4cae47770ddfdc312e9ff249107dca8ae314ce2a
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59 float IsFlying(entity a)
60 {
61         if(a.flags & FL_ONGROUND)
62                 return 0;
63         if(a.waterlevel >= WATERLEVEL_SWIMMING)
64                 return 0;
65         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
66         if(trace_fraction < 1)
67                 return 0;
68         return 1;
69 }
70
71 void UpdateFrags(entity player, float f)
72 {
73         PlayerTeamScore_AddScore(player, f);
74 }
75
76 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
77 void W_SwitchWeapon_Force(entity e, float w);
78 entity GiveFrags_randomweapons;
79 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
80 {
81         // TODO route through PlayerScores instead
82         if(gameover) return;
83
84         if(f < 0)
85         {
86                 if(targ == attacker)
87                 {
88                         // suicide
89                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
90                 }
91                 else
92                 {
93                         // teamkill
94                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
95                 }
96         }
97         else
98         {
99                 // regular frag
100                 PlayerScore_Add(attacker, SP_KILLS, 1);
101                 if(targ.playerid)
102                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
103         }
104
105         PlayerScore_Add(targ, SP_DEATHS, 1);
106
107         if(targ != attacker) // not for suicides
108         if(g_weaponarena_random)
109         {
110                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
111                 float culprit;
112                 culprit = DEATH_WEAPONOF(deathtype);
113                 if(!culprit)
114                         culprit = attacker.weapon;
115                 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
116                         culprit = attacker.weapon;
117
118                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
119                 {
120                         // no exchange
121                 }
122                 else
123                 {
124                         if(!GiveFrags_randomweapons)
125                         {
126                                 GiveFrags_randomweapons = spawn();
127                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
128                         }
129
130                         if(warmup_stage)
131                                 GiveFrags_randomweapons.weapons = warmup_start_weapons;
132                         else
133                                 GiveFrags_randomweapons.weapons = start_weapons;
134
135                         // all others (including the culprit): remove
136                         GiveFrags_randomweapons.weapons &= ~attacker.weapons;
137                         GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
138
139                         // among the remaining ones, choose one by random
140                         W_RandomWeapons(GiveFrags_randomweapons, 1);
141
142                         if(GiveFrags_randomweapons.weapons)
143                         {
144                                 attacker.weapons |= GiveFrags_randomweapons.weapons;
145                                 attacker.weapons &= ~WepSet_FromWeapon(culprit);
146                         }
147                 }
148
149                 // after a frag, choose another random weapon set
150                 if not(attacker.weapons & WepSet_FromWeapon(attacker.weapon))
151                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
152         }
153
154         // FIXME fix the mess this is (we have REAL points now!)
155         entity oldself;
156         oldself = self;
157         self = attacker;
158         frag_attacker = attacker;
159         frag_target = targ;
160         frag_score = f;
161         if(MUTATOR_CALLHOOK(GiveFragsForKill))
162         {
163                 f = frag_score;
164                 self = oldself;
165         }
166         else
167         {
168                 self = oldself;
169         }
170
171         attacker.totalfrags += f;
172
173         if(f)
174                 UpdateFrags(attacker, f);
175 }
176
177 string AppendItemcodes(string s, entity player)
178 {
179         float w;
180         w = player.weapon;
181         //if(w == 0)
182         //      w = player.switchweapon;
183         if(w == 0)
184                 w = player.cnt; // previous weapon!
185         s = strcat(s, ftos(w));
186         if(time < player.strength_finished)
187                 s = strcat(s, "S");
188         if(time < player.invincible_finished)
189                 s = strcat(s, "I");
190         if(player.flagcarried != world)
191                 s = strcat(s, "F");
192         if(player.BUTTON_CHAT)
193                 s = strcat(s, "T");
194         if(player.kh_next)
195                 s = strcat(s, "K");
196         return s;
197 }
198
199 void LogDeath(string mode, float deathtype, entity killer, entity killed)
200 {
201         string s;
202         if(!autocvar_sv_eventlog)
203                 return;
204         s = strcat(":kill:", mode);
205         s = strcat(s, ":", ftos(killer.playerid));
206         s = strcat(s, ":", ftos(killed.playerid));
207         s = strcat(s, ":type=", Deathtype_Name(deathtype));
208         s = strcat(s, ":items=");
209         s = AppendItemcodes(s, killer);
210         if(killed != killer)
211         {
212                 s = strcat(s, ":victimitems=");
213                 s = AppendItemcodes(s, killed);
214         }
215         GameLogEcho(s);
216 }
217
218 void Obituary_SpecialDeath(
219         entity notif_target,
220         float murder,
221         float deathtype,
222         string s1, string s2, string s3,
223         float f1, float f2, float f3)
224 {
225         if(DEATH_ISSPECIAL(deathtype))
226         {
227                 entity deathent = deathtypes[(deathtype - DT_FIRST)];
228                 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
229
230                 if(murder)
231                 {
232                         if(deathent.death_msgmurder)
233                         {
234                                 Send_Notification_WOCOVA(
235                                         NOTIF_ONE,
236                                         notif_target,
237                                         MSG_MULTI,
238                                         deathent.death_msgmurder.nent_id,
239                                         s1, s2, s3, "",
240                                         f1, f2, f3, 0
241                                 );
242                                 Send_Notification_WOCOVA(
243                                         NOTIF_ALL_EXCEPT,
244                                         notif_target,
245                                         MSG_INFO,
246                                         deathent.death_msgmurder.nent_msginfo.nent_id,
247                                         s1, s2, s3, "",
248                                         f1, f2, f3, 0
249                                 );
250                         }
251                 }
252                 else
253                 {
254                         if(deathent.death_msgself)
255                         {
256                                 Send_Notification_WOCOVA(
257                                         NOTIF_ONE,
258                                         notif_target,
259                                         MSG_MULTI,
260                                         deathent.death_msgself.nent_id,
261                                         s1, s2, s3, "",
262                                         f1, f2, f3, 0
263                                 );
264                                 Send_Notification_WOCOVA(
265                                         NOTIF_ALL_EXCEPT,
266                                         notif_target,
267                                         MSG_INFO,
268                                         deathent.death_msgself.nent_msginfo.nent_id,
269                                         s1, s2, s3, "",
270                                         f1, f2, f3, 0
271                                 );
272                         }
273                 }
274         }
275         else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
276 }
277
278 float w_deathtype;
279 float Obituary_WeaponDeath(
280         entity notif_target,
281         float murder,
282         float deathtype,
283         string s1, string s2, string s3,
284         float f1, float f2)
285 {
286         float death_weapon = DEATH_WEAPONOF(deathtype);
287         if(death_weapon)
288         {
289                 w_deathtype = deathtype;
290                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
291                 w_deathtype = FALSE;
292
293                 if(death_message)
294                 {
295                         Send_Notification_WOCOVA(
296                                 NOTIF_ONE,
297                                 notif_target,
298                                 MSG_MULTI,
299                                 death_message,
300                                 s1, s2, s3, "",
301                                 f1, f2, 0, 0
302                         );
303                         Send_Notification_WOCOVA(
304                                 NOTIF_ALL_EXCEPT,
305                                 notif_target,
306                                 MSG_INFO,
307                                 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
308                                 s1, s2, s3, "",
309                                 f1, f2, 0, 0
310                         );
311                 }
312                 else
313                 {
314                         dprint(sprintf(
315                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
316                                 deathtype,
317                                 death_weapon
318                         ));
319                 }
320
321                 return TRUE;
322         }
323         return FALSE;
324 }
325
326 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
327 {
328         // Sanity check
329         if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
330
331         // Declarations
332         float notif_firstblood = FALSE;
333         float kill_count_to_attacker, kill_count_to_target;
334
335         // Set final information for the death
336         targ.death_origin = targ.origin;
337         if(targ != attacker) { targ.killer_origin = attacker.origin; }
338         string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
339
340         #ifdef NOTIFICATIONS_DEBUG
341         Debug_Notification(
342                 sprintf(
343                         "Obituary(%s, %s, %s, %s = %d);\n",
344                         attacker.netname,
345                         inflictor.netname,
346                         targ.netname,
347                         Deathtype_Name(deathtype),
348                         deathtype
349                 )
350         );
351         #endif
352         
353         // =======
354         // SUICIDE
355         // =======
356         if(targ == attacker)
357         {
358                 if(DEATH_ISSPECIAL(deathtype))
359                 {
360                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
361                         {
362                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
363                         }
364                         else
365                         {
366                                 switch(deathtype)
367                                 {
368                                         case DEATH_MIRRORDAMAGE:
369                                         {
370                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
371                                                 break;
372                                         }
373                                         
374                                         default:
375                                         {
376                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
377                                                 break;
378                                         }
379                                 }
380                         }
381                 }
382                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
383                 {
384                         backtrace("SUICIDE: what the hell happened here?\n");
385                         return;
386                 }
387                 LogDeath("suicide", deathtype, targ, targ);
388                 GiveFrags(attacker, targ, -1, deathtype);
389         }
390
391         // ======
392         // MURDER
393         // ======
394         else if(IS_PLAYER(attacker))
395         {
396                 if(SAME_TEAM(attacker, targ))
397                 {
398                         LogDeath("tk", deathtype, attacker, targ);
399                         GiveFrags(attacker, targ, -1, deathtype);
400
401                         attacker.killcount = 0;
402                         
403                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
404                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
405                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
406
407                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
408                         // No need for specific death/weapon messages...
409                 }
410                 else
411                 {
412                         LogDeath("frag", deathtype, attacker, targ);
413                         GiveFrags(attacker, targ, 1, deathtype);
414
415                         attacker.taunt_soundtime = time + 1;
416                         attacker.killcount = attacker.killcount + 1;
417
418                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
419                                 case counta: \
420                                 { \
421                                         Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
422                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
423                                         break; \
424                                 }
425                         switch(attacker.killcount)
426                         {
427                                 KILL_SPREE_LIST
428                                 default: break;
429                         }
430                         #undef SPREE_ITEM
431
432                         if(!checkrules_firstblood)
433                         {
434                                 checkrules_firstblood = TRUE;
435                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
436                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
437                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
438
439                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
440                                 kill_count_to_attacker = -1;
441                                 kill_count_to_target = -2;
442                         }
443                         else
444                         {
445                                 kill_count_to_attacker = attacker.killcount;
446                                 kill_count_to_target = 0;
447                         }
448
449                         if(targ.istypefrag)
450                         {
451                                 Send_Notification(
452                                         NOTIF_ONE,
453                                         attacker,
454                                         MSG_CHOICE,
455                                         CHOICE_TYPEFRAG,
456                                         targ.netname,
457                                         kill_count_to_attacker,
458                                         (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
459                                 );
460                                 Send_Notification(
461                                         NOTIF_ONE,
462                                         targ,
463                                         MSG_CHOICE,
464                                         CHOICE_TYPEFRAGGED,
465                                         attacker.netname,
466                                         kill_count_to_target,
467                                         attacker.health,
468                                         attacker.armorvalue,
469                                         (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
470                                 );
471                         }
472                         else
473                         {
474                                 Send_Notification(
475                                         NOTIF_ONE,
476                                         attacker,
477                                         MSG_CHOICE,
478                                         CHOICE_FRAG,
479                                         targ.netname,
480                                         kill_count_to_attacker,
481                                         (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
482                                 );
483                                 Send_Notification(
484                                         NOTIF_ONE,
485                                         targ,
486                                         MSG_CHOICE,
487                                         CHOICE_FRAGGED,
488                                         attacker.netname,
489                                         kill_count_to_target,
490                                         attacker.health,
491                                         attacker.armorvalue,
492                                         (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
493                                 );
494                         }
495
496                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
497                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
498                 }
499         }
500
501         // =============
502         // ACCIDENT/TRAP
503         // =============
504         else
505         {
506                 switch(deathtype)
507                 {
508                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
509                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
510                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
511                         /*case DEATH_HURTTRIGGER:
512                         {
513                                 s1 = targ.netname;
514                                 s2 = inflictor.message;
515                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
516                                 break;
517                         }*/
518
519                         case DEATH_CUSTOM:
520                         {
521                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
522                                         targ.netname,
523                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
524                                         deathlocation,
525                                         targ.killcount,
526                                         0,
527                                         0);
528                                 break;
529                         }
530                         
531                         default:
532                         {
533                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
534                                 break;
535                         }
536                 }
537
538                 LogDeath("accident", deathtype, targ, targ);
539                 GiveFrags(targ, targ, -1, deathtype);
540
541                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
542                 {
543                         Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
544                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
545                 }
546         }
547
548         // reset target kill count
549         if(targ.killcount) { targ.killcount = 0; }
550 }
551
552 void Ice_Think()
553 {
554         setorigin(self, self.owner.origin - '0 0 16');
555         self.nextthink = time;
556 }
557
558 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
559 {
560         if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
561                 return;
562                 
563         if(targ.frozen)
564                 return;
565                 
566         targ.frozen = frozen_type;
567         targ.revive_progress = 0;
568         targ.health = 1;
569         targ.revive_speed = freeze_time;
570
571         entity ice, head;
572         ice = spawn();
573         ice.owner = targ;
574         ice.classname = "ice";
575         ice.scale = targ.scale;
576         ice.think = Ice_Think;
577         ice.nextthink = time;
578         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
579         setmodel(ice, "models/ice/ice.md3");
580         ice.alpha = 1;
581         ice.colormod = Team_ColorRGB(targ.team);
582         ice.glowmod = ice.colormod;
583         targ.iceblock = ice;
584
585         entity oldself;
586         oldself = self;
587         self = ice;
588         Ice_Think();
589         self = oldself;
590
591         RemoveGrapplingHook(targ);
592         
593         FOR_EACH_PLAYER(head)
594         if(head.hook.aiment == targ)
595                 RemoveGrapplingHook(head);
596         
597         // add waypoint
598         if(show_waypoint)       
599                 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
600 }
601
602 void Unfreeze (entity targ)
603 {
604         if(targ.frozen) // only reset health if target was frozen
605                 targ.health = ((IS_PLAYER(targ)) ? autocvar_g_balance_health_start : targ.max_health);
606
607         entity head;
608         targ.frozen = 0;
609         targ.revive_progress = 0;
610         
611         WaypointSprite_Kill(targ.waypointsprite_attached);
612         
613         FOR_EACH_PLAYER(head)
614         if(head.hook.aiment == targ)
615                 RemoveGrapplingHook(head);
616
617         // remove the ice block
618         if(targ.iceblock)
619                 remove(targ.iceblock);
620         targ.iceblock = world;
621 }
622
623 // these are updated by each Damage call for use in button triggering and such
624 entity damage_targ;
625 entity damage_inflictor;
626 entity damage_attacker;
627
628 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
629 {
630         float mirrordamage;
631         float mirrorforce;
632         float complainteamdamage = 0; 
633         entity attacker_save;
634         mirrordamage = 0;
635         mirrorforce = 0;
636
637         if (gameover || targ.killcount == -666)
638                 return;
639
640         entity oldself;
641         oldself = self;
642         self = targ;
643         damage_targ = targ;
644         damage_inflictor = inflictor;
645         damage_attacker = attacker;
646                 attacker_save = attacker;
647
648         if(IS_PLAYER(targ))
649                 if(targ.hook)
650                         if(targ.hook.aiment)
651                                 if(targ.hook.aiment == attacker)
652                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
653
654         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
655         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
656         {
657                 if(IS_PLAYER(targ))
658                         if(SAME_TEAM(targ, attacker))
659                         {
660                                 self = oldself;
661                                 return;
662                         }
663         }
664
665         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
666         {
667                 // exit the vehicle before killing (fixes a crash)
668                 if(IS_PLAYER(targ) && targ.vehicle)
669                         vehicles_exit(VHEF_RELESE);
670         
671                 // These are ALWAYS lethal
672                 // No damage modification here
673                 // Instead, prepare the victim for his death...
674                 targ.armorvalue = 0;
675                 targ.spawnshieldtime = 0;
676                 targ.health = 0.9; // this is < 1
677                 targ.flags -= targ.flags & FL_GODMODE;
678                 damage = 100000;
679         }
680         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
681         {
682                 // no processing
683         }
684         else
685         {
686                 // nullify damage if teamplay is on
687                 if(deathtype != DEATH_TELEFRAG)
688                 if(IS_PLAYER(attacker))
689                 {
690                         if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
691                         {
692                                 damage = 0;
693                                 force = '0 0 0';
694                         }
695                         else if(SAME_TEAM(attacker, targ))
696                         {
697                                 if(autocvar_teamplay_mode == 1)
698                                         damage = 0;
699                                 else if(attacker != targ)
700                                 {
701                                         if(autocvar_teamplay_mode == 3)
702                                                 damage = 0;
703                                         else if(autocvar_teamplay_mode == 4)
704                                         {
705                                                 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
706                                                 {
707                                                         attacker.dmg_team = attacker.dmg_team + damage;
708                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
709                                                         if(complainteamdamage > 0)
710                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
711                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
712                                                         damage = autocvar_g_friendlyfire * damage;
713                                                         // mirrordamage will be used LATER
714
715                                                         if(autocvar_g_mirrordamage_virtual)
716                                                         {
717                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
718                                                                 attacker.dmg_take += v_x;
719                                                                 attacker.dmg_save += v_y;
720                                                                 attacker.dmg_inflictor = inflictor;
721                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
722                                                                 mirrorforce = 0;
723                                                         }
724
725                                                         if(autocvar_g_friendlyfire_virtual)
726                                                         {
727                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
728                                                                 targ.dmg_take += v_x;
729                                                                 targ.dmg_save += v_y;
730                                                                 targ.dmg_inflictor = inflictor;
731                                                                 damage = 0;
732                                                                 if(!autocvar_g_friendlyfire_virtual_force)
733                                                                         force = '0 0 0';
734                                                         }
735                                                 }
736                                                 else
737                                                         damage = 0;
738                                         }
739                                 }
740                         }
741                 }
742
743                 if not(DEATH_ISSPECIAL(deathtype))
744                 {
745                         damage *= g_weapondamagefactor;
746                         mirrordamage *= g_weapondamagefactor;
747                         complainteamdamage *= g_weapondamagefactor;
748                         force = force * g_weaponforcefactor;
749                         mirrorforce *= g_weaponforcefactor;
750                 }
751                 
752                 if(((targ.frozen == 2 && attacker.monsterid != MON_SPIDER) || (targ.frozen == 1)) && deathtype != DEATH_HURTTRIGGER)
753                 {
754                         damage = 0;
755                         force *= 0.2;
756                 }
757                 
758                 // should this be changed at all? If so, in what way?
759                 frag_attacker = attacker;
760                 frag_target = targ;
761                 frag_damage = damage;
762                 frag_force = force;
763                 frag_deathtype = deathtype;
764                 frag_mirrordamage = mirrordamage;
765                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
766                 damage = frag_damage;
767                 mirrordamage = frag_mirrordamage;
768                 force = frag_force;
769                 
770                 if not(g_minstagib)
771                 {
772                         // apply strength multiplier
773                         if (attacker.items & IT_STRENGTH)
774                         {
775                                 if(targ == attacker)
776                                 {
777                                         damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
778                                         force = force * autocvar_g_balance_powerup_strength_selfforce;
779                                 }
780                                 else
781                                 {
782                                         damage = damage * autocvar_g_balance_powerup_strength_damage;
783                                         force = force * autocvar_g_balance_powerup_strength_force;
784                                 }
785                         }
786
787                         // apply invincibility multiplier
788                         if (targ.items & IT_INVINCIBLE)
789                                 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
790                 }
791
792                 if (targ == attacker)
793                 {
794                         if(g_cts && !autocvar_g_cts_selfdamage)
795                                 damage = 0;
796                         else
797                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
798                 }
799
800                 // count the damage
801                 if(attacker)
802                 if(!targ.deadflag)
803                 if(targ.takedamage == DAMAGE_AIM)
804                 if(targ != attacker)
805                 {
806                         entity victim;
807                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
808                                 victim = targ.owner;
809                         else
810                                 victim = targ;
811
812                         if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
813                         {
814                                 if(DIFF_TEAM(victim, attacker))
815                                 {
816                                         if(damage > 0)
817                                         {
818                                                 if(deathtype != DEATH_FIRE)
819                                                 {
820                                                         if(victim.BUTTON_CHAT)
821                                                                 attacker.typehitsound += 1;
822                                                         else
823                                                                 attacker.hitsound += 1;
824                                                 }
825
826                                                 damage_goodhits += 1;
827                                                 damage_gooddamage += damage;
828
829                                                 if not(DEATH_ISSPECIAL(deathtype))
830                                                 {
831                                                         if(IS_PLAYER(targ)) // don't do this for vehicles
832                                                         if(IsFlying(victim))
833                                                                 yoda = 1;
834                                                 }
835                                         }
836                                 }
837                                 else
838                                 {
839                                         if(deathtype != DEATH_FIRE)
840                                         {
841                                                 attacker.typehitsound += 1;
842                                         }
843                                         if(complainteamdamage > 0)
844                                                 if(time > attacker.teamkill_complain)
845                                                 {
846                                                         attacker.teamkill_complain = time + 5;
847                                                         attacker.teamkill_soundtime = time + 0.4;
848                                                         attacker.teamkill_soundsource = targ;
849                                                 }
850                                 }
851                         }
852                 }
853         }
854
855         // apply push
856         if (self.damageforcescale)
857         if (vlen(force))
858         if (!IS_PLAYER(self) || time >= self.spawnshieldtime)
859         {
860                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
861                 if(self.movetype == MOVETYPE_PHYSICS)
862                 {
863                         entity farcent;
864                         farcent = spawn();
865                         farcent.classname = "farce";
866                         farcent.enemy = self;
867                         farcent.movedir = farce * 10;
868                         if(self.mass)
869                                 farcent.movedir = farcent.movedir * self.mass;
870                         farcent.origin = hitloc;
871                         farcent.forcetype = FORCETYPE_FORCEATPOS;
872                         farcent.nextthink = time + 0.1;
873                         farcent.think = SUB_Remove;
874                 }
875                 else
876                         self.velocity = self.velocity + farce;
877                 self.flags &= ~FL_ONGROUND;
878                 UpdateCSQCProjectile(self);
879         }
880         // apply damage
881         if (damage != 0 || (self.damageforcescale && vlen(force)))
882         if (self.event_damage)
883                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
884         self = oldself;
885
886         // apply mirror damage if any
887         if(mirrordamage > 0 || mirrorforce > 0)
888         {
889                 attacker = attacker_save;
890
891                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
892                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
893         }
894 }
895
896 float RadiusDamage_running;
897 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
898         // Returns total damage applies to creatures
899 {
900         entity  targ;
901         vector  blastorigin;
902         vector  force;
903         float   total_damage_to_creatures;
904         entity  next;
905         float   tfloordmg;
906         float   tfloorforce;
907
908         float stat_damagedone;
909
910         if(RadiusDamage_running)
911         {
912                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
913                 return 0;
914         }
915
916         RadiusDamage_running = 1;
917
918         tfloordmg = autocvar_g_throughfloor_damage;
919         tfloorforce = autocvar_g_throughfloor_force;
920
921         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
922         total_damage_to_creatures = 0;
923
924         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
925                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
926                 {
927                         force = inflictor.velocity;
928                         if(vlen(force) == 0)
929                                 force = '0 0 -1';
930                         else
931                                 force = normalize(force);
932                         if(forceintensity >= 0)
933                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
934                         else
935                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
936                 }
937
938         stat_damagedone = 0;
939
940         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
941         while (targ)
942         {
943                 next = targ.chain;
944                 if (targ != inflictor)
945                         if (ignore != targ) if(targ.takedamage)
946                         {
947                                 vector nearest;
948                                 vector diff;
949                                 float power;
950
951                                 // LordHavoc: measure distance to nearest point on target (not origin)
952                                 // (this guarentees 100% damage on a touch impact)
953                                 nearest = targ.WarpZone_findradius_nearest;
954                                 diff = targ.WarpZone_findradius_dist;
955                                 // round up a little on the damage to ensure full damage on impacts
956                                 // and turn the distance into a fraction of the radius
957                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
958                                 //bprint(" ");
959                                 //bprint(ftos(power));
960                                 //if (targ == attacker)
961                                 //      print(ftos(power), "\n");
962                                 if (power > 0)
963                                 {
964                                         float finaldmg;
965                                         if (power > 1)
966                                                 power = 1;
967                                         finaldmg = coredamage * power + edgedamage * (1 - power);
968                                         if (finaldmg > 0)
969                                         {
970                                                 float a;
971                                                 float c;
972                                                 vector hitloc;
973                                                 vector myblastorigin;
974                                                 vector center;
975
976                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
977
978                                                 // if it's a player, use the view origin as reference
979                                                 center = CENTER_OR_VIEWOFS(targ);
980
981                                                 force = normalize(center - myblastorigin);
982                                                 force = force * (finaldmg / coredamage) * forceintensity;
983                                                 hitloc = nearest;
984
985                                                 if(targ != directhitentity)
986                                                 {
987                                                         float hits;
988                                                         float total;
989                                                         float hitratio;
990                                                         float mininv_f, mininv_d;
991
992                                                         // test line of sight to multiple positions on box,
993                                                         // and do damage if any of them hit
994                                                         hits = 0;
995
996                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
997                                                         // so for a given max stddev:
998                                                         // n = (1 / (2 * max stddev of hitratio))^2
999
1000                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1001                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1002
1003                                                         if(autocvar_g_throughfloor_debug)
1004                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1005
1006                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1007
1008                                                         if(autocvar_g_throughfloor_debug)
1009                                                                 print(sprintf(" steps=%f", total));
1010
1011                                                         if (IS_PLAYER(targ))
1012                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1013                                                         else
1014                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1015
1016                                                         if(autocvar_g_throughfloor_debug)
1017                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1018
1019                                                         for(c = 0; c < total; ++c)
1020                                                         {
1021                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1022                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1023                                                                 if (trace_fraction == 1 || trace_ent == targ)
1024                                                                 {
1025                                                                         ++hits;
1026                                                                         if (hits > 1)
1027                                                                                 hitloc = hitloc + nearest;
1028                                                                         else
1029                                                                                 hitloc = nearest;
1030                                                                 }
1031                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1032                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1033                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1034                                                         }
1035
1036                                                         nearest = hitloc * (1 / max(1, hits));
1037                                                         hitratio = (hits / total);
1038                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1039                                                         finaldmg = finaldmg * a;
1040                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1041                                                         force = force * a;
1042
1043                                                         if(autocvar_g_throughfloor_debug)
1044                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1045                                                 }
1046
1047                                                 // laser force adjustments :P
1048                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1049                                                 {
1050                                                         if (targ == attacker)
1051                                                         {
1052                                                                 vector vel;
1053
1054                                                                 float force_zscale;
1055                                                                 float force_velocitybiasramp;
1056                                                                 float force_velocitybias;
1057
1058                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1059                                                                 if(deathtype & HITTYPE_SECONDARY)
1060                                                                 {
1061                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1062                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1063                                                                 }
1064                                                                 else
1065                                                                 {
1066                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1067                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1068                                                                 }
1069
1070                                                                 vel = targ.velocity;
1071                                                                 vel_z = 0;
1072                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1073                                                                 force =
1074                                                                         vlen(force)
1075                                                                         *
1076                                                                         normalize(normalize(force) + vel);
1077
1078                                                                 force_z *= force_zscale;
1079                                                         }
1080                                                         else
1081                                                         {
1082                                                                 if(deathtype & HITTYPE_SECONDARY)
1083                                                                 {
1084                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1085                                                                 }
1086                                                                 else
1087                                                                 {
1088                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1089                                                                 }
1090                                                         }
1091                                                 }
1092
1093                                                 //if (targ == attacker)
1094                                                 //{
1095                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1096                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1097                                                 //      print(" (", ftos(a), ")\n");
1098                                                 //}
1099                                                 if(finaldmg || vlen(force))
1100                                                 {
1101                                                         if(targ.iscreature)
1102                                                         {
1103                                                                 total_damage_to_creatures += finaldmg;
1104
1105                                                                 if(accuracy_isgooddamage(attacker, targ))
1106                                                                         stat_damagedone += finaldmg;
1107                                                         }
1108
1109                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1110                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1111                                                         else
1112                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1113                                                 }
1114                                         }
1115                                 }
1116                         }
1117                 targ = next;
1118         }
1119
1120         RadiusDamage_running = 0;
1121
1122         if(!DEATH_ISSPECIAL(deathtype))
1123                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1124
1125         return total_damage_to_creatures;
1126 }
1127
1128 .float fire_damagepersec;
1129 .float fire_endtime;
1130 .float fire_deathtype;
1131 .entity fire_owner;
1132 .float fire_hitsound;
1133 .entity fire_burner;
1134
1135 void fireburner_think();
1136
1137 float Fire_IsBurning(entity e)
1138 {
1139         return (time < e.fire_endtime);
1140 }
1141
1142 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1143 {
1144         float dps;
1145         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1146
1147         if(IS_PLAYER(e))
1148         {
1149                 if(e.deadflag)
1150                         return -1;
1151         }
1152         else
1153         {
1154                 if(!e.fire_burner)
1155                 {
1156                         // print("adding a fire burner to ", e.classname, "\n");
1157                         e.fire_burner = spawn();
1158                         e.fire_burner.classname = "fireburner";
1159                         e.fire_burner.think = fireburner_think;
1160                         e.fire_burner.nextthink = time;
1161                         e.fire_burner.owner = e;
1162                 }
1163         }
1164
1165         t = max(t, 0.1);
1166         dps = d / t;
1167         if(Fire_IsBurning(e))
1168         {
1169                 mintime = e.fire_endtime - time;
1170                 maxtime = max(mintime, t);
1171
1172                 mindps = e.fire_damagepersec;
1173                 maxdps = max(mindps, dps);
1174
1175                 if(maxtime > mintime || maxdps > mindps)
1176                 {
1177                         // Constraints:
1178                         
1179                         // damage we have right now
1180                         mindamage = mindps * mintime;
1181
1182                         // damage we want to get
1183                         maxdamage = mindamage + d;
1184
1185                         // but we can't exceed maxtime * maxdps!
1186                         totaldamage = min(maxdamage, maxtime * maxdps);
1187
1188                         // LEMMA:
1189                         // Look at:
1190                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1191                         // We see:
1192                         // totaldamage <= maxtime * maxdps
1193                         // ==> totaldamage / maxdps <= maxtime.
1194                         // We also see:
1195                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1196                         //                     >= min(mintime, maxtime)
1197                         // ==> totaldamage / maxdps >= mintime.
1198
1199                         /*
1200                         // how long do we damage then?
1201                         // at least as long as before
1202                         // but, never exceed maxdps
1203                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1204                         */
1205
1206                         // alternate:
1207                         // at most as long as maximum allowed
1208                         // but, never below mindps
1209                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1210
1211                         // assuming t > mintime, dps > mindps:
1212                         // we get d = t * dps = maxtime * maxdps
1213                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1214                         // totaldamage / maxdps = maxtime
1215                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1216                         // FROM THIS:
1217                         // a) totaltime = max(mintime, maxtime) = maxtime
1218                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1219
1220                         // assuming t <= mintime:
1221                         // we get maxtime = mintime
1222                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1223                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1224
1225                         // assuming dps <= mindps:
1226                         // we get mindps = maxdps.
1227                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1228                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1229                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1230
1231                         e.fire_damagepersec = totaldamage / totaltime;
1232                         e.fire_endtime = time + totaltime;
1233                         if(totaldamage > 1.2 * mindamage)
1234                         {
1235                                 e.fire_deathtype = dt;
1236                                 if(e.fire_owner != o)
1237                                 {
1238                                         e.fire_owner = o;
1239                                         e.fire_hitsound = FALSE;
1240                                 }
1241                         }
1242                         if(accuracy_isgooddamage(o, e))
1243                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1244                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1245                 }
1246                 else
1247                         return 0;
1248         }
1249         else
1250         {
1251                 e.fire_damagepersec = dps;
1252                 e.fire_endtime = time + t;
1253                 e.fire_deathtype = dt;
1254                 e.fire_owner = o;
1255                 e.fire_hitsound = FALSE;
1256                 if(accuracy_isgooddamage(o, e))
1257                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1258                 return d;
1259         }
1260 }
1261
1262 void Fire_ApplyDamage(entity e)
1263 {
1264         float t, d, hi, ty;
1265         entity o;
1266
1267         if not(Fire_IsBurning(e))
1268                 return;
1269
1270         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1271         if(IS_NOT_A_CLIENT(o))
1272                 o = e.fire_owner;
1273
1274         // water and slime stop fire
1275         if(e.waterlevel)
1276         if(e.watertype != CONTENT_LAVA)
1277                 e.fire_endtime = 0;
1278
1279         // ice stops fire
1280         if(e.frozen)
1281                 e.fire_endtime = 0;
1282
1283         t = min(frametime, e.fire_endtime - time);
1284         d = e.fire_damagepersec * t;
1285
1286         hi = e.fire_owner.hitsound;
1287         ty = e.fire_owner.typehitsound;
1288         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1289         if(e.fire_hitsound && e.fire_owner)
1290         {
1291                 e.fire_owner.hitsound = hi;
1292                 e.fire_owner.typehitsound = ty;
1293         }
1294         e.fire_hitsound = TRUE;
1295
1296         if not(IS_INDEPENDENT_PLAYER(e))
1297         FOR_EACH_PLAYER(other) if(e != other)
1298         {
1299                 if(IS_PLAYER(other))
1300                 if(other.deadflag == DEAD_NO)
1301                 if not(IS_INDEPENDENT_PLAYER(other))
1302                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1303                 {
1304                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1305                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1306                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1307                 }
1308         }
1309 }
1310
1311 void Fire_ApplyEffect(entity e)
1312 {
1313         if(Fire_IsBurning(e))
1314                 e.effects |= EF_FLAME;
1315         else
1316                 e.effects &= ~EF_FLAME;
1317 }
1318
1319 void fireburner_think()
1320 {
1321         // for players, this is done in the regular loop
1322         if(wasfreed(self.owner))
1323         {
1324                 remove(self);
1325                 return;
1326         }
1327         Fire_ApplyEffect(self.owner);
1328         if(!Fire_IsBurning(self.owner))
1329         {
1330                 self.owner.fire_burner = world;
1331                 remove(self);
1332                 return;
1333         }
1334         Fire_ApplyDamage(self.owner);
1335         self.nextthink = time;
1336 }