]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/g_damage.qc
move more of the weapon stuff to CSQC
[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                         // TODO: wut is this?
367                         // givefrags for logging apparently?
368                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
369                         {
370                                 LogDeath("suicide", deathtype, targ, targ);
371                                 GiveFrags(attacker, targ, -1);
372                         }
373
374                         if (targ.killcount > 2)
375                                 msg = ftos(targ.killcount);
376                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
377                 }
378                 else if (attacker.classname == "player" || attacker.classname == "gib")
379                 {
380                         if(teams_matter && attacker.team == targ.team)
381                         {
382                                 type = KILL_TEAM;
383                                 /*
384                                 if(sv_gentle) {
385                                 // TODO: the centerprint!
386                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You went against a team mate!"));
387                                         bprint ("^1", a, "^1 took action against a team mate\n");
388                                 } else {
389                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You fragged ", s, ", a team mate!"));
390                                         bprint ("^1", a, "^1 mows down a team mate\n");
391                                 }
392                                 */
393                                 GiveFrags(attacker, targ, -1);
394                                 /*
395                                 if (targ.killcount > 2) {
396                                         if(sv_gentle)
397                                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," scoring spree was ended by a team mate!\n");
398                                         else
399                                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a team mate!\n");
400                                 }
401                                 if (attacker.killcount > 2) {
402                                         if(sv_gentle)
403                                                 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," scoring spree by going against a team mate\n");
404                                         else
405                                                 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a team mate\n");
406                                 }
407                                 */
408
409                                 if (targ.killcount > 2) {
410                                         msg = ftos(targ.killcount);
411                                         a = s;
412                                 }
413                                 if (attacker.killcount > 2) {
414                                         msg = ftos(attacker.killcount);
415                                         type = KILL_TEAM_SPREE;
416                                 }
417
418                                 attacker.killcount = 0;
419
420                                 LogDeath("tk", deathtype, attacker, targ);
421                                 Send_CSQC_Centerprint(attacker, s, MSG_KILL);
422                                 Send_KillNotification(a, msg, "", type, MSG_KILL);
423                         }
424                         else
425                         {
426                                 string blood_message, victim_message;
427                                 if (!checkrules_firstblood)
428                                 {
429                                         checkrules_firstblood = TRUE;
430                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
431                                         //bprint("^1",a, "^1 drew first blood", "\n");
432                                         // TODO: make these print at newline if they dont
433                                         Send_CSQC_Centerprint(attacker, "", KILL_FIRST_BLOOD);
434                                         Send_CSQC_Centerprint(targ, "", KILL_FIRST_VICTIM);
435                                         //blood_message = "^1First blood\n";
436                                         //victim_message = "^1First victim\n";  // or First casualty
437                                 }
438                                 //if(sv_gentle > 0) {
439                                 //      centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You scored against ^7", s, GetAdvancedDeathReports(targ)));
440                                 //      centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 scored against you ^7", GetAdvancedDeathReports(attacker)));
441
442                                 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
443                                         Send_CSQC_Centerprint(attacker, s, KILL_TYPEFRAG);
444                                         //centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You typefragged ^7", s, GetAdvancedDeathReports(targ)));
445                                         Send_CSQC_Centerprint(targ, a, KILL_TYPEFRAGGED);
446                                         //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were typefragged by ^7", a, GetAdvancedDeathReports(attacker)));
447                                 } else {
448                                         Send_CSQC_Centerprint(attacker, s, KILL_FRAG);
449                                         //centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You fragged ^7", s, GetAdvancedDeathReports(targ)));
450                                         Send_CSQC_Centerprint(targ, a, KILL_FRAGGED);
451                                         //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were fragged by ^7", a, GetAdvancedDeathReports(attacker)));
452                                 }
453                                 attacker.taunt_soundtime = time + 1;
454
455                                 // TODO: more msg
456                                 //if(sv_gentle) {
457                                 //      bprint ("^1",s, "^1 needs a restart thanks to ", a, "\n");
458                                 //} else {
459                                         /*
460                                         w = DEATH_WEAPONOF(deathtype);
461                                         if(WEP_VALID(w))
462                                         {
463                                                 w_deathtypestring = "was blasted by";
464                                                 w_deathtype = deathtype;
465                                                 weapon_action(w, WR_KILLMESSAGE);
466                                                 p = strstrofs(w_deathtypestring, "#", 0);
467                                                 if(p < 0)
468                                                         bprint("^1", s, "^1 ", w_deathtypestring, " ", a, "\n");
469                                                 else
470                                                         bprint("^1", s, "^1 ", substring(w_deathtypestring, 0, p), a, "^1", substring(w_deathtypestring, p+1, strlen(w_deathtypestring) - (p+1)), "\n");
471                                         }
472                                         else if (deathtype == DEATH_TELEFRAG)
473                                                 bprint ("^1",s, "^1 was telefragged by ", a, "\n");
474                                         else if (deathtype == DEATH_DROWN)
475                                                 bprint ("^1",s, "^1 was drowned by ", a, "\n");
476                                         else if (deathtype == DEATH_SLIME)
477                                                 bprint ("^1",s, "^1 was slimed by ", a, "\n");
478                                         else if (deathtype == DEATH_LAVA)
479                                                 bprint ("^1",s, "^1 was cooked by ", a, "\n");
480                                         else if (deathtype == DEATH_FALL)
481                                                 bprint ("^1",s, "^1 was grounded by ", a, "\n");
482                                         else if (deathtype == DEATH_SHOOTING_STAR)
483                                                 bprint ("^1",s, "^1 was shot into space by ", a, "\n");
484                                         else if (deathtype == DEATH_SWAMP)
485                                                 bprint ("^1",s, "^1 was conserved by ", a, "\n");
486                                         else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
487                                         {
488                                                 p = strstrofs(inflictor.message2, "#", 0);
489                                                 if(p < 0)
490                                                         bprint("^1", s, "^1 ", inflictor.message2, " ", a, "\n");
491                                                 else
492                                                         bprint("^1", s, "^1 ", substring(inflictor.message2, 0, p), a, "^1", substring(inflictor.message2, p+1, strlen(inflictor.message2) - (p+1)), "\n");
493                                         }
494                                         else if(deathtype == DEATH_SBCRUSH)
495                         bprint ("^1",s, "^1 was crushed by ^1", a, "\n");
496                                         else if(deathtype == DEATH_SBMINIGUN)
497                         bprint ("^1",s, "^1 got shredded by ^1", a, "\n");
498                                         else if(deathtype == DEATH_SBROCKET)
499                         bprint ("^1",s, "^1 was blased to bits by ^1", a, "\n");
500                                         else if(deathtype == DEATH_SBBLOWUP)
501                                         [
502                         bprint ("^1",s, "^1 got cought in the destruction of ^1", a, "'s vehicle\n");
503
504                                         else if(deathtype == DEATH_WAKIGUN)
505                         bprint ("^1",s, "^1 was bolted down by ^1", a, "\n");
506                                         else if(deathtype == DEATH_WAKIROCKET)
507                         bprint ("^1",s, "^1 could find no shelter from ^1", a, "'s rockets\n");
508                                         else if(deathtype == DEATH_WAKIBLOWUP)
509                         bprint ("^1",s, "^1 dies when ^1", a, "'s wakizashi dies.\n");
510
511                                         else if(deathtype == DEATH_TURRET)
512                                                 bprint ("^1",s, "^1 was pushed into the line of fire by ^1", a, "\n");
513                                         else if(deathtype == DEATH_TOUCHEXPLODE)
514                                                 bprint ("^1",s, "^1 was pushed into an accident by ^1", a, "\n");
515                                         else if(deathtype == DEATH_CHEAT)
516                                                 bprint ("^1",s, "^1 was unfairly eliminated by ^1", a, "\n");
517                                         else if (deathtype == DEATH_FIRE)
518                                         bprint ("^1",s, "^1 was burnt to death by ^1", a, "\n");
519                                         else if (deathtype == DEATH_CUSTOM)
520                                                 bprint ("^1",s, "^1 ", deathmessage, " by ^1", a, "\n");
521                                         else
522                                                 bprint ("^1",s, "^1 was fragged by ", a, "\n");
523                                         */
524
525                                         //w = DEATH_WEAPONOF(deathtype);
526
527                                         if (deathtype == DEATH_CUSTOM)
528                                                 msg = strcat(deathmessage, " by ^1", msg);
529                                         Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
530                                 //}
531
532                                 if(g_ctf && targ.flagcarried)
533                                 {
534                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
535                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
536                                         GiveFrags(attacker, targ, 0); // for logging
537                                 }
538                                 else
539                                         GiveFrags(attacker, targ, 1);
540
541                                 if (targ.killcount > 2) {
542                                         /*
543                                         if(sv_gentle)
544                                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " scoring spree was ended by ", a, "\n");
545                                         else
546                                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");
547                                         */
548                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
549                                 }
550
551                                 attacker.killcount = attacker.killcount + 1;
552
553                                 if (attacker.killcount > 2) {
554                                         /*
555                                         if(sv_gentle)
556                                                 bprint ("^1",a,"^1 made ",ftos(attacker.killcount)," scores in a row\n");
557                                         else
558                                                 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
559                                         */
560                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
561                                 }
562
563                                 LogDeath("frag", deathtype, attacker, targ);
564
565                                 if (attacker.killcount == 3)
566                                 {
567                                         //if(sv_gentle) {
568                                         //      bprint (a,"^7 made a ^1TRIPLE SCORE\n");
569                                         //} else {
570                                         //      bprint (a,"^7 made a ^1TRIPLE FRAG\n");
571                                         //
572                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
573                                         AnnounceTo(attacker, "03kills");
574
575                                         //}
576                                 }
577                                 else if (attacker.killcount == 5)
578                                 {
579                                         //if(sv_gentle) {
580                                         //      bprint (a,"^7 unleashes ^1SCORING RAGE\n");
581                                         //} else {
582                                         //      bprint (a,"^7 unleashes ^1RAGE\n");
583                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
584                                         AnnounceTo(attacker, "05kills");
585                                         //}
586                                 }
587                                 else if (attacker.killcount == 10)
588                                 {
589                                         //if(sv_gentle) {
590                                         //      bprint (a,"^7 made ^1TEN SCORES IN A ROW!\n");
591                                         //} else {
592                                         //      bprint (a,"^7 starts the ^1MASSACRE!\n");
593                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
594                                         AnnounceTo(attacker, "10kills");
595                                         //}
596                                 }
597                                 else if (attacker.killcount == 15)
598                                 {
599                                         /*
600                                         if(sv_gentle) {
601                                                 bprint (a,"^7 made ^1FIFTEEN SCORES IN A ROW!\n");
602                                         } else {
603                                                 bprint (a,"^7 executes ^1MAYHEM!\n");
604                                                 AnnounceTo(attacker, "15kills");
605                                         }
606                                         */
607                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
608                                         AnnounceTo(attacker, "15kills");
609                                 }
610                                 else if (attacker.killcount == 20)
611                                 {
612                                         /*
613                                         if(sv_gentle) {
614                                                 bprint (a,"^7 made ^1TWENTY SCORES IN A ROW!\n");
615                                         } else {
616                                                 bprint (a,"^7 is a ^1BERSERKER!\n");
617                                                 AnnounceTo(attacker, "20kills");
618                                         }
619                                         */
620                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
621                                         AnnounceTo(attacker, "20kills");
622                                 }
623                                 else if (attacker.killcount == 25)
624                                 {
625                                         /*
626                                         if(sv_gentle) {
627                                                 bprint (a,"^7 made ^1TWENTY FIFE SCORES IN A ROW!\n");
628                                         } else {
629                                                 bprint (a,"^7 inflicts ^1CARNAGE!\n");
630                                                 AnnounceTo(attacker, "25kills");
631                                         }*/
632                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
633                                         AnnounceTo(attacker, "25kills");
634                                 }
635                                 else if (attacker.killcount == 30)
636                                 {
637                                         /*
638                                         if(sv_gentle) {
639                                                 bprint (a,"^7 made ^1THIRTY SCORES IN A ROW!\n");
640                                         } else {
641                                                 bprint (a,"^7 unleashes ^1ARMAGEDDON!\n");
642                                                 AnnounceTo(attacker, "30kills");
643                                         }
644                                         */
645                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
646                                         AnnounceTo(attacker, "30kills");
647                                 }
648                         }
649                 }
650                 else
651                 {
652                         //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Watch your step!"));
653                         Send_CSQC_Centerprint(targ, "", MSG_KILL_ACTION);
654                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
655                                 msg = inflictor.message;
656                         else if (deathtype == DEATH_CUSTOM)
657                                 msg = deathmessage;
658                                 //bprint ("^1",s, "^1 ", inflictor.message, "\n");
659                         /*else if (deathtype == DEATH_DROWN)
660                                 if(sv_gentle)
661                                         bprint ("^1",s, "^1 was in the water for too long\n");
662                                 else
663                                         bprint ("^1",s, "^1 drowned\n");
664                         else if (deathtype == DEATH_SLIME)
665                                 bprint ("^1",s, "^1 was slimed\n");
666                         else if (deathtype == DEATH_LAVA)
667                                 if(sv_gentle)
668                                         bprint ("^1",s, "^1 found a hot place\n");
669                                 else
670                                         bprint ("^1",s, "^1 turned into hot slag\n");
671                         else if (deathtype == DEATH_FALL)
672                                 if(sv_gentle)
673                                         bprint ("^1",s, "^1 tested gravity (and it worked)\n");
674                                 else
675                                         bprint ("^1",s, "^1 hit the ground with a crunch\n");
676                         else if (deathtype == DEATH_SHOOTING_STAR)
677                                 bprint ("^1",s, "^1 became a shooting star\n");
678                         else if (deathtype == DEATH_SWAMP)
679                                 if(sv_gentle)
680                                         bprint ("^1",s, "^1 discovered a swamp\n");
681                                 else
682                                         bprint ("^1",s, "^1 is now conserved for centuries to come\n");
683                         else if(deathtype == DEATH_TURRET)
684                                 bprint ("^1",s, "^1 was mowed down by a turret \n");
685                         else if (deathtype == DEATH_CUSTOM)
686                                 bprint ("^1",s, "^1 ", deathmessage, "\n");
687                         else if(deathtype == DEATH_TOUCHEXPLODE)
688                                 bprint ("^1",s, "^1 died in an accident\n");
689                         else if(deathtype == DEATH_CHEAT)
690                                 bprint ("^1",s, "^1 was unfairly eliminated\n");
691                         else if(deathtype == DEATH_FIRE)
692                                 if(sv_gentle)
693                                         bprint ("^1",s, "^1 felt a little hot\n");
694                                 else
695                                         bprint ("^1",s, "^1 burnt to death\n");
696                         else
697                                 if(sv_gentle)
698                                         bprint ("^1",s, "^1 needs a restart\n");
699                                 else
700                                         bprint ("^1",s, "^1 died\n");
701                         */
702                         GiveFrags(targ, targ, -1);
703                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
704                                 AnnounceTo(targ, "botlike");
705                         }
706                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
707
708                         if (targ.killcount > 2)
709                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
710                                 //if(sv_gentle)
711                                 //      bprint ("^1",s,"^1 needs a restart after a ",ftos(targ.killcount)," scoring spree\n");
712                                 //else
713                                 //      bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
714
715                         LogDeath("accident", deathtype, targ, targ);
716                 }
717
718                 targ.death_origin = targ.origin;
719                 if(targ != attacker)
720                         targ.killer_origin = attacker.origin;
721
722                 // FIXME: this should go in PutClientInServer
723                 if (targ.killcount)
724                         targ.killcount = 0;
725         }
726 }
727
728 // these are updated by each Damage call for use in button triggering and such
729 entity damage_targ;
730 entity damage_inflictor;
731 entity damage_attacker;
732
733 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
734 {
735         float mirrordamage;
736         float mirrorforce;
737         float teamdamage0;
738         entity attacker_save;
739         mirrordamage = 0;
740         mirrorforce = 0;
741
742         if (gameover || targ.killcount == -666)
743                 return;
744
745         local entity oldself;
746         oldself = self;
747         self = targ;
748         damage_targ = targ;
749         damage_inflictor = inflictor;
750         damage_attacker = attacker;
751                 attacker_save = attacker;
752
753         if(targ.classname == "player")
754                 if(targ.hook)
755                         if(targ.hook.aiment)
756                                 if(targ.hook.aiment == attacker)
757                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
758
759         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
760         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
761         {
762                 if(targ.classname == "player")
763                         if not(IsDifferentTeam(targ, attacker))
764                         {
765                                 self = oldself;
766                                 return;
767                         }
768         }
769
770         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
771         {
772                 // These are ALWAYS lethal
773                 // No damage modification here
774                 // Instead, prepare the victim for his death...
775                 targ.armorvalue = 0;
776                 targ.spawnshieldtime = 0;
777                 targ.health = 0.9; // this is < 1
778                 targ.flags -= targ.flags & FL_GODMODE;
779                 damage = 100000;
780         }
781         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
782         {
783                 // no processing
784         }
785         else
786         {
787                 if (targ.classname == "player")
788                 if (attacker.classname == "player")
789                 if (!targ.isbot)
790                 if (attacker.isbot)
791                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
792
793                 // nullify damage if teamplay is on
794                 if(deathtype != DEATH_TELEFRAG)
795                 if(attacker.classname == "player")
796                 {
797                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
798                         {
799                                 damage = 0;
800                                 force = '0 0 0';
801                         }
802                         else if(attacker.team == targ.team)
803                         {
804                                 if(teamplay == 1)
805                                         damage = 0;
806                                 else if(attacker != targ)
807                                 {
808                                         if(teamplay == 3)
809                                                 damage = 0;
810                                         else if(teamplay == 4)
811                                         {
812                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
813                                                 {
814                                                         teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
815                                                         attacker.dmg_team = attacker.dmg_team + damage;
816                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
817                                                                 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
818                                                         mirrorforce = cvar("g_mirrordamage") * vlen(force);
819                                                         if(g_minstagib)
820                                                         {
821                                                                 if(cvar("g_friendlyfire") == 0)
822                                                                         damage = 0;
823                                                         }
824                                                         else if(g_ca)
825                                                                 damage = 0;
826                                                         else
827                                                                 damage = cvar("g_friendlyfire") * damage;
828                                                         // mirrordamage will be used LATER
829                                                 }
830                                                 else
831                                                         damage = 0;
832                                         }
833                                 }
834                         }
835                 }
836
837                 if(targ.classname == "player")
838                 if(attacker.classname == "player")
839                 if(attacker != targ)
840                 {
841                         targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
842                         attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
843                 }
844
845                 if(targ.classname == "player")
846                 if (g_minstagib)
847                 {
848                         if ((deathtype == DEATH_FALL)  ||
849                                 (deathtype == DEATH_DROWN) ||
850                                 (deathtype == DEATH_SLIME) ||
851                                 (deathtype == DEATH_LAVA)  ||
852                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
853                         {
854                                 self = oldself;
855                                 return;
856                         }
857                         if(damage > 0)
858                             damage = 10000;
859                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
860                         {
861                                 targ.armorvalue -= 1;
862                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
863                                 damage = 0;
864                                 targ.hitsound += 1;
865                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
866                         }
867                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
868                         {
869                                 damage = 0;
870                                 if (targ != attacker)
871                                 {
872                                         if ((targ.health >= 1) && (targ.classname == "player"))
873                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
874                                         damage = 0;
875                                         mirrordamage = 0;
876                                         force = '0 0 0';
877                                         // keep mirrorforce
878                                         attacker = targ;
879                                 }
880                         }
881                 }
882
883                 if not(DEATH_ISSPECIAL(deathtype))
884                 {
885                         damage *= g_weapondamagefactor;
886                         mirrordamage *= g_weapondamagefactor;
887                         force = force * g_weaponforcefactor;
888                         mirrorforce *= g_weaponforcefactor;
889                 }
890
891                 // apply strength multiplier
892                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
893                 {
894                         if(targ == attacker)
895                         {
896                                 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
897                                 force = force * cvar("g_balance_powerup_strength_selfforce");
898                         }
899                         else
900                         {
901                                 damage = damage * cvar("g_balance_powerup_strength_damage");
902                                 force = force * cvar("g_balance_powerup_strength_force");
903                         }
904                 }
905
906                 // apply invincibility multiplier
907                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
908                         damage = damage * cvar("g_balance_powerup_invincible_takedamage");
909
910                 if (targ == attacker)
911                 {
912                         if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
913                                 damage = 0;
914                         else
915                                 damage = damage * cvar("g_balance_selfdamagepercent");  // Partial damage if the attacker hits himself
916                 }
917
918                 // CTF: reduce damage/force
919                 if(g_ctf)
920                 if(targ == attacker)
921                 if(targ.flagcarried)
922                 {
923                         damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
924                         force = force * cvar("g_ctf_flagcarrier_selfforce");
925                 }
926
927                 if(g_runematch)
928                 {
929                         // apply strength rune
930                         if (attacker.runes & RUNE_STRENGTH)
931                         {
932                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
933                                 {
934                                         damage = damage * cvar("g_balance_rune_strength_combo_damage");
935                                         force = force * cvar("g_balance_rune_strength_combo_force");
936                                 }
937                                 else
938                                 {
939                                         damage = damage * cvar("g_balance_rune_strength_damage");
940                                         force = force * cvar("g_balance_rune_strength_force");
941                                 }
942                         }
943                         else if (attacker.runes & CURSE_WEAK)
944                         {
945                                 damage = damage * cvar("g_balance_curse_weak_damage");
946                                 force = force * cvar("g_balance_curse_weak_force");
947                         }
948
949                         // apply defense rune
950                         if (targ.runes & RUNE_DEFENSE)
951                         {
952                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
953                                         damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
954                                 else
955                                         damage = damage * cvar("g_balance_rune_defense_takedamage");
956                         }
957                         else if (targ.runes & CURSE_VULNER)
958                                 damage = damage * cvar("g_balance_curse_vulner_takedamage");
959                 }
960
961                 // count the damage
962                 if(attacker)
963                 if(!targ.deadflag)
964                 if(targ.takedamage == DAMAGE_AIM)
965                 if(targ != attacker)
966                 {
967                         if(targ.classname == "player")
968                         {
969                                 // HEAD SHOT:
970                                 // find height of hit on player axis
971                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
972                                 vector headmins, headmaxs, org;
973                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
974                                 headmins = org + GetHeadshotMins(targ);
975                                 headmaxs = org + GetHeadshotMaxs(targ);
976                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
977                                 {
978                                         deathtype |= HITTYPE_HEADSHOT;
979                                 }
980                         }
981                         else if(targ.classname == "turret_head")
982                         {
983                                 deathtype |= HITTYPE_HEADSHOT;
984                         }
985                         if(deathtype & HITTYPE_HEADSHOT)
986                                 damage *= 1 + damage_headshotbonus;
987
988                         if(targ.classname == "player")
989                         {
990                                 if(IsDifferentTeam(targ, attacker))
991                                 {
992                                         if(damage > 0)
993                                         {
994                                                 if(targ.BUTTON_CHAT)
995                                                         attacker.typehitsound += 1;
996                                                 else
997                                                         attacker.hitsound += 1;
998
999                                                 damage_goodhits += 1;
1000                                                 damage_gooddamage += damage;
1001
1002                                                 if not(DEATH_ISSPECIAL(deathtype))
1003                                                 {
1004                                                         if(!g_minstagib)
1005                                                         if(IsFlying(targ))
1006                                                                 yoda = 1;
1007
1008                                                         if(g_minstagib)
1009                                                         if(targ.items & IT_STRENGTH)
1010                                                                 yoda = 1;
1011
1012                                                         if(deathtype & HITTYPE_HEADSHOT)
1013                                                                 headshot = 1;
1014                                                 }
1015                                         }
1016                                 }
1017                                 else
1018                                 {
1019                                         if(deathtype != DEATH_FIRE)
1020                                                 attacker.typehitsound += 1;
1021                                         if(mirrordamage > 0)
1022                                                 if(time > attacker.teamkill_complain)
1023                                                 {
1024                                                         attacker.teamkill_complain = time + 5;
1025                                                         attacker.teamkill_soundtime = time + 0.4;
1026                                                         attacker.teamkill_soundsource = targ;
1027                                                 }
1028                                 }
1029                         }
1030                 }
1031         }
1032
1033         // apply push
1034         if (self.damageforcescale)
1035         if (vlen(force))
1036         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
1037         {
1038                 self.velocity = self.velocity + self.damageforcescale * force;
1039                 self.flags &~= FL_ONGROUND;
1040                 UpdateCSQCProjectile(self);
1041         }
1042         // apply damage
1043         if (damage != 0 || (self.damageforcescale && vlen(force)))
1044         if (self.event_damage)
1045                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
1046         self = oldself;
1047
1048         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
1049         {
1050                 // Savage: vampire mode
1051                 if (g_vampire)
1052                 if (!g_minstagib)
1053                 if (time >= self.spawnshieldtime)
1054                 {
1055                         attacker.health += damage;
1056                 }
1057                 if(g_runematch)
1058                 {
1059                         if (attacker.runes & RUNE_VAMPIRE)
1060                         {
1061                         // apply vampire rune
1062                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
1063                                 {
1064                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
1065                                         attacker.health = bound(
1066                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
1067                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
1068                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
1069                                 }
1070                                 else
1071                                 {
1072                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
1073                                         attacker.health = bound(
1074                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
1075                                                                                         // empathy won't let you gain health in the same way...
1076                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
1077                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
1078                                         }
1079                         }
1080                         // apply empathy curse
1081                         else if (attacker.runes & CURSE_EMPATHY)
1082                         {
1083                                 attacker.health = bound(
1084                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
1085                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
1086                                         attacker.health);
1087                         }
1088                 }
1089         }
1090
1091         // apply mirror damage if any
1092         if(mirrordamage > 0 || mirrorforce > 0)
1093         {
1094                 attacker = attacker_save;
1095                 if(g_minstagib)
1096                         if(mirrordamage > 0)
1097                         {
1098                                 // just lose extra LIVES, don't kill the player for mirror damage
1099                                 if(attacker.armorvalue > 0)
1100                                 {
1101                                         attacker.armorvalue = attacker.armorvalue - 1;
1102                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1103                                         attacker.hitsound += 1;
1104                                 }
1105                                 mirrordamage = 0;
1106                         }
1107                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1108                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1109         }
1110 }
1111
1112 vector NearestPointOnBox(entity box, vector org)
1113 {
1114         vector m1, m2, nearest;
1115
1116         m1 = box.mins + box.origin;
1117         m2 = box.maxs + box.origin;
1118
1119         nearest_x = bound(m1_x, org_x, m2_x);
1120         nearest_y = bound(m1_y, org_y, m2_y);
1121         nearest_z = bound(m1_z, org_z, m2_z);
1122
1123         return nearest;
1124 }
1125
1126 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
1127 {
1128         float weaponid;
1129         weaponid = DEATH_WEAPONOF(deathtype);
1130
1131         if not(inWarmupStage)
1132         if (weaponid)
1133         if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
1134                 attacker.stats_hit[weaponid - 1] += damage;
1135                 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
1136         }
1137 }
1138
1139 float RadiusDamage_running;
1140 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1141 // Returns total damage applies to creatures
1142 {
1143         entity  targ;
1144         float   finaldmg;
1145         float   power;
1146         vector  blastorigin;
1147         vector  force;
1148         vector  diff;
1149         vector  center;
1150         vector  nearest;
1151         float   total_damage_to_creatures;
1152         entity  next;
1153         float   tfloordmg;
1154         float   tfloorforce;
1155
1156         float stat_damagedone;
1157         float stat_maxdamage;
1158
1159         if(RadiusDamage_running)
1160         {
1161                 string save;
1162                 print("RadiusDamage called recursively!\n");
1163                 print("Expect stuff to go HORRIBLY wrong.\n");
1164                 print("Causing a stack trace...\n");
1165                 save = cvar_string("prvm_backtraceforwarnings");
1166                 cvar_set("prvm_backtraceforwarnings", "1");
1167                 fclose(-1); // calls VM_Warning
1168                 cvar_set("prvm_backtraceforwarnings", save);
1169                 return 0;
1170         }
1171
1172         RadiusDamage_running = 1;
1173
1174         tfloordmg = cvar("g_throughfloor_damage");
1175         tfloorforce = cvar("g_throughfloor_force");
1176
1177         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1178         total_damage_to_creatures = 0;
1179
1180         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1181         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1182         {
1183                 force = inflictor.velocity;
1184                 if(vlen(force) == 0)
1185                         force = '0 0 -1';
1186                 else
1187                         force = normalize(force);
1188                 if(forceintensity >= 0)
1189                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
1190                 else
1191                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
1192         }
1193
1194         stat_damagedone = 0;
1195         stat_maxdamage = 0;
1196
1197         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
1198         while (targ)
1199         {
1200                 next = targ.chain;
1201                 if (targ != inflictor)
1202                         if (ignore != targ) if(targ.takedamage)
1203                         {
1204                                 // LordHavoc: measure distance to nearest point on target (not origin)
1205                                 // (this guarentees 100% damage on a touch impact)
1206                                 nearest = targ.WarpZone_findradius_nearest;
1207                                 diff = targ.WarpZone_findradius_dist;
1208                                 // round up a little on the damage to ensure full damage on impacts
1209                                 // and turn the distance into a fraction of the radius
1210                                 power = 1 - ((vlen (diff) - 2) / rad);
1211                                 //bprint(" ");
1212                                 //bprint(ftos(power));
1213                                 //if (targ == attacker)
1214                                 //      print(ftos(power), "\n");
1215                                 if (power > 0)
1216                                 {
1217                                         if (power > 1)
1218                                                 power = 1;
1219                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1220                                         if (finaldmg > 0)
1221                                         {
1222                                                 local float a;
1223                                                 local float c;
1224                                                 local float hits;
1225                                                 local float total;
1226                                                 local float hitratio;
1227                                                 local vector hitloc;
1228                                                 local vector myblastorigin;
1229                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1230                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1231                                                 // if it's a player, use the view origin as reference
1232                                                 if (targ.classname == "player")
1233                                                         center = targ.origin + targ.view_ofs;
1234                                                 force = normalize(center - myblastorigin);
1235                                                 force = force * (finaldmg / coredamage) * forceintensity;
1236                                                 // test line of sight to multiple positions on box,
1237                                                 // and do damage if any of them hit
1238                                                 hits = 0;
1239                                                 if (targ.classname == "player")
1240                                                         total = ceil(bound(1, finaldmg, 50));
1241                                                 else
1242                                                         total = ceil(bound(1, finaldmg/10, 5));
1243                                                 hitloc = nearest;
1244                                                 c = 0;
1245                                                 while (c < total)
1246                                                 {
1247                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1248                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1249                                                         if (trace_fraction == 1 || trace_ent == targ)
1250                                                         {
1251                                                                 hits = hits + 1;
1252                                                                 if (hits > 1)
1253                                                                         hitloc = hitloc + nearest;
1254                                                                 else
1255                                                                         hitloc = nearest;
1256                                                         }
1257                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1258                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1259                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1260                                                         c = c + 1;
1261                                                 }
1262                                                 nearest = hitloc * (1 / max(1, hits));
1263                                                 hitratio = (hits / total);
1264                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1265                                                 finaldmg = finaldmg * a;
1266                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1267                                                 force = force * a;
1268                                                 //if (targ == attacker)
1269                                                 //{
1270                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1271                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1272                                                 //      print(" (", ftos(a), ")\n");
1273                                                 //}
1274                                                 if(hits || tfloordmg || tfloorforce)
1275                                                 {
1276                                                         if(targ.iscreature)
1277                                                         {
1278                                                                 total_damage_to_creatures += finaldmg;
1279
1280                                                                 if(targ.flags & FL_CLIENT)
1281                                                                 if(targ.deadflag == DEAD_NO)
1282                                                                 if(targ != attacker)
1283                                                                 if(!teamplay || targ.team != attacker.team)
1284                                                                 {
1285                                                                         stat_damagedone += finaldmg;
1286                                                                         stat_maxdamage += coredamage;
1287                                                                 }
1288                                                         }
1289
1290                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1291                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1292                                                         else
1293                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1294                                                 }
1295                                         }
1296                                 }
1297                         }
1298                 targ = next;
1299         }
1300
1301         RadiusDamage_running = 0;
1302
1303         Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1304
1305         return total_damage_to_creatures;
1306 }
1307
1308 .float fire_damagepersec;
1309 .float fire_endtime;
1310 .float fire_deathtype;
1311 .entity fire_owner;
1312 .float fire_hitsound;
1313 .entity fire_burner;
1314
1315 void fireburner_think();
1316
1317 float Fire_IsBurning(entity e)
1318 {
1319         return (time < e.fire_endtime);
1320 }
1321
1322 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1323 {
1324         float dps;
1325         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1326
1327         if(e.classname == "player")
1328         {
1329                 if(e.deadflag)
1330                         return -1;
1331         }
1332         else
1333         {
1334                 if(!e.fire_burner)
1335                 {
1336                         // print("adding a fire burner to ", e.classname, "\n");
1337                         e.fire_burner = spawn();
1338                         e.fire_burner.classname = "fireburner";
1339                         e.fire_burner.think = fireburner_think;
1340                         e.fire_burner.nextthink = time;
1341                         e.fire_burner.owner = e;
1342                 }
1343         }
1344
1345         t = max(t, 0.1);
1346         dps = d / t;
1347         if(Fire_IsBurning(e))
1348         {
1349                 mintime = e.fire_endtime - time;
1350                 maxtime = max(mintime, t);
1351
1352                 mindps = e.fire_damagepersec;
1353                 maxdps = max(mindps, dps);
1354
1355                 if(maxtime > mintime || maxdps > mindps)
1356                 {
1357                         mindamage = mindps * mintime;
1358                         maxdamage = mindamage + d;
1359
1360                         // interval [mintime, maxtime] * [mindps, maxdps]
1361                         // intersected with
1362                         // [mindamage, maxdamage]
1363                         // maximum of this!
1364
1365                         if(maxdamage >= maxtime * maxdps)
1366                         {
1367                                 totaltime = maxtime;
1368                                 totaldamage = maxtime * maxdps;
1369
1370                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1371                         }
1372                         else
1373                         {
1374                                 // maxdamage is inside the interval!
1375                                 // first, try to use mindps; only if this fails, increase dps as needed
1376                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1377                                 totaldamage = maxdamage;
1378                                 // can totaldamage / totaltime be >= maxdps?
1379                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1380                                 // we know maxdamage < maxtime * maxdps
1381                                 // so it cannot be
1382
1383                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1384                         }
1385
1386                         // total conditions for increasing:
1387                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1388                         // however:
1389                         //     if maxtime = mintime, maxdps = mindps
1390                         // then:
1391                         //     maxdamage = mindamage + d
1392                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1393                         // so the last condition is not needed
1394
1395                         e.fire_damagepersec = totaldamage / totaltime;
1396                         e.fire_endtime = time + totaltime;
1397                         if(totaldamage > 1.2 * mindamage)
1398                         {
1399                                 e.fire_deathtype = dt;
1400                                 if(e.fire_owner != o)
1401                                 {
1402                                         e.fire_owner = o;
1403                                         e.fire_hitsound = FALSE;
1404                                 }
1405                         }
1406                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1407                 }
1408                 else
1409                         return 0;
1410         }
1411         else
1412         {
1413                 e.fire_damagepersec = dps;
1414                 e.fire_endtime = time + t;
1415                 e.fire_deathtype = dt;
1416                 e.fire_owner = o;
1417                 e.fire_hitsound = FALSE;
1418                 return d;
1419         }
1420 }
1421
1422 void Fire_ApplyDamage(entity e)
1423 {
1424         float t, d, hi, ty;
1425         entity o;
1426
1427         if not(Fire_IsBurning(e))
1428                 return;
1429
1430         o = e.owner;
1431         while(o.owner)
1432                 o = o.owner;
1433         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1434                 o = e.fire_owner;
1435
1436         // water and slime stop fire
1437         if(e.waterlevel)
1438         if(e.watertype != CONTENT_LAVA)
1439                 e.fire_endtime = 0;
1440
1441         t = min(frametime, e.fire_endtime - time);
1442         d = e.fire_damagepersec * t;
1443
1444         hi = e.fire_owner.hitsound;
1445         ty = e.fire_owner.typehitsound;
1446         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1447         if(e.fire_hitsound && e.fire_owner)
1448         {
1449                 e.fire_owner.hitsound = hi;
1450                 e.fire_owner.typehitsound = ty;
1451         }
1452         e.fire_hitsound = TRUE;
1453
1454         Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1455
1456         if not(IS_INDEPENDENT_PLAYER(e))
1457         FOR_EACH_PLAYER(other) if(e != other)
1458         {
1459                 if(other.classname == "player")
1460                 if(other.deadflag == DEAD_NO)
1461                 if not(IS_INDEPENDENT_PLAYER(other))
1462                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1463                 {
1464                         t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1465                         d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1466                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1467                 }
1468         }
1469 }
1470
1471 void Fire_ApplyEffect(entity e)
1472 {
1473         if(Fire_IsBurning(e))
1474                 e.effects |= EF_FLAME;
1475         else
1476                 e.effects &~= EF_FLAME;
1477 }
1478
1479 void fireburner_think()
1480 {
1481         // for players, this is done in the regular loop
1482         if(wasfreed(self.owner))
1483         {
1484                 remove(self);
1485                 return;
1486         }
1487         Fire_ApplyEffect(self.owner);
1488         if(!Fire_IsBurning(self.owner))
1489         {
1490                 self.owner.fire_burner = world;
1491                 remove(self);
1492                 return;
1493         }
1494         Fire_ApplyDamage(self.owner);
1495         self.nextthink = time;
1496 }