X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_damage.qc;h=fb179a37679b61679d570bb2cfcc285e55cf6ed6;hb=15a449780e666b73d76cef39230b15ade1daf45f;hp=bdaeef0a53d19d3ed48ae81cf3468b560350ffb4;hpb=dbdc35464a18f62bf550a20eddac9ec16b0eacee;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index bdaeef0a5..fb179a376 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -47,14 +47,13 @@ float checkrules_firstblood; float yoda; float damage_goodhits; float damage_gooddamage; -float headshot; -float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use .float dmg_team; .float teamkill_complain; .float teamkill_soundtime; .entity teamkill_soundsource; .entity pusher; +.float istypefrag; .float taunt_soundtime; @@ -85,15 +84,6 @@ float IsFlying(entity a) return 1; } -vector GetHeadshotMins(entity targ) -{ - return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z); -} -vector GetHeadshotMaxs(entity targ) -{ - return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z; -} - void UpdateFrags(entity player, float f) { PlayerTeamScore_AddScore(player, f); @@ -101,10 +91,9 @@ void UpdateFrags(entity player, float f) // NOTE: f=0 means still count as a (positive) kill, but count no frags for it void W_SwitchWeapon_Force(entity e, float w); +entity GiveFrags_randomweapons; void GiveFrags (entity attacker, entity targ, float f, float deathtype) { - float w; - // TODO route through PlayerScores instead if(gameover) return; @@ -131,44 +120,50 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) PlayerScore_Add(targ, SP_DEATHS, 1); - if(g_arena || g_ca) - if(autocvar_g_arena_roundbased) - return; - if(targ != attacker) // not for suicides if(g_weaponarena_random) { // 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 || !(attacker.weapons & W_WeaponBit(culprit))) + if(!culprit) + culprit = attacker.weapon; + else if(!WEPSET_CONTAINS_EW(attacker, culprit)) culprit = attacker.weapon; - if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER) + if(g_weaponarena_random_with_laser && culprit == WEP_LASER) { // no exchange } else { + if(!GiveFrags_randomweapons) + { + GiveFrags_randomweapons = spawn(); + GiveFrags_randomweapons.classname = "GiveFrags_randomweapons"; + } + if(inWarmupStage) - w = warmup_start_weapons; + WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons); else - w = start_weapons; + WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons); // all others (including the culprit): remove - w &~= attacker.weapons; + WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker); + WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit); // among the remaining ones, choose one by random - w = randombits(w, 1, FALSE); - if(w) + W_RandomWeapons(GiveFrags_randomweapons, 1); + + if(!WEPSET_EMPTY_E(GiveFrags_randomweapons)) { - attacker.weapons |= w; - attacker.weapons &~= W_WeaponBit(culprit); + WEPSET_OR_EE(attacker, GiveFrags_randomweapons); + WEPSET_ANDNOT_EW(attacker, culprit); } } // after a frag, choose another random weapon set - if not(attacker.weapons & W_WeaponBit(attacker.weapon)) + if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon)) W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker)); } @@ -187,11 +182,7 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) else { self = oldself; - if(g_runematch) - { - f = RunematchHandleFrags(attacker, targ, f); - } - else if(g_lms) + if(g_lms) { // remove a life float tl; @@ -209,11 +200,6 @@ 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; @@ -222,44 +208,6 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) UpdateFrags(attacker, f); } -string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information -{ - string health_output; - string ping_output; - string handicap_output; - string output; - - if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage)) - { - // health/armor of attacker (person who killed you) - if(autocvar_sv_fraginfo_stats && (player.health >= 1)) - health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)"); - - // ping display - if(autocvar_sv_fraginfo_ping) - ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms")); - - // handicap display - if(autocvar_sv_fraginfo_handicap) - { - if(autocvar_sv_fraginfo_handicap == 2) - handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap))))); - else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled. - handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap))); - } - - // format the string - output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), - ping_output, (handicap_output ? "^7 / " : ""), - handicap_output, ((ping_output || handicap_output) ? "^7)" : "")); - - // add new line to the beginning if there is a message - if(output) { output = strcat("\n", output); } - } - - return output; -} - string AppendItemcodes(string s, entity player) { float w; @@ -279,8 +227,6 @@ string AppendItemcodes(string s, entity player) s = strcat(s, "T"); if(player.kh_next) s = strcat(s, "K"); - if(player.runes) - s = strcat(s, "|", ftos(player.runes)); return s; } @@ -292,7 +238,7 @@ void LogDeath(string mode, float deathtype, entity killer, entity killed) s = strcat(":kill:", mode); s = strcat(s, ":", ftos(killer.playerid)); s = strcat(s, ":", ftos(killed.playerid)); - s = strcat(s, ":type=", ftos(deathtype)); + s = strcat(s, ":type=", Deathtype_Name(deathtype)); s = strcat(s, ":items="); s = AppendItemcodes(s, killer); if(killed != killer) @@ -303,224 +249,317 @@ void LogDeath(string mode, float deathtype, entity killer, entity killed) GameLogEcho(s); } -void Send_KillNotification (string s1, string s2, string s3, float msg, float type) +void Obituary_SpecialDeath( + entity notif_target, + float murder, + float deathtype, + string s1, string s2, string s3, + float f1, float f2, float f3) { - WriteByte(MSG_ALL, SVC_TEMPENTITY); - WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY); - WriteString(MSG_ALL, s1); - WriteString(MSG_ALL, s2); - WriteString(MSG_ALL, s3); - WriteShort(MSG_ALL, msg); - WriteByte(MSG_ALL, type); + if(DEATH_ISSPECIAL(deathtype)) + { + entity deathent = deathtypes[(deathtype - DT_FIRST) - 1]; + if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; } + + if(murder) + { + if(deathent.death_msgmurder) + { + Send_Notification_WOVA( + NOTIF_ONE, + notif_target, + MSG_MULTI, + deathent.death_msgmurder.nent_id, + s1, s2, s3, "", + f1, f2, f3, 0 + ); + Send_Notification_WOVA( + NOTIF_ALL_EXCEPT, + notif_target, + MSG_INFO, + deathent.death_msgmurder.nent_msginfo.nent_id, + s1, s2, s3, "", + f1, f2, f3, 0 + ); + } + } + else + { + if(deathent.death_msgself) + { + Send_Notification_WOVA( + NOTIF_ONE, + notif_target, + MSG_MULTI, + deathent.death_msgself.nent_id, + s1, s2, s3, "", + f1, f2, f3, 0 + ); + Send_Notification_WOVA( + NOTIF_ALL_EXCEPT, + notif_target, + MSG_INFO, + deathent.death_msgself.nent_msginfo.nent_id, + s1, s2, s3, "", + f1, f2, f3, 0 + ); + } + } + } + else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; } } -// Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases) -void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type) +float w_deathtype; +float Obituary_WeaponDeath( + entity notif_target, + float murder, + float deathtype, + string s1, string s2, string s3, + float f1, float f2) { - if (clienttype(e) == CLIENTTYPE_REAL) + float death_weapon = DEATH_WEAPONOF(deathtype); + if(death_weapon) { - msg_entity = e; - WRITESPECTATABLE_MSG_ONE({ - WriteByte(MSG_ONE, SVC_TEMPENTITY); - WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT); - WriteString(MSG_ONE, s1); - WriteString(MSG_ONE, s2); - WriteShort(MSG_ONE, msg); - WriteByte(MSG_ONE, type); - }); + w_deathtype = deathtype; + float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE)); + w_deathtype = FALSE; + + if(death_message) + { + Send_Notification_WOVA( + NOTIF_ONE, + notif_target, + MSG_MULTI, + death_message, + s1, s2, s3, "", + f1, f2, 0, 0 + ); + Send_Notification_WOVA( + NOTIF_ALL_EXCEPT, + notif_target, + MSG_INFO, + msg_multi_notifs[death_message - 1].nent_msginfo.nent_id, + s1, s2, s3, "", + f1, f2, 0, 0 + ); + } + else + { + dprint(sprintf( + "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n", + deathtype, + death_weapon + )); + } + + return TRUE; } + return FALSE; } -void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) +void Obituary(entity attacker, entity inflictor, entity targ, float deathtype) { - string s, a, msg; - float w, type; - - if (targ.classname == "player") + // Sanity check + if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; } + + // Declarations + float notif_firstblood = FALSE; + float kill_count_to_attacker, kill_count_to_target; + + // Set final information for the death + targ.death_origin = targ.origin; + if(targ != attacker) { targ.killer_origin = attacker.origin; } + string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : ""); + + #ifdef NOTIFICATIONS_DEBUG + dprint( + sprintf( + "Obituary(%s, %s, %s, %s = %d);\n", + attacker.netname, + inflictor.netname, + targ.netname, + Deathtype_Name(deathtype), + deathtype + ) + ); + #endif + + // ======= + // SUICIDE + // ======= + if(targ == attacker) { - s = targ.netname; - a = attacker.netname; - - if (targ == attacker) // suicides + if(DEATH_ISSPECIAL(deathtype)) { - if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE) - msg = ColoredTeamName(targ.team); // TODO: check if needed? - if(!g_cts) // no "killed your own dumb self" message in CTS - Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE); - - if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET) + if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE) { - LogDeath("suicide", deathtype, targ, targ); - GiveFrags(attacker, targ, -1, deathtype); + Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0); } - - if (targ.killcount > 2) - msg = ftos(targ.killcount); - if(teamplay && deathtype == DEATH_MIRRORDAMAGE) + else { - if(attacker.team == COLOR_TEAM1) - deathtype = KILL_TEAM_RED; - else - deathtype = KILL_TEAM_BLUE; + switch(deathtype) + { + case DEATH_MIRRORDAMAGE: + { + Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0); + break; + } + + default: + { + Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0); + break; + } + } } - - Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE); } - else if (attacker.classname == "player") + else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0)) { - if(!IsDifferentTeam(attacker, targ)) - { - if(attacker.team == COLOR_TEAM1) - type = KILL_TEAM_RED; - else - type = KILL_TEAM_BLUE; - - GiveFrags(attacker, targ, -1, deathtype); + backtrace("SUICIDE: what the hell happened here?\n"); + return; + } + LogDeath("suicide", deathtype, targ, targ); + GiveFrags(attacker, targ, -1, deathtype); + } - Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL); + // ====== + // MURDER + // ====== + else if(IS_PLAYER(attacker)) + { + if(!IsDifferentTeam(attacker, targ)) + { + LogDeath("tk", deathtype, attacker, targ); + GiveFrags(attacker, targ, -1, deathtype); - if (targ.killcount > 2) { - msg = ftos(targ.killcount); - } + attacker.killcount = 0; + + Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname); + Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname); + Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount); - if (attacker.killcount > 2) { - msg = ftos(attacker.killcount); - type = KILL_TEAM_SPREE; + // In this case, the death message will ALWAYS be "foo was betrayed by bar" + // No need for specific death/weapon messages... + } + else + { + LogDeath("frag", deathtype, attacker, targ); + GiveFrags(attacker, targ, 1, deathtype); + + attacker.taunt_soundtime = time + 1; + attacker.killcount = attacker.killcount + 1; + + #define SPREE_ITEM(counta,countb,center,normal,gentle) \ + case counta: \ + { \ + Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \ + PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \ + break; \ } - Send_KillNotification(a, s, msg, type, MSG_KILL); - - attacker.killcount = 0; + switch(attacker.killcount) + { + KILL_SPREE_LIST + default: break; + } + #undef SPREE_ITEM - LogDeath("tk", deathtype, attacker, targ); + if(!checkrules_firstblood) + { + checkrules_firstblood = TRUE; + notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information + PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1); + PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1); + + // tell spree_inf and spree_cen that this is a first-blood and first-victim event + kill_count_to_attacker = -1; + kill_count_to_target = -2; } else { - if (!checkrules_firstblood) - { - checkrules_firstblood = TRUE; - Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL); - // TODO: make these print a newline if they dont - Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL); - Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1); - PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1); - } - - if(targ.BUTTON_CHAT) { - 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 { - Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL); - Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL); - } - - attacker.taunt_soundtime = time + 1; + kill_count_to_attacker = attacker.killcount; + kill_count_to_target = 0; + } - // TODO: fix this? - if (deathtype == DEATH_CUSTOM) - msg = deathmessage; + float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage)); + if(targ.istypefrag) + { + if(attacker.FRAG_VERBOSE && verbose_allowed) + Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)); else - msg = inflictor.message2; + Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker); - if(strstrofs(msg, "%", 0) < 0) - msg = strcat("%s ", msg, " by %s"); - - Send_KillNotification(a, s, msg, deathtype, MSG_KILL); + if(targ.FRAG_VERBOSE && verbose_allowed) + Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)); + else + Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target); + } + else + { + if(attacker.FRAG_VERBOSE && verbose_allowed) + Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)); + else + Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker); - 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 - } + if(targ.FRAG_VERBOSE && verbose_allowed) + Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)); else - GiveFrags(attacker, targ, 1, deathtype); + Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target); + } - if (targ.killcount > 2) { - Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); - } + if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker)) + Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0); + } + } - attacker.killcount = attacker.killcount + 1; + // ============= + // ACCIDENT/TRAP + // ============= + else + { + switch(deathtype) + { + // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options... + // Later on you will only be able to make custom messages using DEATH_CUSTOM, + // and there will be a REAL DEATH_VOID implementation which mappers will use. + /*case DEATH_HURTTRIGGER: + { + s1 = targ.netname; + s2 = inflictor.message; + if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); } + break; + }*/ - if (attacker.killcount > 2) { - Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE); - } - else if (attacker.killcount == 3) - { - Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE); - AnnounceTo(attacker, "03kills"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1); - } - else if (attacker.killcount == 5) - { - Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE); - AnnounceTo(attacker, "05kills"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1); - } - else if (attacker.killcount == 10) - { - Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE); - AnnounceTo(attacker, "10kills"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1); - } - else if (attacker.killcount == 15) - { - Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE); - AnnounceTo(attacker, "15kills"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1); - } - else if (attacker.killcount == 20) - { - Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE); - AnnounceTo(attacker, "20kills"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1); - } - else if (attacker.killcount == 25) - { - Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE); - AnnounceTo(attacker, "25kills"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1); - } - else if (attacker.killcount == 30) - { - Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE); - AnnounceTo(attacker, "30kills"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1); - } - LogDeath("frag", deathtype, attacker, targ); + case DEATH_CUSTOM: + { + Obituary_SpecialDeath(targ, FALSE, deathtype, + targ.netname, + ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage), + deathlocation, + targ.killcount, + 0, + 0); + break; } - } - else - { - Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION); - if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "") - msg = inflictor.message; - else if (deathtype == DEATH_CUSTOM) - msg = deathmessage; - if(strstrofs(msg, "%", 0) < 0) - msg = strcat("%s ", msg); - - GiveFrags(targ, targ, -1, deathtype); - if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) { - AnnounceTo(targ, "botlike"); - PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1); + + default: + { + Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0); + break; } - Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION); - - if (targ.killcount > 2) - Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE); - - LogDeath("accident", deathtype, targ, targ); } - targ.death_origin = targ.origin; - if(targ != attacker) - targ.killer_origin = attacker.origin; + LogDeath("accident", deathtype, targ, targ); + GiveFrags(targ, targ, -1, deathtype); - // FIXME: this should go in PutClientInServer - if (targ.killcount) - targ.killcount = 0; + if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) + { + Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE); + PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1); + } } + + // reset target kill count + if(targ.killcount) { targ.killcount = 0; } } // these are updated by each Damage call for use in button triggering and such @@ -532,7 +571,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float { float mirrordamage; float mirrorforce; - float teamdamage0; + float complainteamdamage = 0; entity attacker_save; mirrordamage = 0; mirrorforce = 0; @@ -565,7 +604,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float } } - if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET) + if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE) { // These are ALWAYS lethal // No damage modification here @@ -612,10 +651,10 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float { if(targ.classname == "player" && targ.deadflag == DEAD_NO) { - teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold); attacker.dmg_team = attacker.dmg_team + damage; - if(attacker.dmg_team > teamdamage0 && !g_ca) - mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0); + complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold; + if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers? + mirrordamage = autocvar_g_mirrordamage * complainteamdamage; mirrorforce = autocvar_g_mirrordamage * vlen(force); if(g_minstagib) { @@ -630,21 +669,17 @@ 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; @@ -694,6 +729,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float { damage = 0; mirrordamage = 0; + complainteamdamage = 0; if (targ != attacker) { if ((targ.health >= 1) && (targ.classname == "player")) @@ -709,6 +745,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float { damage *= g_weapondamagefactor; mirrordamage *= g_weapondamagefactor; + complainteamdamage *= g_weapondamagefactor; force = force * g_weaponforcefactor; mirrorforce *= g_weaponforcefactor; } @@ -750,79 +787,12 @@ 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 - if (attacker.runes & RUNE_STRENGTH) - { - if(attacker.runes & CURSE_WEAK) // have both curse & rune - { - damage = damage * autocvar_g_balance_rune_strength_combo_damage; - force = force * autocvar_g_balance_rune_strength_combo_force; - } - else - { - damage = damage * autocvar_g_balance_rune_strength_damage; - force = force * autocvar_g_balance_rune_strength_force; - } - } - else if (attacker.runes & CURSE_WEAK) - { - damage = damage * autocvar_g_balance_curse_weak_damage; - force = force * autocvar_g_balance_curse_weak_force; - } - - // apply defense rune - if (targ.runes & RUNE_DEFENSE) - { - if (targ.runes & CURSE_VULNER) // have both curse & rune - damage = damage * autocvar_g_balance_rune_defense_combo_takedamage; - else - damage = damage * autocvar_g_balance_rune_defense_takedamage; - } - else if (targ.runes & CURSE_VULNER) - damage = damage * autocvar_g_balance_curse_vulner_takedamage; - } - // count the damage if(attacker) if(!targ.deadflag) if(targ.takedamage == DAMAGE_AIM) if(targ != attacker) { - if(damage_headshotbonus > 0) - { - if(targ.classname == "player") - { - // HEAD SHOT: - // find height of hit on player axis - // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot - vector headmins, headmaxs, org; - org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker)); - headmins = org + GetHeadshotMins(targ); - headmaxs = org + GetHeadshotMaxs(targ); - if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs)) - { - deathtype |= HITTYPE_HEADSHOT; - } - } - else if(targ.classname == "turret_head") - { - deathtype |= HITTYPE_HEADSHOT; - } - if(deathtype & HITTYPE_HEADSHOT) - damage *= 1 + damage_headshotbonus; - } - entity victim; if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner) victim = targ.owner; @@ -856,12 +826,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if(g_minstagib) if(victim.items & IT_STRENGTH) yoda = 1; - - if(deathtype & HITTYPE_HEADSHOT) - headshot = 1; } - if(g_ca) - PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier); } } else @@ -870,7 +835,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float { attacker.typehitsound += 1; } - if(mirrordamage > 0) + if(complainteamdamage > 0) if(time > attacker.teamkill_complain) { attacker.teamkill_complain = time + 5; @@ -887,7 +852,23 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if (vlen(force)) if (self.classname != "player" || time >= self.spawnshieldtime || g_midair) { - self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor); + vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor); + if(self.movetype == MOVETYPE_PHYSICS) + { + entity farcent; + farcent = spawn(); + farcent.classname = "farce"; + farcent.enemy = self; + farcent.movedir = farce * 10; + if(self.mass) + farcent.movedir = farcent.movedir * self.mass; + farcent.origin = hitloc; + farcent.forcetype = FORCETYPE_FORCEATPOS; + farcent.nextthink = time + 0.1; + farcent.think = SUB_Remove; + } + else + self.velocity = self.velocity + farce; self.flags &~= FL_ONGROUND; UpdateCSQCProjectile(self); } @@ -897,42 +878,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force); self = oldself; - if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2) - { - if(g_runematch) - { - if (attacker.runes & RUNE_VAMPIRE) - { - // apply vampire rune - if (attacker.runes & CURSE_EMPATHY) // have the curse too - { - //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb; - attacker.health = bound( - autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40 - attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb, - autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500 - } - else - { - //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb; - attacker.health = bound( - attacker.health, // LA: was 3, but changed so that you can't lose health - // empathy won't let you gain health in the same way... - attacker.health + damage * autocvar_g_balance_rune_vampire_absorb, - autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500 - } - } - // apply empathy curse - else if (attacker.runes & CURSE_EMPATHY) - { - attacker.health = bound( - autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20 - attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage, - attacker.health); - } - } - } - // apply mirror damage if any if(mirrordamage > 0 || mirrorforce > 0) { @@ -957,16 +902,11 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float float RadiusDamage_running; float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity) -// Returns total damage applies to creatures + // Returns total damage applies to creatures { entity targ; - float finaldmg; - float power; vector blastorigin; vector force; - vector diff; - vector center; - vector nearest; float total_damage_to_creatures; entity next; float tfloordmg; @@ -989,18 +929,18 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e total_damage_to_creatures = 0; if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once - if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog) - { - force = inflictor.velocity; - if(vlen(force) == 0) - force = '0 0 -1'; - else - force = normalize(force); - if(forceintensity >= 0) - Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker); - else - Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker); - } + if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog) + { + force = inflictor.velocity; + if(vlen(force) == 0) + force = '0 0 -1'; + else + force = normalize(force); + if(forceintensity >= 0) + Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker); + else + Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker); + } stat_damagedone = 0; @@ -1011,6 +951,10 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e if (targ != inflictor) if (ignore != targ) if(targ.takedamage) { + vector nearest; + vector diff; + float power; + // LordHavoc: measure distance to nearest point on target (not origin) // (this guarentees 100% damage on a touch impact) nearest = targ.WarpZone_findradius_nearest; @@ -1024,6 +968,7 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e // print(ftos(power), "\n"); if (power > 0) { + float finaldmg; if (power > 1) power = 1; finaldmg = coredamage * power + edgedamage * (1 - power); @@ -1031,95 +976,125 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e { float a; float c; - float hits; - float total; - float hitratio; vector hitloc; vector myblastorigin; + vector center; + myblastorigin = WarpZone_TransformOrigin(targ, blastorigin); - center = targ.origin + (targ.mins + targ.maxs) * 0.5; + // if it's a player, use the view origin as reference - if (targ.classname == "player") - center = targ.origin + targ.view_ofs; + center = CENTER_OR_VIEWOFS(targ); + force = normalize(center - myblastorigin); force = force * (finaldmg / coredamage) * forceintensity; - // test line of sight to multiple positions on box, - // and do damage if any of them hit - hits = 0; - if (targ.classname == "player") - total = ceil(bound(1, finaldmg, 50)); - else - total = ceil(bound(1, finaldmg/10, 5)); hitloc = nearest; - c = 0; - while (c < total) + + if(targ != directhitentity) { - //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor); - WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor); - if (trace_fraction == 1 || trace_ent == targ) + float hits; + float total; + float hitratio; + float mininv_f, mininv_d; + + // test line of sight to multiple positions on box, + // and do damage if any of them hit + hits = 0; + + // we know: max stddev of hitratio = 1 / (2 * sqrt(n)) + // so for a given max stddev: + // n = (1 / (2 * max stddev of hitratio))^2 + + mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev; + mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev; + + if(autocvar_g_throughfloor_debug) + print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f)); + + total = 0.25 * pow(max(mininv_f, mininv_d), 2); + + if(autocvar_g_throughfloor_debug) + print(sprintf(" steps=%f", total)); + + if (targ.classname == "player") + total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player)); + else + total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other)); + + if(autocvar_g_throughfloor_debug) + print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)))); + + for(c = 0; c < total; ++c) { - hits = hits + 1; - if (hits > 1) - hitloc = hitloc + nearest; - else - hitloc = nearest; + //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor); + WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor); + if (trace_fraction == 1 || trace_ent == targ) + { + ++hits; + if (hits > 1) + hitloc = hitloc + nearest; + else + hitloc = nearest; + } + nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x; + nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y; + nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z; } - nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x; - nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y; - nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z; - c = c + 1; + + nearest = hitloc * (1 / max(1, hits)); + hitratio = (hits / total); + a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1); + finaldmg = finaldmg * a; + a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1); + force = force * a; + + if(autocvar_g_throughfloor_debug) + print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force))); } - nearest = hitloc * (1 / max(1, hits)); - hitratio = (hits / total); - a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1); - finaldmg = finaldmg * a; - a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1); - force = force * a; // laser force adjustments :P if(DEATH_WEAPONOF(deathtype) == WEP_LASER) { - if (targ == attacker) - { - vector vel; - - float force_zscale; - float force_velocitybiasramp; - float force_velocitybias; - - force_velocitybiasramp = autocvar_sv_maxspeed; - if(deathtype & HITTYPE_SECONDARY) - { - force_zscale = autocvar_g_balance_laser_secondary_force_zscale; - force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias; - } - else - { - force_zscale = autocvar_g_balance_laser_primary_force_zscale; - force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias; - } - - vel = targ.velocity; - vel_z = 0; - vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias; - force = - vlen(force) - * - normalize(normalize(force) + vel); - - force_z *= force_zscale; - } - else - { - if(deathtype & HITTYPE_SECONDARY) - { - force *= autocvar_g_balance_laser_secondary_force_other_scale; - } - else - { - force *= autocvar_g_balance_laser_primary_force_other_scale; - } - } + if (targ == attacker) + { + vector vel; + + float force_zscale; + float force_velocitybiasramp; + float force_velocitybias; + + force_velocitybiasramp = autocvar_sv_maxspeed; + if(deathtype & HITTYPE_SECONDARY) + { + force_zscale = autocvar_g_balance_laser_secondary_force_zscale; + force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias; + } + else + { + force_zscale = autocvar_g_balance_laser_primary_force_zscale; + force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias; + } + + vel = targ.velocity; + vel_z = 0; + vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias; + force = + vlen(force) + * + normalize(normalize(force) + vel); + + force_z *= force_zscale; + } + else + { + if(deathtype & HITTYPE_SECONDARY) + { + force *= autocvar_g_balance_laser_secondary_force_other_scale; + } + else + { + force *= autocvar_g_balance_laser_primary_force_other_scale; + } + } } //if (targ == attacker) @@ -1128,7 +1103,7 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force)); // print(" (", ftos(a), ")\n"); //} - if(hits || tfloordmg || tfloorforce) + if(finaldmg || vlen(force)) { if(targ.iscreature) { @@ -1206,43 +1181,59 @@ 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;