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move even more notify messages to CSQC, now we need more cl_gentle versions ;)
[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         return TRUE;
18 }
19
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
21 {
22         // TODO maybe call this from non-edgedamage too?
23         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
24
25         entity e;
26
27         if(!sound_allowed(MSG_BROADCAST, dmgowner))
28                 deathtype |= 0x8000;
29
30         e = spawn();
31         setorigin(e, org);
32         e.projectiledeathtype = deathtype;
33         e.dmg = coredamage;
34         e.dmg_edge = edgedamage;
35         e.dmg_radius = rad;
36         e.dmg_force = vlen(force);
37         e.velocity = force;
38
39         e.oldorigin_x = compressShortVector(e.velocity);
40
41         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
42 }
43
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
45
46 float checkrules_firstblood;
47
48 float yoda;
49 float damage_goodhits;
50 float damage_gooddamage;
51 float headshot;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
53
54 .float dmg_team;
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
58 .entity pusher;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teams_matter)
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 '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_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 void GiveFrags (entity attacker, entity targ, float f)
106 {
107         float w;
108
109         // TODO route through PlayerScores instead
110         if(gameover) return;
111
112         if(f < 0)
113         {
114                 if(targ == attacker)
115                 {
116                         // suicide
117                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
118                 }
119                 else
120                 {
121                         // teamkill
122                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
123                 }
124         }
125         else
126         {
127                 // regular frag
128                 PlayerScore_Add(attacker, SP_KILLS, 1);
129         }
130
131         PlayerScore_Add(targ, SP_DEATHS, 1);
132
133         if(g_arena || g_ca)
134                 if(cvar("g_arena_roundbased"))
135                         return;
136
137         if(targ != attacker) // not for suicides
138         if(g_weaponarena_random)
139         {
140                 // after a frag, choose another random weapon set
141                 if(inWarmupStage)
142                         w = warmup_start_weapons;
143                 else
144                         w = start_weapons;
145
146                 attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
147                 if(attacker.weapons < 0)
148                 {
149                         // error from randombits: no weapon available
150                         // this means we can just give ALL weapons
151                         attacker.weapons = w;
152                 }
153                 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
154                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
155         }
156
157         // FIXME fix the mess this is (we have REAL points now!)
158         entity oldself;
159         oldself = self;
160         self = attacker;
161         frag_attacker = attacker;
162         frag_target = targ;
163         frag_score = f;
164         if(MUTATOR_CALLHOOK(GiveFragsForKill))
165         {
166                 f = frag_score;
167                 self = oldself;
168         }
169         else
170         {
171                 self = oldself;
172                 if(g_runematch)
173                 {
174                         f = RunematchHandleFrags(attacker, targ, f);
175                 }
176                 else if(g_lms)
177                 {
178                         // remove a life
179                         float tl;
180                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
181                         if(tl < lms_lowest_lives)
182                                 lms_lowest_lives = tl;
183                         if(tl <= 0)
184                         {
185                                 if(!lms_next_place)
186                                         lms_next_place = player_count;
187                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
188                                 --lms_next_place;
189                         }
190                         f = 0;
191                 }
192                 else if(g_ctf)
193                 {
194                         if(g_ctf_ignore_frags)
195                                 f = 0;
196                 }
197         }
198
199         attacker.totalfrags += f;
200
201         if(f)
202                 UpdateFrags(attacker, f);
203 }
204
205 string AppendItemcodes(string s, entity player)
206 {
207         float w;
208         w = player.weapon;
209         //if(w == 0)
210         //      w = player.switchweapon;
211         if(w == 0)
212                 w = player.cnt; // previous weapon!
213         s = strcat(s, ftos(w));
214         if(time < player.strength_finished)
215                 s = strcat(s, "S");
216         if(time < player.invincible_finished)
217                 s = strcat(s, "I");
218         if(player.flagcarried != world)
219                 s = strcat(s, "F");
220         if(player.BUTTON_CHAT)
221                 s = strcat(s, "T");
222         if(player.kh_next)
223                 s = strcat(s, "K");
224         if(player.runes)
225                 s = strcat(s, "|", ftos(player.runes));
226         return s;
227 }
228
229 void LogDeath(string mode, float deathtype, entity killer, entity killed)
230 {
231         string s;
232         if(!cvar("sv_eventlog"))
233                 return;
234         s = strcat(":kill:", mode);
235         s = strcat(s, ":", ftos(killer.playerid));
236         s = strcat(s, ":", ftos(killed.playerid));
237         s = strcat(s, ":type=", ftos(deathtype));
238         s = strcat(s, ":items=");
239         s = AppendItemcodes(s, killer);
240         if(killed != killer)
241         {
242                 s = strcat(s, ":victimitems=");
243                 s = AppendItemcodes(s, killed);
244         }
245         GameLogEcho(s);
246 }
247
248 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
249 {
250         WriteByte(MSG_ALL, SVC_TEMPENTITY);
251         WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
252         WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
253         WriteString(MSG_ALL, s1);
254         WriteString(MSG_ALL, s2);
255         WriteString(MSG_ALL, s3);
256         WriteByte(MSG_ALL, msg);
257         WriteByte(MSG_ALL, type);
258 }
259
260 // TODO: writespectatable?
261 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
262 void Send_CSQC_Centerprint(entity e, string s1, float deathtype)
263 {
264         msg_entity = e;
265         WriteByte(MSG_ONE, SVC_TEMPENTITY);
266         WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
267         WriteByte(MSG_ONE, CSQC_CENTERPRINT);
268         WriteString(MSG_ONE, s1);
269         WriteByte(MSG_ONE, deathtype);
270 }
271
272 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
273 {
274         string  s, a, msg;
275         float p, w, type;
276
277         if (targ.classname == "player" || targ.classname == "corpse")
278         {
279                 if (targ.classname == "corpse")
280                         s = "A corpse";
281                 else
282                         s = targ.netname;
283
284                 a = attacker.netname;
285
286                 if (targ == attacker) // suicides
287                 {
288                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
289                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
290                         /*
291                         if (deathtype == DEATH_TEAMCHANGE) {
292                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You are now on: ", ColoredTeamName(targ.team)));
293                         } else if (deathtype == DEATH_AUTOTEAMCHANGE) {
294                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(targ.team)));
295                                 return;
296                         } else if (deathtype == DEATH_CAMP) {
297                                 if(sv_gentle)
298                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Reconsider your tactics, camper!"));
299                                 else
300                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Die camper!"));
301                         } else if (deathtype == DEATH_NOAMMO) {
302                                 if(sv_gentle)
303                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You are reinserted into the game for running out of ammo..."));
304                                 else
305                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You were killed for running out of ammo..."));
306                         } else if (deathtype == DEATH_ROT) {
307                                 if(sv_gentle)
308                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to preserve your health"));
309                                 else
310                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You grew too old without taking your medicine"));
311                         } else if (deathtype == DEATH_MIRRORDAMAGE) {
312                                 if(sv_gentle)
313                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't go against team mates!"));
314                                 else
315                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't shoot your team mates!"));
316                         } else if (deathtype == DEATH_QUIET) {
317                                 // do nothing
318                         } else {
319                                 if(sv_gentle)
320                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to be more careful!"));
321                                 else
322                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You killed your own dumb self!"));
323                         }
324                         */
325                         Send_CSQC_Centerprint(targ, msg, deathtype);
326
327                         // TODO: message
328                         /*
329                         if(sv_gentle) {
330                                 if (deathtype == DEATH_CAMP)
331                                         bprint ("^1",s, "^1 thought they found a nice camping ground\n");
332                                 else if (deathtype == DEATH_MIRRORDAMAGE)
333                                         bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
334                                 else
335                                         bprint ("^1",s, "^1 will be reinserted into the game due to their own actions\n");
336
337                                 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
338                                 {
339                                         LogDeath("suicide", deathtype, targ, targ);
340                                         GiveFrags(attacker, targ, -1);
341                                 }
342                                 if (targ.killcount > 2)
343                                         bprint ("^1",s,"^1 faded after a ",ftos(targ.killcount)," point spree\n");
344                         } else {
345                                 else if (deathtype == DEATH_KILL)
346                                         bprint ("^1",s, "^1 couldn't take it anymore\n");
347                                 else if (deathtype == DEATH_ROT)
348                                         bprint ("^1",s, "^1 died\n");
349                                 else if (deathtype == DEATH_NOAMMO)
350                                         bprint ("^7",s, "^7 committed suicide. What's the point of living without ammo?\n");
351                                 else if (deathtype == DEATH_CAMP)
352                                         bprint ("^1",s, "^1 thought they found a nice camping ground\n");
353                                 else if (deathtype == DEATH_MIRRORDAMAGE)
354                                         bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
355                                 else if (deathtype == DEATH_CHEAT)
356                                         bprint ("^1",s, "^1 unfairly eliminated themself\n");
357                                 else if (deathtype == DEATH_FIRE)
358                                         bprint ("^1",s, "^1 burned to death\n");
359                                 else if (deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
360                                         bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
361
362                                         bprint ("^1",s,"^1 ended it all after a ",ftos(targ.killcount)," kill spree\n");
363                         }
364                         */
365
366                         w = DEATH_WEAPONOF(deathtype);
367                         if(!(WEP_VALID(w)))
368                         {
369                                 w = -1;
370                         }
371
372                         // TODO: wut is this?
373                         // givefrags for logging apparently?
374                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
375                         {
376                                 LogDeath("suicide", deathtype, targ, targ);
377                                 GiveFrags(attacker, targ, -1);
378                         }
379
380                         if (targ.killcount > 2)
381                                 msg = ftos(targ.killcount);
382                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
383                 }
384                 else if (attacker.classname == "player" || attacker.classname == "gib")
385                 {
386                         if(teams_matter && attacker.team == targ.team)
387                         {
388                                 type = KILL_TEAM;
389                                 /*
390                                 if(sv_gentle) {
391                                 // TODO: the centerprint!
392                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You went against a team mate!"));
393                                         bprint ("^1", a, "^1 took action against a team mate\n");
394                                 } else {
395                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You fragged ", s, ", a team mate!"));
396                                         bprint ("^1", a, "^1 mows down a team mate\n");
397                                 }
398                                 */
399                                 GiveFrags(attacker, targ, -1);
400                                 /*
401                                 if (targ.killcount > 2) {
402                                         if(sv_gentle)
403                                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," scoring spree was ended by a team mate!\n");
404                                         else
405                                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a team mate!\n");
406                                 }
407                                 if (attacker.killcount > 2) {
408                                         if(sv_gentle)
409                                                 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," scoring spree by going against a team mate\n");
410                                         else
411                                                 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a team mate\n");
412                                 }
413                                 */
414
415                                 if (targ.killcount > 2) {
416                                         msg = ftos(targ.killcount);
417                                         a = s;
418                                 }
419                                 if (attacker.killcount > 2) {
420                                         msg = ftos(attacker.killcount);
421                                         type = KILL_TEAM_SPREE;
422                                 }
423
424                                 attacker.killcount = 0;
425
426                                 LogDeath("tk", deathtype, attacker, targ);
427                                 Send_CSQC_Centerprint(attacker, s, MSG_KILL);
428                                 Send_KillNotification(a, msg, "", type, MSG_KILL);
429                         }
430                         else
431                         {
432                                 string blood_message, victim_message;
433                                 if (!checkrules_firstblood)
434                                 {
435                                         checkrules_firstblood = TRUE;
436                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
437                                         //bprint("^1",a, "^1 drew first blood", "\n");
438                                         // TODO: make these print at newline if they dont
439                                         Send_CSQC_Centerprint(attacker, "", KILL_FIRST_BLOOD);
440                                         Send_CSQC_Centerprint(targ, "", KILL_FIRST_VICTIM);
441                                         //blood_message = "^1First blood\n";
442                                         //victim_message = "^1First victim\n";  // or First casualty
443                                 }
444                                 //if(sv_gentle > 0) {
445                                 //      centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You scored against ^7", s, GetAdvancedDeathReports(targ)));
446                                 //      centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 scored against you ^7", GetAdvancedDeathReports(attacker)));
447
448                                 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
449                                         Send_CSQC_Centerprint(attacker, s, KILL_TYPEFRAG);
450                                         //centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You typefragged ^7", s, GetAdvancedDeathReports(targ)));
451                                         Send_CSQC_Centerprint(targ, a, KILL_TYPEFRAGGED);
452                                         //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were typefragged by ^7", a, GetAdvancedDeathReports(attacker)));
453                                 } else {
454                                         Send_CSQC_Centerprint(attacker, s, KILL_FRAG);
455                                         //centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You fragged ^7", s, GetAdvancedDeathReports(targ)));
456                                         Send_CSQC_Centerprint(targ, a, KILL_FRAGGED);
457                                         //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were fragged by ^7", a, GetAdvancedDeathReports(attacker)));
458                                 }
459                                 attacker.taunt_soundtime = time + 1;
460
461                                 // TODO: more msg
462                                 //if(sv_gentle) {
463                                 //      bprint ("^1",s, "^1 needs a restart thanks to ", a, "\n");
464                                 //} else {
465                                         /*
466                                         w = DEATH_WEAPONOF(deathtype);
467                                         if(WEP_VALID(w))
468                                         {
469                                                 w_deathtypestring = "was blasted by";
470                                                 w_deathtype = deathtype;
471                                                 weapon_action(w, WR_KILLMESSAGE);
472                                                 p = strstrofs(w_deathtypestring, "#", 0);
473                                                 if(p < 0)
474                                                         bprint("^1", s, "^1 ", w_deathtypestring, " ", a, "\n");
475                                                 else
476                                                         bprint("^1", s, "^1 ", substring(w_deathtypestring, 0, p), a, "^1", substring(w_deathtypestring, p+1, strlen(w_deathtypestring) - (p+1)), "\n");
477                                         }
478                                         else if (deathtype == DEATH_TELEFRAG)
479                                                 bprint ("^1",s, "^1 was telefragged by ", a, "\n");
480                                         else if (deathtype == DEATH_DROWN)
481                                                 bprint ("^1",s, "^1 was drowned by ", a, "\n");
482                                         else if (deathtype == DEATH_SLIME)
483                                                 bprint ("^1",s, "^1 was slimed by ", a, "\n");
484                                         else if (deathtype == DEATH_LAVA)
485                                                 bprint ("^1",s, "^1 was cooked by ", a, "\n");
486                                         else if (deathtype == DEATH_FALL)
487                                                 bprint ("^1",s, "^1 was grounded by ", a, "\n");
488                                         else if (deathtype == DEATH_SHOOTING_STAR)
489                                                 bprint ("^1",s, "^1 was shot into space by ", a, "\n");
490                                         else if (deathtype == DEATH_SWAMP)
491                                                 bprint ("^1",s, "^1 was conserved by ", a, "\n");
492                                         else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
493                                         {
494                                                 p = strstrofs(inflictor.message2, "#", 0);
495                                                 if(p < 0)
496                                                         bprint("^1", s, "^1 ", inflictor.message2, " ", a, "\n");
497                                                 else
498                                                         bprint("^1", s, "^1 ", substring(inflictor.message2, 0, p), a, "^1", substring(inflictor.message2, p+1, strlen(inflictor.message2) - (p+1)), "\n");
499                                         }
500                                         else if(deathtype == DEATH_SBCRUSH)
501                         bprint ("^1",s, "^1 was crushed by ^1", a, "\n");
502                                         else if(deathtype == DEATH_SBMINIGUN)
503                         bprint ("^1",s, "^1 got shredded by ^1", a, "\n");
504                                         else if(deathtype == DEATH_SBROCKET)
505                         bprint ("^1",s, "^1 was blased to bits by ^1", a, "\n");
506                                         else if(deathtype == DEATH_SBBLOWUP)
507                         bprint ("^1",s, "^1 got cought in the destruction of ^1", a, "'s vehicle\n");
508
509                                         else if(deathtype == DEATH_WAKIGUN)
510                         bprint ("^1",s, "^1 was bolted down by ^1", a, "\n");
511                                         else if(deathtype == DEATH_WAKIROCKET)
512                         bprint ("^1",s, "^1 could find no shelter from ^1", a, "'s rockets\n");
513                                         else if(deathtype == DEATH_WAKIBLOWUP)
514                         bprint ("^1",s, "^1 dies when ^1", a, "'s wakizashi dies.\n");
515
516                                         else if(deathtype == DEATH_TURRET)
517                                                 bprint ("^1",s, "^1 was pushed into the line of fire by ^1", a, "\n");
518                                         else if(deathtype == DEATH_TOUCHEXPLODE)
519                                                 bprint ("^1",s, "^1 was pushed into an accident by ^1", a, "\n");
520                                         else if(deathtype == DEATH_CHEAT)
521                                                 bprint ("^1",s, "^1 was unfairly eliminated by ^1", a, "\n");
522                                         else if (deathtype == DEATH_FIRE)
523                                         bprint ("^1",s, "^1 was burnt to death by ^1", a, "\n");
524                                         else if (deathtype == DEATH_CUSTOM)
525                                                 bprint ("^1",s, "^1 ", deathmessage, " by ^1", a, "\n");
526                                         else
527                                                 bprint ("^1",s, "^1 was fragged by ", a, "\n");
528                                         */
529
530                                         w = DEATH_WEAPONOF(deathtype);
531                                         if(!(WEP_VALID(w)))
532                                         {
533                                                 w = -1;
534                                         }
535
536                                         msg = a;
537                                         if (deathtype == DEATH_CUSTOM)
538                                                 msg = strcat(deathmessage, " by ^1", msg);
539                                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_KILL);
540                                 //}
541
542                                 if(g_ctf && targ.flagcarried)
543                                 {
544                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
545                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
546                                         GiveFrags(attacker, targ, 0); // for logging
547                                 }
548                                 else
549                                         GiveFrags(attacker, targ, 1);
550
551                                 if (targ.killcount > 2) {
552                                         /*
553                                         if(sv_gentle)
554                                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " scoring spree was ended by ", a, "\n");
555                                         else
556                                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");
557                                         */
558                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
559                                 }
560
561                                 attacker.killcount = attacker.killcount + 1;
562
563                                 if (attacker.killcount > 2) {
564                                         /*
565                                         if(sv_gentle)
566                                                 bprint ("^1",a,"^1 made ",ftos(attacker.killcount)," scores in a row\n");
567                                         else
568                                                 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
569                                         */
570                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
571                                 }
572
573                                 LogDeath("frag", deathtype, attacker, targ);
574
575                                 if (attacker.killcount == 3)
576                                 {
577                                         //if(sv_gentle) {
578                                         //      bprint (a,"^7 made a ^1TRIPLE SCORE\n");
579                                         //} else {
580                                         //      bprint (a,"^7 made a ^1TRIPLE FRAG\n");
581                                         //
582                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
583                                         AnnounceTo(attacker, "03kills");
584
585                                         //}
586                                 }
587                                 else if (attacker.killcount == 5)
588                                 {
589                                         //if(sv_gentle) {
590                                         //      bprint (a,"^7 unleashes ^1SCORING RAGE\n");
591                                         //} else {
592                                         //      bprint (a,"^7 unleashes ^1RAGE\n");
593                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
594                                         AnnounceTo(attacker, "05kills");
595                                         //}
596                                 }
597                                 else if (attacker.killcount == 10)
598                                 {
599                                         //if(sv_gentle) {
600                                         //      bprint (a,"^7 made ^1TEN SCORES IN A ROW!\n");
601                                         //} else {
602                                         //      bprint (a,"^7 starts the ^1MASSACRE!\n");
603                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
604                                         AnnounceTo(attacker, "10kills");
605                                         //}
606                                 }
607                                 else if (attacker.killcount == 15)
608                                 {
609                                         /*
610                                         if(sv_gentle) {
611                                                 bprint (a,"^7 made ^1FIFTEEN SCORES IN A ROW!\n");
612                                         } else {
613                                                 bprint (a,"^7 executes ^1MAYHEM!\n");
614                                                 AnnounceTo(attacker, "15kills");
615                                         }
616                                         */
617                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
618                                         AnnounceTo(attacker, "15kills");
619                                 }
620                                 else if (attacker.killcount == 20)
621                                 {
622                                         /*
623                                         if(sv_gentle) {
624                                                 bprint (a,"^7 made ^1TWENTY SCORES IN A ROW!\n");
625                                         } else {
626                                                 bprint (a,"^7 is a ^1BERSERKER!\n");
627                                                 AnnounceTo(attacker, "20kills");
628                                         }
629                                         */
630                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
631                                         AnnounceTo(attacker, "20kills");
632                                 }
633                                 else if (attacker.killcount == 25)
634                                 {
635                                         /*
636                                         if(sv_gentle) {
637                                                 bprint (a,"^7 made ^1TWENTY FIFE SCORES IN A ROW!\n");
638                                         } else {
639                                                 bprint (a,"^7 inflicts ^1CARNAGE!\n");
640                                                 AnnounceTo(attacker, "25kills");
641                                         }*/
642                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
643                                         AnnounceTo(attacker, "25kills");
644                                 }
645                                 else if (attacker.killcount == 30)
646                                 {
647                                         /*
648                                         if(sv_gentle) {
649                                                 bprint (a,"^7 made ^1THIRTY SCORES IN A ROW!\n");
650                                         } else {
651                                                 bprint (a,"^7 unleashes ^1ARMAGEDDON!\n");
652                                                 AnnounceTo(attacker, "30kills");
653                                         }
654                                         */
655                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
656                                         AnnounceTo(attacker, "30kills");
657                                 }
658                         }
659                 }
660                 else
661                 {
662                         //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Watch your step!"));
663                         Send_CSQC_Centerprint(targ, "", MSG_KILL_ACTION);
664                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
665                                 msg = inflictor.message;
666                         else if (deathtype == DEATH_CUSTOM)
667                                 msg = deathmessage;
668                                 //bprint ("^1",s, "^1 ", inflictor.message, "\n");
669                         /*else if (deathtype == DEATH_DROWN)
670                                 if(sv_gentle)
671                                         bprint ("^1",s, "^1 was in the water for too long\n");
672                                 else
673                                         bprint ("^1",s, "^1 drowned\n");
674                         else if (deathtype == DEATH_SLIME)
675                                 bprint ("^1",s, "^1 was slimed\n");
676                         else if (deathtype == DEATH_LAVA)
677                                 if(sv_gentle)
678                                         bprint ("^1",s, "^1 found a hot place\n");
679                                 else
680                                         bprint ("^1",s, "^1 turned into hot slag\n");
681                         else if (deathtype == DEATH_FALL)
682                                 if(sv_gentle)
683                                         bprint ("^1",s, "^1 tested gravity (and it worked)\n");
684                                 else
685                                         bprint ("^1",s, "^1 hit the ground with a crunch\n");
686                         else if (deathtype == DEATH_SHOOTING_STAR)
687                                 bprint ("^1",s, "^1 became a shooting star\n");
688                         else if (deathtype == DEATH_SWAMP)
689                                 if(sv_gentle)
690                                         bprint ("^1",s, "^1 discovered a swamp\n");
691                                 else
692                                         bprint ("^1",s, "^1 is now conserved for centuries to come\n");
693                         else if(deathtype == DEATH_TURRET)
694                                 bprint ("^1",s, "^1 was mowed down by a turret \n");
695                         else if (deathtype == DEATH_CUSTOM)
696                                 bprint ("^1",s, "^1 ", deathmessage, "\n");
697                         else if(deathtype == DEATH_TOUCHEXPLODE)
698                                 bprint ("^1",s, "^1 died in an accident\n");
699                         else if(deathtype == DEATH_CHEAT)
700                                 bprint ("^1",s, "^1 was unfairly eliminated\n");
701                         else if(deathtype == DEATH_FIRE)
702                                 if(sv_gentle)
703                                         bprint ("^1",s, "^1 felt a little hot\n");
704                                 else
705                                         bprint ("^1",s, "^1 burnt to death\n");
706                         else
707                                 if(sv_gentle)
708                                         bprint ("^1",s, "^1 needs a restart\n");
709                                 else
710                                         bprint ("^1",s, "^1 died\n");
711                         */
712                         GiveFrags(targ, targ, -1);
713                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
714                                 AnnounceTo(targ, "botlike");
715                         }
716                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
717
718                         if (targ.killcount > 2)
719                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
720                                 //if(sv_gentle)
721                                 //      bprint ("^1",s,"^1 needs a restart after a ",ftos(targ.killcount)," scoring spree\n");
722                                 //else
723                                 //      bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
724
725                         LogDeath("accident", deathtype, targ, targ);
726                 }
727
728                 targ.death_origin = targ.origin;
729                 if(targ != attacker)
730                         targ.killer_origin = attacker.origin;
731
732                 // FIXME: this should go in PutClientInServer
733                 if (targ.killcount)
734                         targ.killcount = 0;
735         }
736 }
737
738 // these are updated by each Damage call for use in button triggering and such
739 entity damage_targ;
740 entity damage_inflictor;
741 entity damage_attacker;
742
743 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
744 {
745         float mirrordamage;
746         float mirrorforce;
747         float teamdamage0;
748         entity attacker_save;
749         mirrordamage = 0;
750         mirrorforce = 0;
751
752         if (gameover || targ.killcount == -666)
753                 return;
754
755         local entity oldself;
756         oldself = self;
757         self = targ;
758         damage_targ = targ;
759         damage_inflictor = inflictor;
760         damage_attacker = attacker;
761                 attacker_save = attacker;
762
763         if(targ.classname == "player")
764                 if(targ.hook)
765                         if(targ.hook.aiment)
766                                 if(targ.hook.aiment == attacker)
767                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
768
769         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
770         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
771         {
772                 if(targ.classname == "player")
773                         if not(IsDifferentTeam(targ, attacker))
774                         {
775                                 self = oldself;
776                                 return;
777                         }
778         }
779
780         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
781         {
782                 // These are ALWAYS lethal
783                 // No damage modification here
784                 // Instead, prepare the victim for his death...
785                 targ.armorvalue = 0;
786                 targ.spawnshieldtime = 0;
787                 targ.health = 0.9; // this is < 1
788                 targ.flags -= targ.flags & FL_GODMODE;
789                 damage = 100000;
790         }
791         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
792         {
793                 // no processing
794         }
795         else
796         {
797                 if (targ.classname == "player")
798                 if (attacker.classname == "player")
799                 if (!targ.isbot)
800                 if (attacker.isbot)
801                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
802
803                 // nullify damage if teamplay is on
804                 if(deathtype != DEATH_TELEFRAG)
805                 if(attacker.classname == "player")
806                 {
807                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
808                         {
809                                 damage = 0;
810                                 force = '0 0 0';
811                         }
812                         else if(attacker.team == targ.team)
813                         {
814                                 if(teamplay == 1)
815                                         damage = 0;
816                                 else if(attacker != targ)
817                                 {
818                                         if(teamplay == 3)
819                                                 damage = 0;
820                                         else if(teamplay == 4)
821                                         {
822                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
823                                                 {
824                                                         teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
825                                                         attacker.dmg_team = attacker.dmg_team + damage;
826                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
827                                                                 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
828                                                         mirrorforce = cvar("g_mirrordamage") * vlen(force);
829                                                         if(g_minstagib)
830                                                         {
831                                                                 if(cvar("g_friendlyfire") == 0)
832                                                                         damage = 0;
833                                                         }
834                                                         else if(g_ca)
835                                                                 damage = 0;
836                                                         else
837                                                                 damage = cvar("g_friendlyfire") * damage;
838                                                         // mirrordamage will be used LATER
839                                                 }
840                                                 else
841                                                         damage = 0;
842                                         }
843                                 }
844                         }
845                 }
846
847                 if(targ.classname == "player")
848                 if(attacker.classname == "player")
849                 if(attacker != targ)
850                 {
851                         targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
852                         attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
853                 }
854
855                 if(targ.classname == "player")
856                 if (g_minstagib)
857                 {
858                         if ((deathtype == DEATH_FALL)  ||
859                                 (deathtype == DEATH_DROWN) ||
860                                 (deathtype == DEATH_SLIME) ||
861                                 (deathtype == DEATH_LAVA)  ||
862                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
863                         {
864                                 self = oldself;
865                                 return;
866                         }
867                         if(damage > 0)
868                             damage = 10000;
869                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
870                         {
871                                 targ.armorvalue -= 1;
872                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
873                                 damage = 0;
874                                 targ.hitsound += 1;
875                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
876                         }
877                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
878                         {
879                                 damage = 0;
880                                 if (targ != attacker)
881                                 {
882                                         if ((targ.health >= 1) && (targ.classname == "player"))
883                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
884                                         damage = 0;
885                                         mirrordamage = 0;
886                                         force = '0 0 0';
887                                         // keep mirrorforce
888                                         attacker = targ;
889                                 }
890                         }
891                 }
892
893                 if not(DEATH_ISSPECIAL(deathtype))
894                 {
895                         damage *= g_weapondamagefactor;
896                         mirrordamage *= g_weapondamagefactor;
897                         force = force * g_weaponforcefactor;
898                         mirrorforce *= g_weaponforcefactor;
899                 }
900
901                 // apply strength multiplier
902                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
903                 {
904                         if(targ == attacker)
905                         {
906                                 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
907                                 force = force * cvar("g_balance_powerup_strength_selfforce");
908                         }
909                         else
910                         {
911                                 damage = damage * cvar("g_balance_powerup_strength_damage");
912                                 force = force * cvar("g_balance_powerup_strength_force");
913                         }
914                 }
915
916                 // apply invincibility multiplier
917                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
918                         damage = damage * cvar("g_balance_powerup_invincible_takedamage");
919
920                 if (targ == attacker)
921                 {
922                         if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
923                                 damage = 0;
924                         else
925                                 damage = damage * cvar("g_balance_selfdamagepercent");  // Partial damage if the attacker hits himself
926                 }
927
928                 // CTF: reduce damage/force
929                 if(g_ctf)
930                 if(targ == attacker)
931                 if(targ.flagcarried)
932                 {
933                         damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
934                         force = force * cvar("g_ctf_flagcarrier_selfforce");
935                 }
936
937                 if(g_runematch)
938                 {
939                         // apply strength rune
940                         if (attacker.runes & RUNE_STRENGTH)
941                         {
942                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
943                                 {
944                                         damage = damage * cvar("g_balance_rune_strength_combo_damage");
945                                         force = force * cvar("g_balance_rune_strength_combo_force");
946                                 }
947                                 else
948                                 {
949                                         damage = damage * cvar("g_balance_rune_strength_damage");
950                                         force = force * cvar("g_balance_rune_strength_force");
951                                 }
952                         }
953                         else if (attacker.runes & CURSE_WEAK)
954                         {
955                                 damage = damage * cvar("g_balance_curse_weak_damage");
956                                 force = force * cvar("g_balance_curse_weak_force");
957                         }
958
959                         // apply defense rune
960                         if (targ.runes & RUNE_DEFENSE)
961                         {
962                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
963                                         damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
964                                 else
965                                         damage = damage * cvar("g_balance_rune_defense_takedamage");
966                         }
967                         else if (targ.runes & CURSE_VULNER)
968                                 damage = damage * cvar("g_balance_curse_vulner_takedamage");
969                 }
970
971                 // count the damage
972                 if(attacker)
973                 if(!targ.deadflag)
974                 if(targ.takedamage == DAMAGE_AIM)
975                 if(targ != attacker)
976                 {
977                         if(targ.classname == "player")
978                         {
979                                 // HEAD SHOT:
980                                 // find height of hit on player axis
981                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
982                                 vector headmins, headmaxs, org;
983                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
984                                 headmins = org + GetHeadshotMins(targ);
985                                 headmaxs = org + GetHeadshotMaxs(targ);
986                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
987                                 {
988                                         deathtype |= HITTYPE_HEADSHOT;
989                                 }
990                         }
991                         else if(targ.classname == "turret_head")
992                         {
993                                 deathtype |= HITTYPE_HEADSHOT;
994                         }
995                         if(deathtype & HITTYPE_HEADSHOT)
996                                 damage *= 1 + damage_headshotbonus;
997
998                         if(targ.classname == "player")
999                         {
1000                                 if(IsDifferentTeam(targ, attacker))
1001                                 {
1002                                         if(damage > 0)
1003                                         {
1004                                                 if(targ.BUTTON_CHAT)
1005                                                         attacker.typehitsound += 1;
1006                                                 else
1007                                                         attacker.hitsound += 1;
1008
1009                                                 damage_goodhits += 1;
1010                                                 damage_gooddamage += damage;
1011
1012                                                 if not(DEATH_ISSPECIAL(deathtype))
1013                                                 {
1014                                                         if(!g_minstagib)
1015                                                         if(IsFlying(targ))
1016                                                                 yoda = 1;
1017
1018                                                         if(g_minstagib)
1019                                                         if(targ.items & IT_STRENGTH)
1020                                                                 yoda = 1;
1021
1022                                                         if(deathtype & HITTYPE_HEADSHOT)
1023                                                                 headshot = 1;
1024                                                 }
1025                                         }
1026                                 }
1027                                 else
1028                                 {
1029                                         if(deathtype != DEATH_FIRE)
1030                                                 attacker.typehitsound += 1;
1031                                         if(mirrordamage > 0)
1032                                                 if(time > attacker.teamkill_complain)
1033                                                 {
1034                                                         attacker.teamkill_complain = time + 5;
1035                                                         attacker.teamkill_soundtime = time + 0.4;
1036                                                         attacker.teamkill_soundsource = targ;
1037                                                 }
1038                                 }
1039                         }
1040                 }
1041         }
1042
1043         // apply push
1044         if (self.damageforcescale)
1045         if (vlen(force))
1046         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
1047         {
1048                 self.velocity = self.velocity + self.damageforcescale * force;
1049                 self.flags &~= FL_ONGROUND;
1050                 UpdateCSQCProjectile(self);
1051         }
1052         // apply damage
1053         if (damage != 0 || (self.damageforcescale && vlen(force)))
1054         if (self.event_damage)
1055                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
1056         self = oldself;
1057
1058         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
1059         {
1060                 // Savage: vampire mode
1061                 if (g_vampire)
1062                 if (!g_minstagib)
1063                 if (time >= self.spawnshieldtime)
1064                 {
1065                         attacker.health += damage;
1066                 }
1067                 if(g_runematch)
1068                 {
1069                         if (attacker.runes & RUNE_VAMPIRE)
1070                         {
1071                         // apply vampire rune
1072                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
1073                                 {
1074                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
1075                                         attacker.health = bound(
1076                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
1077                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
1078                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
1079                                 }
1080                                 else
1081                                 {
1082                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
1083                                         attacker.health = bound(
1084                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
1085                                                                                         // empathy won't let you gain health in the same way...
1086                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
1087                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
1088                                         }
1089                         }
1090                         // apply empathy curse
1091                         else if (attacker.runes & CURSE_EMPATHY)
1092                         {
1093                                 attacker.health = bound(
1094                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
1095                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
1096                                         attacker.health);
1097                         }
1098                 }
1099         }
1100
1101         // apply mirror damage if any
1102         if(mirrordamage > 0 || mirrorforce > 0)
1103         {
1104                 attacker = attacker_save;
1105                 if(g_minstagib)
1106                         if(mirrordamage > 0)
1107                         {
1108                                 // just lose extra LIVES, don't kill the player for mirror damage
1109                                 if(attacker.armorvalue > 0)
1110                                 {
1111                                         attacker.armorvalue = attacker.armorvalue - 1;
1112                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1113                                         attacker.hitsound += 1;
1114                                 }
1115                                 mirrordamage = 0;
1116                         }
1117                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1118                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1119         }
1120 }
1121
1122 vector NearestPointOnBox(entity box, vector org)
1123 {
1124         vector m1, m2, nearest;
1125
1126         m1 = box.mins + box.origin;
1127         m2 = box.maxs + box.origin;
1128
1129         nearest_x = bound(m1_x, org_x, m2_x);
1130         nearest_y = bound(m1_y, org_y, m2_y);
1131         nearest_z = bound(m1_z, org_z, m2_z);
1132
1133         return nearest;
1134 }
1135
1136 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
1137 {
1138         float weaponid;
1139         weaponid = DEATH_WEAPONOF(deathtype);
1140
1141         if not(inWarmupStage)
1142         if (weaponid)
1143         if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
1144                 attacker.stats_hit[weaponid - 1] += damage;
1145                 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
1146         }
1147 }
1148
1149 float RadiusDamage_running;
1150 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1151 // Returns total damage applies to creatures
1152 {
1153         entity  targ;
1154         float   finaldmg;
1155         float   power;
1156         vector  blastorigin;
1157         vector  force;
1158         vector  diff;
1159         vector  center;
1160         vector  nearest;
1161         float   total_damage_to_creatures;
1162         entity  next;
1163         float   tfloordmg;
1164         float   tfloorforce;
1165
1166         float stat_damagedone;
1167         float stat_maxdamage;
1168
1169         if(RadiusDamage_running)
1170         {
1171                 string save;
1172                 print("RadiusDamage called recursively!\n");
1173                 print("Expect stuff to go HORRIBLY wrong.\n");
1174                 print("Causing a stack trace...\n");
1175                 save = cvar_string("prvm_backtraceforwarnings");
1176                 cvar_set("prvm_backtraceforwarnings", "1");
1177                 fclose(-1); // calls VM_Warning
1178                 cvar_set("prvm_backtraceforwarnings", save);
1179                 return 0;
1180         }
1181
1182         RadiusDamage_running = 1;
1183
1184         tfloordmg = cvar("g_throughfloor_damage");
1185         tfloorforce = cvar("g_throughfloor_force");
1186
1187         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1188         total_damage_to_creatures = 0;
1189
1190         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1191         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1192         {
1193                 force = inflictor.velocity;
1194                 if(vlen(force) == 0)
1195                         force = '0 0 -1';
1196                 else
1197                         force = normalize(force);
1198                 if(forceintensity >= 0)
1199                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
1200                 else
1201                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
1202         }
1203
1204         stat_damagedone = 0;
1205         stat_maxdamage = 0;
1206
1207         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
1208         while (targ)
1209         {
1210                 next = targ.chain;
1211                 if (targ != inflictor)
1212                         if (ignore != targ) if(targ.takedamage)
1213                         {
1214                                 // LordHavoc: measure distance to nearest point on target (not origin)
1215                                 // (this guarentees 100% damage on a touch impact)
1216                                 nearest = targ.WarpZone_findradius_nearest;
1217                                 diff = targ.WarpZone_findradius_dist;
1218                                 // round up a little on the damage to ensure full damage on impacts
1219                                 // and turn the distance into a fraction of the radius
1220                                 power = 1 - ((vlen (diff) - 2) / rad);
1221                                 //bprint(" ");
1222                                 //bprint(ftos(power));
1223                                 //if (targ == attacker)
1224                                 //      print(ftos(power), "\n");
1225                                 if (power > 0)
1226                                 {
1227                                         if (power > 1)
1228                                                 power = 1;
1229                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1230                                         if (finaldmg > 0)
1231                                         {
1232                                                 local float a;
1233                                                 local float c;
1234                                                 local float hits;
1235                                                 local float total;
1236                                                 local float hitratio;
1237                                                 local vector hitloc;
1238                                                 local vector myblastorigin;
1239                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1240                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1241                                                 // if it's a player, use the view origin as reference
1242                                                 if (targ.classname == "player")
1243                                                         center = targ.origin + targ.view_ofs;
1244                                                 force = normalize(center - myblastorigin);
1245                                                 force = force * (finaldmg / coredamage) * forceintensity;
1246                                                 // test line of sight to multiple positions on box,
1247                                                 // and do damage if any of them hit
1248                                                 hits = 0;
1249                                                 if (targ.classname == "player")
1250                                                         total = ceil(bound(1, finaldmg, 50));
1251                                                 else
1252                                                         total = ceil(bound(1, finaldmg/10, 5));
1253                                                 hitloc = nearest;
1254                                                 c = 0;
1255                                                 while (c < total)
1256                                                 {
1257                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1258                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1259                                                         if (trace_fraction == 1 || trace_ent == targ)
1260                                                         {
1261                                                                 hits = hits + 1;
1262                                                                 if (hits > 1)
1263                                                                         hitloc = hitloc + nearest;
1264                                                                 else
1265                                                                         hitloc = nearest;
1266                                                         }
1267                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1268                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1269                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1270                                                         c = c + 1;
1271                                                 }
1272                                                 nearest = hitloc * (1 / max(1, hits));
1273                                                 hitratio = (hits / total);
1274                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1275                                                 finaldmg = finaldmg * a;
1276                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1277                                                 force = force * a;
1278                                                 //if (targ == attacker)
1279                                                 //{
1280                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1281                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1282                                                 //      print(" (", ftos(a), ")\n");
1283                                                 //}
1284                                                 if(hits || tfloordmg || tfloorforce)
1285                                                 {
1286                                                         if(targ.iscreature)
1287                                                         {
1288                                                                 total_damage_to_creatures += finaldmg;
1289
1290                                                                 if(targ.flags & FL_CLIENT)
1291                                                                 if(targ.deadflag == DEAD_NO)
1292                                                                 if(targ != attacker)
1293                                                                 if(!teamplay || targ.team != attacker.team)
1294                                                                 {
1295                                                                         stat_damagedone += finaldmg;
1296                                                                         stat_maxdamage += coredamage;
1297                                                                 }
1298                                                         }
1299
1300                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1301                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1302                                                         else
1303                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1304                                                 }
1305                                         }
1306                                 }
1307                         }
1308                 targ = next;
1309         }
1310
1311         RadiusDamage_running = 0;
1312
1313         Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1314
1315         return total_damage_to_creatures;
1316 }
1317
1318 .float fire_damagepersec;
1319 .float fire_endtime;
1320 .float fire_deathtype;
1321 .entity fire_owner;
1322 .float fire_hitsound;
1323 .entity fire_burner;
1324
1325 void fireburner_think();
1326
1327 float Fire_IsBurning(entity e)
1328 {
1329         return (time < e.fire_endtime);
1330 }
1331
1332 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1333 {
1334         float dps;
1335         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1336
1337         if(e.classname == "player")
1338         {
1339                 if(e.deadflag)
1340                         return -1;
1341         }
1342         else
1343         {
1344                 if(!e.fire_burner)
1345                 {
1346                         // print("adding a fire burner to ", e.classname, "\n");
1347                         e.fire_burner = spawn();
1348                         e.fire_burner.classname = "fireburner";
1349                         e.fire_burner.think = fireburner_think;
1350                         e.fire_burner.nextthink = time;
1351                         e.fire_burner.owner = e;
1352                 }
1353         }
1354
1355         t = max(t, 0.1);
1356         dps = d / t;
1357         if(Fire_IsBurning(e))
1358         {
1359                 mintime = e.fire_endtime - time;
1360                 maxtime = max(mintime, t);
1361
1362                 mindps = e.fire_damagepersec;
1363                 maxdps = max(mindps, dps);
1364
1365                 if(maxtime > mintime || maxdps > mindps)
1366                 {
1367                         mindamage = mindps * mintime;
1368                         maxdamage = mindamage + d;
1369
1370                         // interval [mintime, maxtime] * [mindps, maxdps]
1371                         // intersected with
1372                         // [mindamage, maxdamage]
1373                         // maximum of this!
1374
1375                         if(maxdamage >= maxtime * maxdps)
1376                         {
1377                                 totaltime = maxtime;
1378                                 totaldamage = maxtime * maxdps;
1379
1380                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1381                         }
1382                         else
1383                         {
1384                                 // maxdamage is inside the interval!
1385                                 // first, try to use mindps; only if this fails, increase dps as needed
1386                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1387                                 totaldamage = maxdamage;
1388                                 // can totaldamage / totaltime be >= maxdps?
1389                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1390                                 // we know maxdamage < maxtime * maxdps
1391                                 // so it cannot be
1392
1393                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1394                         }
1395
1396                         // total conditions for increasing:
1397                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1398                         // however:
1399                         //     if maxtime = mintime, maxdps = mindps
1400                         // then:
1401                         //     maxdamage = mindamage + d
1402                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1403                         // so the last condition is not needed
1404
1405                         e.fire_damagepersec = totaldamage / totaltime;
1406                         e.fire_endtime = time + totaltime;
1407                         if(totaldamage > 1.2 * mindamage)
1408                         {
1409                                 e.fire_deathtype = dt;
1410                                 if(e.fire_owner != o)
1411                                 {
1412                                         e.fire_owner = o;
1413                                         e.fire_hitsound = FALSE;
1414                                 }
1415                         }
1416                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1417                 }
1418                 else
1419                         return 0;
1420         }
1421         else
1422         {
1423                 e.fire_damagepersec = dps;
1424                 e.fire_endtime = time + t;
1425                 e.fire_deathtype = dt;
1426                 e.fire_owner = o;
1427                 e.fire_hitsound = FALSE;
1428                 return d;
1429         }
1430 }
1431
1432 void Fire_ApplyDamage(entity e)
1433 {
1434         float t, d, hi, ty;
1435         entity o;
1436
1437         if not(Fire_IsBurning(e))
1438                 return;
1439
1440         o = e.owner;
1441         while(o.owner)
1442                 o = o.owner;
1443         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1444                 o = e.fire_owner;
1445
1446         // water and slime stop fire
1447         if(e.waterlevel)
1448         if(e.watertype != CONTENT_LAVA)
1449                 e.fire_endtime = 0;
1450
1451         t = min(frametime, e.fire_endtime - time);
1452         d = e.fire_damagepersec * t;
1453
1454         hi = e.fire_owner.hitsound;
1455         ty = e.fire_owner.typehitsound;
1456         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1457         if(e.fire_hitsound && e.fire_owner)
1458         {
1459                 e.fire_owner.hitsound = hi;
1460                 e.fire_owner.typehitsound = ty;
1461         }
1462         e.fire_hitsound = TRUE;
1463
1464         Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1465
1466         if not(IS_INDEPENDENT_PLAYER(e))
1467         FOR_EACH_PLAYER(other) if(e != other)
1468         {
1469                 if(other.classname == "player")
1470                 if(other.deadflag == DEAD_NO)
1471                 if not(IS_INDEPENDENT_PLAYER(other))
1472                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1473                 {
1474                         t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1475                         d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1476                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1477                 }
1478         }
1479 }
1480
1481 void Fire_ApplyEffect(entity e)
1482 {
1483         if(Fire_IsBurning(e))
1484                 e.effects |= EF_FLAME;
1485         else
1486                 e.effects &~= EF_FLAME;
1487 }
1488
1489 void fireburner_think()
1490 {
1491         // for players, this is done in the regular loop
1492         if(wasfreed(self.owner))
1493         {
1494                 remove(self);
1495                 return;
1496         }
1497         Fire_ApplyEffect(self.owner);
1498         if(!Fire_IsBurning(self.owner))
1499         {
1500                 self.owner.fire_burner = world;
1501                 remove(self);
1502                 return;
1503         }
1504         Fire_ApplyDamage(self.owner);
1505         self.nextthink = time;
1506 }