]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
Temporarily disable centerprint that your team mate got the flag (merlijn)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index f0ace5ea889ccd7cfc37ee9f8bd846034438dc2d..f4fe7615f424241c2ec09a3074a3bf7352f06d32 100644 (file)
@@ -55,6 +55,7 @@ float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after u
 .float teamkill_soundtime;
 .entity teamkill_soundsource;
 .entity pusher;
+.float istypefrag;
 .float taunt_soundtime;
 
 
@@ -140,7 +141,9 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype)
                // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
                float culprit;
                culprit = DEATH_WEAPONOF(deathtype);
-               if(!culprit || !WEPSET_CONTAINS_EW(attacker, culprit))
+               if(!culprit)
+                       culprit = attacker.weapon;
+               else if(!WEPSET_CONTAINS_EW(attacker, culprit))
                        culprit = attacker.weapon;
 
                if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
@@ -216,11 +219,6 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype)
                        }
                        f = 0;
                }
-               else if(g_ctf)
-               {
-                       if(g_ctf_ignore_frags)
-                               f = 0;
-               }
        }
 
        attacker.totalfrags += f;
@@ -418,7 +416,7 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                                        PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
                                }
 
-                               if(targ.BUTTON_CHAT) {
+                               if(targ.istypefrag) {
                                        Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
                                        Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
                                } else {
@@ -440,14 +438,7 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
 
                                Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
 
-                               if(g_ctf && targ.flagcarried)
-                               {
-                                       UpdateFrags(attacker, ctf_score_value("score_kill"));
-                                       PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
-                                       GiveFrags(attacker, targ, 0, deathtype); // for logging
-                               }
-                               else
-                                       GiveFrags(attacker, targ, 1, deathtype);
+                               GiveFrags(attacker, targ, 1, deathtype);
 
                                if (targ.killcount > 2) {
                                        Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
@@ -455,10 +446,7 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
 
                                attacker.killcount = attacker.killcount + 1;
 
-                               if (attacker.killcount > 2) {
-                                       Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
-                               }
-                               else if (attacker.killcount == 3)
+                               if (attacker.killcount == 3)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
                                        AnnounceTo(attacker, "03kills");
@@ -500,6 +488,9 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                                        AnnounceTo(attacker, "30kills");
                                        PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
                                }
+                               else if (attacker.killcount > 2) {
+                                       Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
+                               }
                                LogDeath("frag", deathtype, attacker, targ);
                        }
                }
@@ -645,21 +636,17 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
 
                                                        if(autocvar_g_mirrordamage_virtual)
                                                        {
-                                                               vector v;
-                                                               v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
-                                                               v_z = 0; // fteqcc sucks
+                                                               vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
                                                                attacker.dmg_take += v_x;
                                                                attacker.dmg_save += v_y;
                                                                attacker.dmg_inflictor = inflictor;
-                                                               mirrordamage = 0;
+                                                               mirrordamage = v_z; // = 0, to make fteqcc stfu
                                                                mirrorforce = 0;
                                                        }
 
                                                        if(autocvar_g_friendlyfire_virtual)
                                                        {
-                                                               vector v;
-                                                               v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
-                                                               v_z = 0; // fteqcc sucks
+                                                               vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
                                                                targ.dmg_take += v_x;
                                                                targ.dmg_save += v_y;
                                                                targ.dmg_inflictor = inflictor;
@@ -765,15 +752,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
                }
 
-               // CTF: reduce damage/force
-               if(g_ctf)
-               if(targ == attacker)
-               if(targ.flagcarried)
-               {
-                       damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
-                       force = force * autocvar_g_ctf_flagcarrier_selfforce;
-               }
-
                if(g_runematch)
                {
                        // apply strength rune
@@ -1271,43 +1249,59 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
 
                if(maxtime > mintime || maxdps > mindps)
                {
+                       // Constraints:
+                       
+                       // damage we have right now
                        mindamage = mindps * mintime;
-                       maxdamage = mindamage + d;
-
-                       // interval [mintime, maxtime] * [mindps, maxdps]
-                       // intersected with
-                       // [mindamage, maxdamage]
-                       // maximum of this!
-
-                       if(maxdamage >= maxtime * maxdps)
-                       {
-                               totaltime = maxtime;
-                               totaldamage = maxtime * maxdps;
 
-                               // this branch increases totaldamage if either t > mintime, or dps > mindps
-                       }
-                       else
-                       {
-                               // maxdamage is inside the interval!
-                               // first, try to use mindps; only if this fails, increase dps as needed
-                               totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
-                               totaldamage = maxdamage;
-                               // can totaldamage / totaltime be >= maxdps?
-                               // max(mindps, maxdamage / maxtime) >= maxdps?
-                               // we know maxdamage < maxtime * maxdps
-                               // so it cannot be
-
-                               // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
-                       }
+                       // damage we want to get
+                       maxdamage = mindamage + d;
 
-                       // total conditions for increasing:
-                       //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
-                       // however:
-                       //     if maxtime = mintime, maxdps = mindps
-                       // then:
-                       //     maxdamage = mindamage + d
-                       //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
-                       // so the last condition is not needed
+                       // but we can't exceed maxtime * maxdps!
+                       totaldamage = min(maxdamage, maxtime * maxdps);
+
+                       // LEMMA:
+                       // Look at:
+                       // totaldamage = min(mindamage + d, maxtime * maxdps)
+                       // We see:
+                       // totaldamage <= maxtime * maxdps
+                       // ==> totaldamage / maxdps <= maxtime.
+                       // We also see:
+                       // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
+                       //                     >= min(mintime, maxtime)
+                       // ==> totaldamage / maxdps >= mintime.
+
+                       /*
+                       // how long do we damage then?
+                       // at least as long as before
+                       // but, never exceed maxdps
+                       totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
+                       */
+
+                       // alternate:
+                       // at most as long as maximum allowed
+                       // but, never below mindps
+                       totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
+
+                       // assuming t > mintime, dps > mindps:
+                       // we get d = t * dps = maxtime * maxdps
+                       // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
+                       // totaldamage / maxdps = maxtime
+                       // totaldamage / mindps > totaldamage / maxdps = maxtime
+                       // FROM THIS:
+                       // a) totaltime = max(mintime, maxtime) = maxtime
+                       // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
+
+                       // assuming t <= mintime:
+                       // we get maxtime = mintime
+                       // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
+                       // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
+
+                       // assuming dps <= mindps:
+                       // we get mindps = maxdps.
+                       // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
+                       // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
+                       // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
 
                        e.fire_damagepersec = totaldamage / totaltime;
                        e.fire_endtime = time + totaltime;