin);
1136                                                 force = force * (finaldmg / coredamage) * forceintensity;
1137                                                 hitloc = nearest;
1138
1139                                                 if(targ != directhitentity)
1140                                                 {
1141                                                         float hits;
1142                                                         float total;
1143                                                         float hitratio;
1144                                                         float mininv_f, mininv_d;
1145
1146                                                         // test line of sight to multiple positions on box,
1147                                                         // and do damage if any of them hit
1148                                                         hits = 0;
1149
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
1153
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;
1156
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));
1159
1160                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1161
1162                                                         if(autocvar_g_throughfloor_debug)
1163                                                                 print(sprintf(" steps=%f", total));
1164
1165                                                         if (targ.classname == "player")
1166                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1167                                                         else
1168                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1169
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))));
1172
1173                                                         for(c = 0; c < total; ++c)
1174                                                         {
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)
1178                                                                 {
1179                                                                         ++hits;
1180                                                                         if (hits > 1)
1181                                                                                 hitloc = hitloc + nearest;
1182                                                                         else
1183                                                                                 hitloc = nearest;
1184                                                                 }
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;
1188                                                         }
1189
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);
1195                                                         force = force * a;
1196
1197                                                         if(autocvar_g_throughfloor_debug)
1198                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1199                                                 }
1200
1201                                                 // laser force adjustments :P
1202                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1203                                                 {
1204                                                         if (targ == attacker)
1205                                                         {
1206                                                                 vector vel;
1207
1208                                                                 float force_zscale;
1209                                                                 float force_velocitybiasramp;
1210                                                                 float force_velocitybias;
1211
1212                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1213                                                                 if(deathtype & HITTYPE_SECONDARY)
1214                                                                 {
1215                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1216                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1217                                                                 }
1218                                                                 else
1219                                                                 {
1220                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1221                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1222                                                                 }
1223
1224                                                                 vel = targ.velocity;
1225                                                                 vel_z = 0;
1226                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1227                                                                 force =
1228                                                                         vlen(force)
1229                                                                         *
1230                                                                         normalize(normalize(force) + vel);
1231
1232                                                                 force_z *= force_zscale;
1233                                                         }
1234                                                         else
1235                                                         {
1236                                                                 if(deathtype & HITTYPE_SECONDARY)
1237                                                                 {
1238                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1239                                                                 }
1240                                                                 else
1241                                                                 {
1242                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1243                                                                 }
1244                                                         }
1245                                                 }
1246
1247                                                 //if (targ == attacker)
1248                                                 //{
1249                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1250                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1251                                                 //      print(" (", ftos(a), ")\n");
1252                                                 //}
1253                                                 if(finaldmg || vlen(force))
1254                                                 {
1255                                                         if(targ.iscreature)
1256                                                         {
1257                                                                 total_damage_to_creatures += finaldmg;
1258
1259                                                                 if(accuracy_isgooddamage(attacker, targ))
1260                                                                         stat_damagedone += finaldmg;
1261                                                         }
1262
1263                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1264                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1265                                                         else
1266                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1267                                                 }
1268                                         }
1269                                 }
1270                         }
1271                 targ = next;
1272         }
1273
1274         RadiusDamage_running = 0;
1275
1276         if(!DEATH_ISSPECIAL(deathtype))
1277                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1278
1279         return total_damage_to_creatures;
1280 }
1281
1282 .float fire_damagepersec;
1283 .float fire_endtime;
1284 .float fire_deathtype;
1285 .entity fire_owner;
1286 .float fire_hitsound;
1287 .entity fire_burner;
1288
1289 void fireburner_think();
1290
1291 float Fire_IsBurning(entity e)
1292 {
1293         return (time < e.fire_endtime);
1294 }
1295
1296 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1297 {
1298         float dps;
1299         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1300
1301         if(e.classname == "player")
1302         {
1303                 if(e.deadflag)
1304                         return -1;
1305         }
1306         else
1307         {
1308                 if(!e.fire_burner)
1309                 {
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;
1316                 }
1317         }
1318
1319         t = max(t, 0.1);
1320         dps = d / t;
1321         if(Fire_IsBurning(e))
1322         {
1323                 mintime = e.fire_endtime - time;
1324                 maxtime = max(mintime, t);
1325
1326                 mindps = e.fire_damagepersec;
1327                 maxdps = max(mindps, dps);
1328
1329                 if(maxtime > mintime || maxdps > mindps)
1330                 {
1331                         // Constraints:
1332                         
1333                         // damage we have right now
1334                         mindamage = mindps * mintime;
1335
1336                         // damage we want to get
1337                         maxdamage = mindamage + d;
1338
1339                         // but we can't exceed maxtime * maxdps!
1340                         totaldamage = min(maxdamage, maxtime * maxdps);
1341
1342                         // LEMMA:
1343                         // Look at:
1344                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1345                         // We see:
1346                         // totaldamage <= maxtime * maxdps
1347                         // ==> totaldamage / maxdps <= maxtime.
1348                         // We also see:
1349                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1350                         //                     >= min(mintime, maxtime)
1351                         // ==> totaldamage / maxdps >= mintime.
1352
1353                         /*
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
1358                         */
1359
1360                         // alternate:
1361                         // at most as long as maximum allowed
1362                         // but, never below mindps
1363                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1364
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
1370                         // FROM THIS:
1371                         // a) totaltime = max(mintime, maxtime) = maxtime
1372                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1373
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
1378
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
1384
1385                         e.fire_damagepersec = totaldamage / totaltime;
1386                         e.fire_endtime = time + totaltime;
1387                         if(totaldamage > 1.2 * mindamage)
1388                         {
1389                                 e.fire_deathtype = dt;
1390                                 if(e.fire_owner != o)
1391                                 {
1392                                         e.fire_owner = o;
1393                                         e.fire_hitsound = FALSE;
1394                                 }
1395                         }
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
1399                 }
1400                 else
1401                         return 0;
1402         }
1403         else
1404         {
1405                 e.fire_damagepersec = dps;
1406                 e.fire_endtime = time + t;
1407                 e.fire_deathtype = dt;
1408                 e.fire_owner = o;
1409                 e.fire_hitsound = FALSE;
1410                 if(accuracy_isgooddamage(o, e))
1411                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1412                 return d;
1413         }
1414 }
1415
1416 void Fire_ApplyDamage(entity e)
1417 {
1418         float t, d, hi, ty;
1419         entity o;
1420
1421         if not(Fire_IsBurning(e))
1422                 return;
1423
1424         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1425         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1426                 o = e.fire_owner;
1427
1428         // water and slime stop fire
1429         if(e.waterlevel)
1430         if(e.watertype != CONTENT_LAVA)
1431                 e.fire_endtime = 0;
1432
1433         // ice stops fire
1434         if(e.freezetag_frozen)
1435                 e.fire_endtime = 0;
1436
1437         t = min(frametime, e.fire_endtime - time);
1438         d = e.fire_damagepersec * t;
1439
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)
1444         {
1445                 e.fire_owner.hitsound = hi;
1446                 e.fire_owner.typehitsound = ty;
1447         }
1448         e.fire_hitsound = TRUE;
1449
1450         if not(IS_INDEPENDENT_PLAYER(e))
1451         FOR_EACH_PLAYER(other) if(e != other)
1452         {
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))
1457                 {
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);
1461                 }
1462         }
1463 }
1464
1465 void Fire_ApplyEffect(entity e)
1466 {
1467         if(Fire_IsBurning(e))
1468                 e.effects |= EF_FLAME;
1469         else
1470                 e.effects &~= EF_FLAME;
1471 }
1472
1473 void fireburner_think()
1474 {
1475         // for players, this is done in the regular loop
1476         if(wasfreed(self.owner))
1477         {
1478                 remove(self);
1479                 return;
1480         }
1481         Fire_ApplyEffect(self.owner);
1482         if(!Fire_IsBurning(self.owner))
1483         {
1484                 self.owner.fire_burner = world;
1485                 remove(self);
1486                 return;
1487         }
1488         Fire_ApplyDamage(self.owner);
1489         self.nextthink = time;
1490 }