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Make a separate "MSG_DEATH" notification category, cleans up stuff a bit
[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_by,msg_death,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if murder \
320                                         if(max(0, msg_death_by)) { Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); ++handled; } \
321                                 #else \
322                                         if(max(0, msg_death)) { Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); ++handled; } \
323                                 #endif \
324                                 ++hits; \
325                         } }
326
327                 DEATHTYPES
328                 if not(hits)
329                 {
330                         backtrace("Unhandled deathtype. Please notify Samual!\n");
331                         //return;
332                 }
333                 if not(handled)
334                 {
335                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
336                         return;
337                 }
338         }
339 }
340
341 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
342 {
343         float handled, hits;
344         if(DEATH_ISSPECIAL(deathtype))
345         {
346                 #define DEATHTYPE(name,msg_death_by,msg_death,position) \
347                         { if(deathtype == max(0, name)) \
348                         { \
349                                 ++hits; \
350                         } }
351
352                 DEATHTYPES
353                 if not(hits)
354                 {
355                         backtrace("Unhandled deathtype. Please notify Samual!\n");
356                         //return;
357                 }
358                 if not(handled)
359                 {
360                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
361                         return;
362                 }
363         }
364 }
365
366 .float FRAG_VERBOSE;
367
368 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
369 {
370         // Sanity check
371         if not(targ.classname == "player") { backtrace("Obituary called on non-player?!\n"); return; }
372
373         // Declarations
374         string  s, a, msg;
375         float w, type;
376
377         string s1, s2 = NO_STR_ARG;
378         float f1, f2, f3 = NO_FL_ARG;
379         float notif_firstblood;
380
381
382         print(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
383
384
385         // =======
386         // SUICIDE
387         // =======
388         if(targ == attacker)
389         {
390                 if(DEATH_ISSPECIAL(deathtype))
391                 {
392                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
393                         {
394                                 s1 = targ.netname;
395                                 f1 = targ.team;
396                         }
397                         else
398                         {
399                                 switch(deathtype)
400                                 {
401                                         case DEATH_MIRRORDAMAGE:
402                                         {
403                                                 s1 = targ.netname;
404                                                 f1 = targ.team;
405                                                 //f2 = targ.killcount;
406                                                 break;
407                                         }
408                                         
409                                         default:
410                                         {
411                                                 s1 = s2 = NO_STR_ARG;
412                                                 f1 = f2 = f3 = NO_FL_ARG;
413                                                 break;
414                                         }
415                                 }
416                                 LogDeath("suicide", deathtype, targ, targ);
417                                 GiveFrags(attacker, targ, -1, deathtype);
418                         }
419                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
420                 }
421                 else if(DEATH_WEAPONOF(deathtype))
422                 {
423                         print("death was a weapon!\n");
424                 }
425                 else
426                 {
427                         backtrace("what the hell happened here?\n");
428                 }
429         }
430
431
432         // ======
433         // MURDER
434         // ======
435         else if(attacker.classname == "player")
436         {
437                 if(!IsDifferentTeam(attacker, targ))
438                 {
439                         if(DEATH_ISSPECIAL(deathtype))
440                         {
441                                 backtrace("hmm death was special?\n");
442                         }
443                         else if(DEATH_WEAPONOF(deathtype))
444                         {
445                                 print("death was a weapon!\n");
446                         }
447                         else
448                         {
449                                 backtrace("what the hell happened here?\n");
450                         }
451                         
452                         LogDeath("tk", deathtype, attacker, targ);
453                         GiveFrags(attacker, targ, -1, deathtype);
454                 }
455                 else
456                 {
457                         s1 = attacker.netname;
458                         s2 = targ.netname;
459
460                         attacker.FRAG_VERBOSE = TRUE;
461                         targ.FRAG_VERBOSE = TRUE;
462
463                         LogDeath("frag", deathtype, attacker, targ);
464                         GiveFrags(attacker, targ, 1, deathtype);
465
466                         attacker.taunt_soundtime = time + 1;
467                         attacker.killcount = attacker.killcount + 1;
468                         if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
469                         
470                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
471                                 case numa: \
472                                 { \
473                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
474                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
475                                         break; \
476                                 }
477                         switch(attacker.killcount)
478                         {
479                                 ADD_ACHIEVEMENT_CASE(3, 03)
480                                 ADD_ACHIEVEMENT_CASE(5, 05)
481                                 ADD_ACHIEVEMENT_CASE(10, 10)
482                                 ADD_ACHIEVEMENT_CASE(15, 15)
483                                 ADD_ACHIEVEMENT_CASE(20, 20)
484                                 ADD_ACHIEVEMENT_CASE(25, 25)
485                                 ADD_ACHIEVEMENT_CASE(30, 30)
486                                 default: break;
487                         }
488                         #undef ADD_ACHIEVEMENT_CASE
489
490                         if(!checkrules_firstblood)
491                         {
492                                 checkrules_firstblood = TRUE;
493                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
494                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
495                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
496                         }
497
498                         if(notif_firstblood) // first blood, no kill sprees yet
499                         {
500                                 if(targ.istypefrag)
501                                 {
502                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
503                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
504                                                 
505                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
506                                                 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));
507                                 }
508                                 else
509                                 {
510                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
511                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
512                                                 
513                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
514                                                 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));
515                                 }
516                                 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
517                         }
518                         else // normal frags, kill sprees listed
519                         {
520                                 if(targ.istypefrag)
521                                 {
522                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
523                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
524                                                 
525                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
526                                                 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));
527                                 }
528                                 else
529                                 {
530                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
531                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
532                                                 
533                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
534                                                 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));
535                                 }
536                                 //if(DEATH_WEAPONOF(deathtype)) { Send_Notification(world, MSG_WEAPON, 50, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
537                                 //else { Obituary_SpecialDeath(world, deathtype, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
538                         }
539                 }
540         }
541
542         // =============
543         // ACCIDENT/TRAP
544         // =============
545         else
546         {
547                 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
548                         msg = inflictor.message;
549                 else if (deathtype == DEATH_CUSTOM)
550                         msg = deathmessage;
551                 else
552                         msg = "";
553                         
554                 if(strstrofs(msg, "%", 0) < 0) { msg = strcat("%s ", msg); }
555
556                 LogDeath("accident", deathtype, targ, targ);
557                 GiveFrags(targ, targ, -1, deathtype);
558                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
559                         AnnounceTo(targ, "botlike");
560                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
561                 }
562                 //Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
563
564                 //if (targ.killcount > 2)
565                 //      Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
566
567                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
568         }
569
570         targ.death_origin = targ.origin;
571         if(targ != attacker)
572                 targ.killer_origin = attacker.origin;
573
574         // FIXME: this should go in PutClientInServer
575         if (targ.killcount)
576                 targ.killcount = 0;
577 }
578
579 // these are updated by each Damage call for use in button triggering and such
580 entity damage_targ;
581 entity damage_inflictor;
582 entity damage_attacker;
583
584 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
585 {
586         float mirrordamage;
587         float mirrorforce;
588         float teamdamage0;
589         entity attacker_save;
590         mirrordamage = 0;
591         mirrorforce = 0;
592
593         if (gameover || targ.killcount == -666)
594                 return;
595
596         entity oldself;
597         oldself = self;
598         self = targ;
599         damage_targ = targ;
600         damage_inflictor = inflictor;
601         damage_attacker = attacker;
602                 attacker_save = attacker;
603
604         if(targ.classname == "player")
605                 if(targ.hook)
606                         if(targ.hook.aiment)
607                                 if(targ.hook.aiment == attacker)
608                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
609
610         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
611         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
612         {
613                 if(targ.classname == "player")
614                         if not(IsDifferentTeam(targ, attacker))
615                         {
616                                 self = oldself;
617                                 return;
618                         }
619         }
620
621         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
622         {
623                 // These are ALWAYS lethal
624                 // No damage modification here
625                 // Instead, prepare the victim for his death...
626                 targ.armorvalue = 0;
627                 targ.spawnshieldtime = 0;
628                 targ.health = 0.9; // this is < 1
629                 targ.flags -= targ.flags & FL_GODMODE;
630                 damage = 100000;
631         }
632         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
633         {
634                 // no processing
635         }
636         else
637         {
638                 /*
639                 skill based bot damage? gtfo. (tZork)
640                 if (targ.classname == "player")
641                 if (attacker.classname == "player")
642                 if (!targ.isbot)
643                 if (attacker.isbot)
644                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
645         */
646         
647                 // nullify damage if teamplay is on
648                 if(deathtype != DEATH_TELEFRAG)
649                 if(attacker.classname == "player")
650                 {
651                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
652                         {
653                                 damage = 0;
654                                 force = '0 0 0';
655                         }
656                         else if(!IsDifferentTeam(attacker, targ))
657                         {
658                                 if(autocvar_teamplay_mode == 1)
659                                         damage = 0;
660                                 else if(attacker != targ)
661                                 {
662                                         if(autocvar_teamplay_mode == 3)
663                                                 damage = 0;
664                                         else if(autocvar_teamplay_mode == 4)
665                                         {
666                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
667                                                 {
668                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
669                                                         attacker.dmg_team = attacker.dmg_team + damage;
670                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
671                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
672                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
673                                                         if(g_minstagib)
674                                                         {
675                                                                 if(autocvar_g_friendlyfire == 0)
676                                                                         damage = 0;
677                                                         }
678                                                         else if(g_ca)
679                                                                 damage = 0;
680                                                         else
681                                                                 damage = autocvar_g_friendlyfire * damage;
682                                                         // mirrordamage will be used LATER
683
684                                                         if(autocvar_g_mirrordamage_virtual)
685                                                         {
686                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
687                                                                 attacker.dmg_take += v_x;
688                                                                 attacker.dmg_save += v_y;
689                                                                 attacker.dmg_inflictor = inflictor;
690                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
691                                                                 mirrorforce = 0;
692                                                         }
693
694                                                         if(autocvar_g_friendlyfire_virtual)
695                                                         {
696                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
697                                                                 targ.dmg_take += v_x;
698                                                                 targ.dmg_save += v_y;
699                                                                 targ.dmg_inflictor = inflictor;
700                                                                 damage = 0;
701                                                                 if(!autocvar_g_friendlyfire_virtual_force)
702                                                                         force = '0 0 0';
703                                                         }
704                                                 }
705                                                 else
706                                                         damage = 0;
707                                         }
708                                 }
709                         }
710                 }
711
712                 if(targ.classname == "player")
713                 if(attacker.classname == "player")
714                 if(attacker != targ)
715                 {
716                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
717                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
718                 }
719
720                 if(targ.classname == "player")
721                 if (g_minstagib)
722                 {
723                         if ((deathtype == DEATH_FALL)  ||
724                                 (deathtype == DEATH_DROWN) ||
725                                 (deathtype == DEATH_SLIME) ||
726                                 (deathtype == DEATH_LAVA)  ||
727                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
728                         {
729                                 self = oldself;
730                                 return;
731                         }
732                         if(damage > 0)
733                             damage = 10000;
734                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
735                         {
736                                 targ.armorvalue -= 1;
737                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
738                                 damage = 0;
739                                 targ.hitsound += 1;
740                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
741                         }
742                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
743                         {
744                                 damage = 0;
745                                 mirrordamage = 0;
746                                 if (targ != attacker)
747                                 {
748                                         if ((targ.health >= 1) && (targ.classname == "player"))
749                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
750                                         force = '0 0 0';
751                                         // keep mirrorforce
752                                         attacker = targ;
753                                 }
754                         }
755                 }
756
757                 if not(DEATH_ISSPECIAL(deathtype))
758                 {
759                         damage *= g_weapondamagefactor;
760                         mirrordamage *= g_weapondamagefactor;
761                         force = force * g_weaponforcefactor;
762                         mirrorforce *= g_weaponforcefactor;
763                 }
764                 
765                 // should this be changed at all? If so, in what way?
766                 frag_attacker = attacker;
767                 frag_target = targ;
768                 frag_damage = damage;
769                 frag_force = force;
770         frag_deathtype = deathtype;
771                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
772                 damage = frag_damage;
773                 force = frag_force;
774                 
775                 // apply strength multiplier
776                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
777                 {
778                         if(targ == attacker)
779                         {
780                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
781                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
782                         }
783                         else
784                         {
785                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
786                                 force = force * autocvar_g_balance_powerup_strength_force;
787                         }
788                 }
789
790                 // apply invincibility multiplier
791                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
792                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
793
794                 if (targ == attacker)
795                 {
796                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
797                                 damage = 0;
798                         else
799                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
800                 }
801
802                 if(g_runematch)
803                 {
804                         // apply strength rune
805                         if (attacker.runes & RUNE_STRENGTH)
806                         {
807                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
808                                 {
809                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
810                                         force = force * autocvar_g_balance_rune_strength_combo_force;
811                                 }
812                                 else
813                                 {
814                                         damage = damage * autocvar_g_balance_rune_strength_damage;
815                                         force = force * autocvar_g_balance_rune_strength_force;
816                                 }
817                         }
818                         else if (attacker.runes & CURSE_WEAK)
819                         {
820                                 damage = damage * autocvar_g_balance_curse_weak_damage;
821                                 force = force * autocvar_g_balance_curse_weak_force;
822                         }
823
824                         // apply defense rune
825                         if (targ.runes & RUNE_DEFENSE)
826                         {
827                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
828                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
829                                 else
830                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
831                         }
832                         else if (targ.runes & CURSE_VULNER)
833                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
834                 }
835
836                 // count the damage
837                 if(attacker)
838                 if(!targ.deadflag)
839                 if(targ.takedamage == DAMAGE_AIM)
840                 if(targ != attacker)
841                 {
842                         if(damage_headshotbonus)
843                         {
844                                 if(targ.classname == "player")
845                                 {
846                                         // HEAD SHOT:
847                                         // find height of hit on player axis
848                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
849                                         vector headmins, headmaxs, org;
850                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
851                                         headmins = org + GetHeadshotMins(targ);
852                                         headmaxs = org + GetHeadshotMaxs(targ);
853                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
854                                         {
855                                                 deathtype |= HITTYPE_HEADSHOT;
856                                         }
857                                 }
858                                 else if(targ.classname == "turret_head")
859                                 {
860                                         deathtype |= HITTYPE_HEADSHOT;
861                                 }
862                                 if(deathtype & HITTYPE_HEADSHOT)
863                                         if(damage_headshotbonus > 0)
864                                                 damage *= 1 + damage_headshotbonus;
865                         }
866
867                         entity victim;
868                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
869                                 victim = targ.owner;
870                         else
871                                 victim = targ;
872
873                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
874                         {
875                                 if(IsDifferentTeam(victim, attacker))
876                                 {
877                                         if(damage > 0)
878                                         {
879                                                 if(deathtype != DEATH_FIRE)
880                                                 {
881                                                         if(victim.BUTTON_CHAT)
882                                                                 attacker.typehitsound += 1;
883                                                         else
884                                                                 attacker.hitsound += 1;
885                                                 }
886
887                                                 damage_goodhits += 1;
888                                                 damage_gooddamage += damage;
889
890                                                 if not(DEATH_ISSPECIAL(deathtype))
891                                                 {
892                                                         if(targ.classname == "player") // don't do this for vehicles
893                                                         if(!g_minstagib)
894                                                         if(IsFlying(victim))
895                                                                 yoda = 1;
896
897                                                         if(g_minstagib)
898                                                         if(victim.items & IT_STRENGTH)
899                                                                 yoda = 1;
900
901                                                         if(deathtype & HITTYPE_HEADSHOT)
902                                                                 headshot = 1;
903                                                 }
904                                                 if(g_ca)
905                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
906                                         }
907                                 }
908                                 else
909                                 {
910                                         if(deathtype != DEATH_FIRE)
911                                         {
912                                                 attacker.typehitsound += 1;
913                                         }
914                                         if(mirrordamage > 0)
915                                                 if(time > attacker.teamkill_complain)
916                                                 {
917                                                         attacker.teamkill_complain = time + 5;
918                                                         attacker.teamkill_soundtime = time + 0.4;
919                                                         attacker.teamkill_soundsource = targ;
920                                                 }
921                                 }
922                         }
923                 }
924         }
925
926         // apply push
927         if (self.damageforcescale)
928         if (vlen(force))
929         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
930         {
931                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
932                 if(self.movetype == MOVETYPE_PHYSICS)
933                 {
934                         entity farcent;
935                         farcent = spawn();
936                         farcent.classname = "farce";
937                         farcent.enemy = self;
938                         farcent.movedir = farce * 10;
939                         if(self.mass)
940                                 farcent.movedir = farcent.movedir * self.mass;
941                         farcent.origin = hitloc;
942                         farcent.forcetype = FORCETYPE_FORCEATPOS;
943                         farcent.nextthink = time + 0.1;
944                         farcent.think = SUB_Remove;
945                 }
946                 else
947                         self.velocity = self.velocity + farce;
948                 self.flags &~= FL_ONGROUND;
949                 UpdateCSQCProjectile(self);
950         }
951         // apply damage
952         if (damage != 0 || (self.damageforcescale && vlen(force)))
953         if (self.event_damage)
954                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
955         self = oldself;
956
957         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
958         {
959                 if(g_runematch)
960                 {
961                         if (attacker.runes & RUNE_VAMPIRE)
962                         {
963                         // apply vampire rune
964                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
965                                 {
966                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
967                                         attacker.health = bound(
968                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
969                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
970                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
971                                 }
972                                 else
973                                 {
974                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
975                                         attacker.health = bound(
976                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
977                                                                                         // empathy won't let you gain health in the same way...
978                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
979                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
980                                         }
981                         }
982                         // apply empathy curse
983                         else if (attacker.runes & CURSE_EMPATHY)
984                         {
985                                 attacker.health = bound(
986                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
987                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
988                                         attacker.health);
989                         }
990                 }
991         }
992
993         // apply mirror damage if any
994         if(mirrordamage > 0 || mirrorforce > 0)
995         {
996                 attacker = attacker_save;
997                 if(g_minstagib)
998                 if(mirrordamage > 0)
999                 {
1000                         // just lose extra LIVES, don't kill the player for mirror damage
1001                         if(attacker.armorvalue > 0)
1002                         {
1003                                 attacker.armorvalue = attacker.armorvalue - 1;
1004                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1005                                 attacker.hitsound += 1;
1006                         }
1007                         mirrordamage = 0;
1008                 }
1009
1010                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1011                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1012         }
1013 }
1014
1015 float RadiusDamage_running;
1016 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1017         // Returns total damage applies to creatures
1018 {
1019         entity  targ;
1020         vector  blastorigin;
1021         vector  force;
1022         float   total_damage_to_creatures;
1023         entity  next;
1024         float   tfloordmg;
1025         float   tfloorforce;
1026
1027         float stat_damagedone;
1028
1029         if(RadiusDamage_running)
1030         {
1031                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1032                 return 0;
1033         }
1034
1035         RadiusDamage_running = 1;
1036
1037         tfloordmg = autocvar_g_throughfloor_damage;
1038         tfloorforce = autocvar_g_throughfloor_force;
1039
1040         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1041         total_damage_to_creatures = 0;
1042
1043         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1044                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1045                 {
1046                         force = inflictor.velocity;
1047                         if(vlen(force) == 0)
1048                                 force = '0 0 -1';
1049                         else
1050                                 force = normalize(force);
1051                         if(forceintensity >= 0)
1052                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1053                         else
1054                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1055                 }
1056
1057         stat_damagedone = 0;
1058
1059         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1060         while (targ)
1061         {
1062                 next = targ.chain;
1063                 if (targ != inflictor)
1064                         if (ignore != targ) if(targ.takedamage)
1065                         {
1066                                 vector nearest;
1067                                 vector diff;
1068                                 float power;
1069
1070                                 // LordHavoc: measure distance to nearest point on target (not origin)
1071                                 // (this guarentees 100% damage on a touch impact)
1072                                 nearest = targ.WarpZone_findradius_nearest;
1073                                 diff = targ.WarpZone_findradius_dist;
1074                                 // round up a little on the damage to ensure full damage on impacts
1075                                 // and turn the distance into a fraction of the radius
1076                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1077                                 //bprint(" ");
1078                                 //bprint(ftos(power));
1079                                 //if (targ == attacker)
1080                                 //      print(ftos(power), "\n");
1081                                 if (power > 0)
1082                                 {
1083                                         float finaldmg;
1084                                         if (power > 1)
1085                                                 power = 1;
1086                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1087                                         if (finaldmg > 0)
1088                                         {
1089                                                 float a;
1090                                                 float c;
1091                                                 vector hitloc;
1092                                                 vector myblastorigin;
1093                                                 vector center;
1094
1095                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1096
1097                                                 // if it's a player, use the view origin as reference
1098                                                 center = CENTER_OR_VIEWOFS(targ);
1099
1100                                                 force = normalize(center - myblastorigin);
1101                                                 force = force * (finaldmg / coredamage) * forceintensity;
1102                                                 hitloc = nearest;
1103
1104                                                 if(targ != directhitentity)
1105                                                 {
1106                                                         float hits;
1107                                                         float total;
1108                                                         float hitratio;
1109                                                         float mininv_f, mininv_d;
1110
1111                                                         // test line of sight to multiple positions on box,
1112                                                         // and do damage if any of them hit
1113                                                         hits = 0;
1114
1115                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1116                                                         // so for a given max stddev:
1117                                                         // n = (1 / (2 * max stddev of hitratio))^2
1118
1119                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1120                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1121
1122                                                         if(autocvar_g_throughfloor_debug)
1123                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1124
1125                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1126
1127                                                         if(autocvar_g_throughfloor_debug)
1128                                                                 print(sprintf(" steps=%f", total));
1129
1130                                                         if (targ.classname == "player")
1131                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1132                                                         else
1133                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1134
1135                                                         if(autocvar_g_throughfloor_debug)
1136                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1137
1138                                                         for(c = 0; c < total; ++c)
1139                                                         {
1140                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1141                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1142                                                                 if (trace_fraction == 1 || trace_ent == targ)
1143                                                                 {
1144                                                                         ++hits;
1145                                                                         if (hits > 1)
1146                                                                                 hitloc = hitloc + nearest;
1147                                                                         else
1148                                                                                 hitloc = nearest;
1149                                                                 }
1150                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1151                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1152                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1153                                                         }
1154
1155                                                         nearest = hitloc * (1 / max(1, hits));
1156                                                         hitratio = (hits / total);
1157                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1158                                                         finaldmg = finaldmg * a;
1159                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1160                                                         force = force * a;
1161
1162                                                         if(autocvar_g_throughfloor_debug)
1163                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1164                                                 }
1165
1166                                                 // laser force adjustments :P
1167                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1168                                                 {
1169                                                         if (targ == attacker)
1170                                                         {
1171                                                                 vector vel;
1172
1173                                                                 float force_zscale;
1174                                                                 float force_velocitybiasramp;
1175                                                                 float force_velocitybias;
1176
1177                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1178                                                                 if(deathtype & HITTYPE_SECONDARY)
1179                                                                 {
1180                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1181                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1182                                                                 }
1183                                                                 else
1184                                                                 {
1185                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1186                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1187                                                                 }
1188
1189                                                                 vel = targ.velocity;
1190                                                                 vel_z = 0;
1191                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1192                                                                 force =
1193                                                                         vlen(force)
1194                                                                         *
1195                                                                         normalize(normalize(force) + vel);
1196
1197                                                                 force_z *= force_zscale;
1198                                                         }
1199                                                         else
1200                                                         {
1201                                                                 if(deathtype & HITTYPE_SECONDARY)
1202                                                                 {
1203                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1204                                                                 }
1205                                                                 else
1206                                                                 {
1207                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1208                                                                 }
1209                                                         }
1210                                                 }
1211
1212                                                 //if (targ == attacker)
1213                                                 //{
1214                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1215                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1216                                                 //      print(" (", ftos(a), ")\n");
1217                                                 //}
1218                                                 if(finaldmg || vlen(force))
1219                                                 {
1220                                                         if(targ.iscreature)
1221                                                         {
1222                                                                 total_damage_to_creatures += finaldmg;
1223
1224                                                                 if(accuracy_isgooddamage(attacker, targ))
1225                                                                         stat_damagedone += finaldmg;
1226                                                         }
1227
1228                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1229                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1230                                                         else
1231                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1232                                                 }
1233                                         }
1234                                 }
1235                         }
1236                 targ = next;
1237         }
1238
1239         RadiusDamage_running = 0;
1240
1241         if(!DEATH_ISSPECIAL(deathtype))
1242                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1243
1244         return total_damage_to_creatures;
1245 }
1246
1247 .float fire_damagepersec;
1248 .float fire_endtime;
1249 .float fire_deathtype;
1250 .entity fire_owner;
1251 .float fire_hitsound;
1252 .entity fire_burner;
1253
1254 void fireburner_think();
1255
1256 float Fire_IsBurning(entity e)
1257 {
1258         return (time < e.fire_endtime);
1259 }
1260
1261 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1262 {
1263         float dps;
1264         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1265
1266         if(e.classname == "player")
1267         {
1268                 if(e.deadflag)
1269                         return -1;
1270         }
1271         else
1272         {
1273                 if(!e.fire_burner)
1274                 {
1275                         // print("adding a fire burner to ", e.classname, "\n");
1276                         e.fire_burner = spawn();
1277                         e.fire_burner.classname = "fireburner";
1278                         e.fire_burner.think = fireburner_think;
1279                         e.fire_burner.nextthink = time;
1280                         e.fire_burner.owner = e;
1281                 }
1282         }
1283
1284         t = max(t, 0.1);
1285         dps = d / t;
1286         if(Fire_IsBurning(e))
1287         {
1288                 mintime = e.fire_endtime - time;
1289                 maxtime = max(mintime, t);
1290
1291                 mindps = e.fire_damagepersec;
1292                 maxdps = max(mindps, dps);
1293
1294                 if(maxtime > mintime || maxdps > mindps)
1295                 {
1296                         // Constraints:
1297                         
1298                         // damage we have right now
1299                         mindamage = mindps * mintime;
1300
1301                         // damage we want to get
1302                         maxdamage = mindamage + d;
1303
1304                         // but we can't exceed maxtime * maxdps!
1305                         totaldamage = min(maxdamage, maxtime * maxdps);
1306
1307                         // LEMMA:
1308                         // Look at:
1309                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1310                         // We see:
1311                         // totaldamage <= maxtime * maxdps
1312                         // ==> totaldamage / maxdps <= maxtime.
1313                         // We also see:
1314                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1315                         //                     >= min(mintime, maxtime)
1316                         // ==> totaldamage / maxdps >= mintime.
1317
1318                         /*
1319                         // how long do we damage then?
1320                         // at least as long as before
1321                         // but, never exceed maxdps
1322                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1323                         */
1324
1325                         // alternate:
1326                         // at most as long as maximum allowed
1327                         // but, never below mindps
1328                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1329
1330                         // assuming t > mintime, dps > mindps:
1331                         // we get d = t * dps = maxtime * maxdps
1332                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1333                         // totaldamage / maxdps = maxtime
1334                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1335                         // FROM THIS:
1336                         // a) totaltime = max(mintime, maxtime) = maxtime
1337                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1338
1339                         // assuming t <= mintime:
1340                         // we get maxtime = mintime
1341                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1342                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1343
1344                         // assuming dps <= mindps:
1345                         // we get mindps = maxdps.
1346                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1347                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1348                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1349
1350                         e.fire_damagepersec = totaldamage / totaltime;
1351                         e.fire_endtime = time + totaltime;
1352                         if(totaldamage > 1.2 * mindamage)
1353                         {
1354                                 e.fire_deathtype = dt;
1355                                 if(e.fire_owner != o)
1356                                 {
1357                                         e.fire_owner = o;
1358                                         e.fire_hitsound = FALSE;
1359                                 }
1360                         }
1361                         if(accuracy_isgooddamage(o, e))
1362                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1363                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1364                 }
1365                 else
1366                         return 0;
1367         }
1368         else
1369         {
1370                 e.fire_damagepersec = dps;
1371                 e.fire_endtime = time + t;
1372                 e.fire_deathtype = dt;
1373                 e.fire_owner = o;
1374                 e.fire_hitsound = FALSE;
1375                 if(accuracy_isgooddamage(o, e))
1376                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1377                 return d;
1378         }
1379 }
1380
1381 void Fire_ApplyDamage(entity e)
1382 {
1383         float t, d, hi, ty;
1384         entity o;
1385
1386         if not(Fire_IsBurning(e))
1387                 return;
1388
1389         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1390         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1391                 o = e.fire_owner;
1392
1393         // water and slime stop fire
1394         if(e.waterlevel)
1395         if(e.watertype != CONTENT_LAVA)
1396                 e.fire_endtime = 0;
1397
1398         // ice stops fire
1399         if(e.freezetag_frozen)
1400                 e.fire_endtime = 0;
1401
1402         t = min(frametime, e.fire_endtime - time);
1403         d = e.fire_damagepersec * t;
1404
1405         hi = e.fire_owner.hitsound;
1406         ty = e.fire_owner.typehitsound;
1407         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1408         if(e.fire_hitsound && e.fire_owner)
1409         {
1410                 e.fire_owner.hitsound = hi;
1411                 e.fire_owner.typehitsound = ty;
1412         }
1413         e.fire_hitsound = TRUE;
1414
1415         if not(IS_INDEPENDENT_PLAYER(e))
1416         FOR_EACH_PLAYER(other) if(e != other)
1417         {
1418                 if(other.classname == "player")
1419                 if(other.deadflag == DEAD_NO)
1420                 if not(IS_INDEPENDENT_PLAYER(other))
1421                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1422                 {
1423                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1424                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1425                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1426                 }
1427         }
1428 }
1429
1430 void Fire_ApplyEffect(entity e)
1431 {
1432         if(Fire_IsBurning(e))
1433                 e.effects |= EF_FLAME;
1434         else
1435                 e.effects &~= EF_FLAME;
1436 }
1437
1438 void fireburner_think()
1439 {
1440         // for players, this is done in the regular loop
1441         if(wasfreed(self.owner))
1442         {
1443                 remove(self);
1444                 return;
1445         }
1446         Fire_ApplyEffect(self.owner);
1447         if(!Fire_IsBurning(self.owner))
1448         {
1449                 self.owner.fire_burner = world;
1450                 remove(self);
1451                 return;
1452         }
1453         Fire_ApplyDamage(self.owner);
1454         self.nextthink = time;
1455 }