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[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         WriteShort(MSG_ALL, msg);
257         WriteByte(MSG_ALL, type);
258 }
259
260 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
261 void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
262 {
263         if (clienttype(e) == CLIENTTYPE_REAL)
264         {
265                 msg_entity = e;
266                 WRITESPECTATABLE_MSG_ONE({
267                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
268                         WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
269                         WriteByte(MSG_ONE, CSQC_CENTERPRINT);
270                         WriteString(MSG_ONE, s1);
271                         WriteString(MSG_ONE, s2);
272                         WriteShort(MSG_ONE, msg);
273                         WriteByte(MSG_ONE, type);
274                 });
275         }
276 }
277
278 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
279 {
280         string  s, a, msg;
281         float p, w, type;
282
283         if (targ.classname == "player" || targ.classname == "corpse")
284         {
285                 if (targ.classname == "corpse")
286                         s = "A corpse";
287                 else
288                         s = targ.netname;
289
290                 a = attacker.netname;
291
292                 if (targ == attacker) // suicides
293                 {
294                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
295                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
296                         Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
297
298                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
299                         {
300                                 LogDeath("suicide", deathtype, targ, targ);
301                                 GiveFrags(attacker, targ, -1);
302                         }
303
304                         if (targ.killcount > 2)
305                                 msg = ftos(targ.killcount);
306                         if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
307                         {
308                                 if(attacker.team == COLOR_TEAM1)
309                                         deathtype = KILL_TEAM_RED;
310                                 else
311                                         deathtype = KILL_TEAM_BLUE;
312                         }
313
314                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
315                 }
316                 else if (attacker.classname == "player" || attacker.classname == "gib")
317                 {
318                         if(teams_matter && attacker.team == targ.team)
319                         {
320                                 if(attacker.team == COLOR_TEAM1)
321                                         type = KILL_TEAM_RED;
322                                 else
323                                         type = KILL_TEAM_BLUE;
324
325                                 GiveFrags(attacker, targ, -1);
326
327                                 Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
328
329                                 if (targ.killcount > 2) {
330                                         msg = ftos(targ.killcount);
331                                 }
332
333                                 if (attacker.killcount > 2) {
334                                         msg = ftos(attacker.killcount);
335                                         type = KILL_TEAM_SPREE;
336                                 }
337                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
338
339                                 attacker.killcount = 0;
340
341                                 LogDeath("tk", deathtype, attacker, targ);
342                         }
343                         else
344                         {
345                                 string blood_message, victim_message;
346                                 if (!checkrules_firstblood)
347                                 {
348                                         checkrules_firstblood = TRUE;
349                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
350                                         // TODO: make these print a newline if they dont
351                                         Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
352                                         Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
353                                 }
354
355                                 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
356                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
357                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
358                                 } else {
359                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
360                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
361                                 }
362
363                                 attacker.taunt_soundtime = time + 1;
364
365                                 // TODO: fix this?
366                                 if (deathtype == DEATH_CUSTOM)
367                                         msg = strcat(deathmessage, " by ^1", msg);
368                                 else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
369                                 {
370                                         msg = ftos(strstrofs(inflictor.message2, "#", 0));
371                                 }
372
373                                 float msgtype;
374                                 w = DEATH_WEAPONOF(deathtype);
375                                 if(w == WEP_LASER && ((cvar("g_balance_laser_secondary_gauntlet") && w & HITTYPE_SECONDARY) || (cvar("g_balance_laser_primary_gauntlet") && !(w & HITTYPE_SECONDARY))))
376                                 {
377                                         msgtype = MSG_KILL_MELEE;
378                                         deathtype = KILL_FRAG_GAUNTLET;
379                                 }
380                                 else if(w == WEP_SHOTGUN && (cvar("g_balance_shotgun_secondary_melee") && w & HITTYPE_SECONDARY))
381                                 {
382                                         msgtype = MSG_KILL_MELEE;
383                                         deathtype = KILL_FRAG_SHOTGUN_MELEE;
384                                 }
385
386                                 Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
387
388                                 if(g_ctf && targ.flagcarried)
389                                 {
390                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
391                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
392                                         GiveFrags(attacker, targ, 0); // for logging
393                                 }
394                                 else
395                                         GiveFrags(attacker, targ, 1);
396
397                                 if (targ.killcount > 2) {
398                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
399                                 }
400
401                                 attacker.killcount = attacker.killcount + 1;
402
403                                 if (attacker.killcount > 2) {
404                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
405                                 }
406                                 else if (attacker.killcount == 3)
407                                 {
408                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
409                                         AnnounceTo(attacker, "03kills");
410                                 }
411                                 else if (attacker.killcount == 5)
412                                 {
413                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
414                                         AnnounceTo(attacker, "05kills");
415                                 }
416                                 else if (attacker.killcount == 10)
417                                 {
418                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
419                                         AnnounceTo(attacker, "10kills");
420                                 }
421                                 else if (attacker.killcount == 15)
422                                 {
423                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
424                                         AnnounceTo(attacker, "15kills");
425                                 }
426                                 else if (attacker.killcount == 20)
427                                 {
428                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
429                                         AnnounceTo(attacker, "20kills");
430                                 }
431                                 else if (attacker.killcount == 25)
432                                 {
433                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
434                                         AnnounceTo(attacker, "25kills");
435                                 }
436                                 else if (attacker.killcount == 30)
437                                 {
438                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
439                                         AnnounceTo(attacker, "30kills");
440                                 }
441                                 LogDeath("frag", deathtype, attacker, targ);
442                         }
443                 }
444                 else
445                 {
446                         Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
447                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
448                                 msg = inflictor.message;
449                         else if (deathtype == DEATH_CUSTOM)
450                                 msg = deathmessage;
451
452                         GiveFrags(targ, targ, -1);
453                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
454                                 AnnounceTo(targ, "botlike");
455                         }
456                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
457
458                         if (targ.killcount > 2)
459                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
460
461                         LogDeath("accident", deathtype, targ, targ);
462                 }
463
464                 targ.death_origin = targ.origin;
465                 if(targ != attacker)
466                         targ.killer_origin = attacker.origin;
467
468                 // FIXME: this should go in PutClientInServer
469                 if (targ.killcount)
470                         targ.killcount = 0;
471         }
472 }
473
474 // these are updated by each Damage call for use in button triggering and such
475 entity damage_targ;
476 entity damage_inflictor;
477 entity damage_attacker;
478 .float prevhitsound;
479
480 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
481 {
482         float mirrordamage;
483         float mirrorforce;
484         float teamdamage0;
485         entity attacker_save;
486         mirrordamage = 0;
487         mirrorforce = 0;
488
489         if (gameover || targ.killcount == -666)
490                 return;
491
492         local entity oldself;
493         oldself = self;
494         self = targ;
495         damage_targ = targ;
496         damage_inflictor = inflictor;
497         damage_attacker = attacker;
498                 attacker_save = attacker;
499
500         if(targ.classname == "player")
501                 if(targ.hook)
502                         if(targ.hook.aiment)
503                                 if(targ.hook.aiment == attacker)
504                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
505
506         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
507         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
508         {
509                 if(targ.classname == "player")
510                         if not(IsDifferentTeam(targ, attacker))
511                         {
512                                 self = oldself;
513                                 return;
514                         }
515         }
516
517         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
518         {
519                 // These are ALWAYS lethal
520                 // No damage modification here
521                 // Instead, prepare the victim for his death...
522                 targ.armorvalue = 0;
523                 targ.spawnshieldtime = 0;
524                 targ.health = 0.9; // this is < 1
525                 targ.flags -= targ.flags & FL_GODMODE;
526                 damage = 100000;
527         }
528         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
529         {
530                 // no processing
531         }
532         else
533         {
534                 if (targ.classname == "player")
535                 if (attacker.classname == "player")
536                 if (!targ.isbot)
537                 if (attacker.isbot)
538                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
539
540                 // nullify damage if teamplay is on
541                 if(deathtype != DEATH_TELEFRAG)
542                 if(attacker.classname == "player")
543                 {
544                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
545                         {
546                                 damage = 0;
547                                 force = '0 0 0';
548                         }
549                         else if(attacker.team == targ.team)
550                         {
551                                 if(teamplay == 1)
552                                         damage = 0;
553                                 else if(attacker != targ)
554                                 {
555                                         if(teamplay == 3)
556                                                 damage = 0;
557                                         else if(teamplay == 4)
558                                         {
559                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
560                                                 {
561                                                         teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
562                                                         attacker.dmg_team = attacker.dmg_team + damage;
563                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
564                                                                 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
565                                                         mirrorforce = cvar("g_mirrordamage") * vlen(force);
566                                                         if(g_minstagib)
567                                                         {
568                                                                 if(cvar("g_friendlyfire") == 0)
569                                                                         damage = 0;
570                                                         }
571                                                         else if(g_ca)
572                                                                 damage = 0;
573                                                         else
574                                                                 damage = cvar("g_friendlyfire") * damage;
575                                                         // mirrordamage will be used LATER
576                                                 }
577                                                 else
578                                                         damage = 0;
579                                         }
580                                 }
581                         }
582                 }
583
584                 if(targ.classname == "player")
585                 if(attacker.classname == "player")
586                 if(attacker != targ)
587                 {
588                         targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
589                         attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
590                 }
591
592                 if(targ.classname == "player")
593                 if (g_minstagib)
594                 {
595                         if ((deathtype == DEATH_FALL)  ||
596                                 (deathtype == DEATH_DROWN) ||
597                                 (deathtype == DEATH_SLIME) ||
598                                 (deathtype == DEATH_LAVA)  ||
599                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
600                         {
601                                 self = oldself;
602                                 return;
603                         }
604                         if(damage > 0)
605                             damage = 10000;
606                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
607                         {
608                                 targ.armorvalue -= 1;
609                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
610                                 damage = 0;
611                                 targ.hitsound += 1;
612                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
613                         }
614                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
615                         {
616                                 damage = 0;
617                                 if (targ != attacker)
618                                 {
619                                         if ((targ.health >= 1) && (targ.classname == "player"))
620                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
621                                         damage = 0;
622                                         mirrordamage = 0;
623                                         force = '0 0 0';
624                                         // keep mirrorforce
625                                         attacker = targ;
626                                 }
627                         }
628                 }
629
630                 if not(DEATH_ISSPECIAL(deathtype))
631                 {
632                         damage *= g_weapondamagefactor;
633                         mirrordamage *= g_weapondamagefactor;
634                         force = force * g_weaponforcefactor;
635                         mirrorforce *= g_weaponforcefactor;
636                 }
637
638                 // apply strength multiplier
639                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
640                 {
641                         if(targ == attacker)
642                         {
643                                 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
644                                 force = force * cvar("g_balance_powerup_strength_selfforce");
645                         }
646                         else
647                         {
648                                 damage = damage * cvar("g_balance_powerup_strength_damage");
649                                 force = force * cvar("g_balance_powerup_strength_force");
650                         }
651                 }
652
653                 // apply invincibility multiplier
654                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
655                         damage = damage * cvar("g_balance_powerup_invincible_takedamage");
656
657                 if (targ == attacker)
658                 {
659                         if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
660                                 damage = 0;
661                         else
662                                 damage = damage * cvar("g_balance_selfdamagepercent");  // Partial damage if the attacker hits himself
663                 }
664
665                 // CTF: reduce damage/force
666                 if(g_ctf)
667                 if(targ == attacker)
668                 if(targ.flagcarried)
669                 {
670                         damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
671                         force = force * cvar("g_ctf_flagcarrier_selfforce");
672                 }
673
674                 if(g_runematch)
675                 {
676                         // apply strength rune
677                         if (attacker.runes & RUNE_STRENGTH)
678                         {
679                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
680                                 {
681                                         damage = damage * cvar("g_balance_rune_strength_combo_damage");
682                                         force = force * cvar("g_balance_rune_strength_combo_force");
683                                 }
684                                 else
685                                 {
686                                         damage = damage * cvar("g_balance_rune_strength_damage");
687                                         force = force * cvar("g_balance_rune_strength_force");
688                                 }
689                         }
690                         else if (attacker.runes & CURSE_WEAK)
691                         {
692                                 damage = damage * cvar("g_balance_curse_weak_damage");
693                                 force = force * cvar("g_balance_curse_weak_force");
694                         }
695
696                         // apply defense rune
697                         if (targ.runes & RUNE_DEFENSE)
698                         {
699                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
700                                         damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
701                                 else
702                                         damage = damage * cvar("g_balance_rune_defense_takedamage");
703                         }
704                         else if (targ.runes & CURSE_VULNER)
705                                 damage = damage * cvar("g_balance_curse_vulner_takedamage");
706                 }
707
708                 // count the damage
709                 if(attacker)
710                 if(!targ.deadflag)
711                 if(targ.takedamage == DAMAGE_AIM)
712                 if(targ != attacker)
713                 {
714                         if(targ.classname == "player")
715                         {
716                                 // HEAD SHOT:
717                                 // find height of hit on player axis
718                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
719                                 vector headmins, headmaxs, org;
720                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
721                                 headmins = org + GetHeadshotMins(targ);
722                                 headmaxs = org + GetHeadshotMaxs(targ);
723                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
724                                 {
725                                         deathtype |= HITTYPE_HEADSHOT;
726                                 }
727                         }
728                         else if(targ.classname == "turret_head")
729                         {
730                                 deathtype |= HITTYPE_HEADSHOT;
731                         }
732                         if(deathtype & HITTYPE_HEADSHOT)
733                                 damage *= 1 + damage_headshotbonus;
734
735                         if(targ.classname == "player")
736                         {
737                                 if(IsDifferentTeam(targ, attacker))
738                                 {
739                                         if(damage > 0)
740                                         {
741                                                 if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || attacker.weapon == WEP_LASER) && attacker.prevhitsound + cvar("sv_hitsound_antispam_time") < time))
742                                                 {
743                                                         if(targ.BUTTON_CHAT)
744                                                                 attacker.typehitsound += 1;
745                                                         else
746                                                                 attacker.hitsound += 1;
747                                                         attacker.prevhitsound = time;
748                                                 }
749
750                                                 damage_goodhits += 1;
751                                                 damage_gooddamage += damage;
752
753                                                 if not(DEATH_ISSPECIAL(deathtype))
754                                                 {
755                                                         if(!g_minstagib)
756                                                         if(IsFlying(targ))
757                                                                 yoda = 1;
758
759                                                         if(g_minstagib)
760                                                         if(targ.items & IT_STRENGTH)
761                                                                 yoda = 1;
762
763                                                         if(deathtype & HITTYPE_HEADSHOT)
764                                                                 headshot = 1;
765                                                 }
766                                         }
767                                 }
768                                 else
769                                 {
770                                         if(deathtype != DEATH_FIRE)
771                                                 attacker.typehitsound += 1;
772                                         if(mirrordamage > 0)
773                                                 if(time > attacker.teamkill_complain)
774                                                 {
775                                                         attacker.teamkill_complain = time + 5;
776                                                         attacker.teamkill_soundtime = time + 0.4;
777                                                         attacker.teamkill_soundsource = targ;
778                                                 }
779                                 }
780                         }
781                 }
782         }
783
784         // apply push
785         if (self.damageforcescale)
786         if (vlen(force))
787         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
788         {
789                 self.velocity = self.velocity + self.damageforcescale * force;
790                 self.flags &~= FL_ONGROUND;
791                 UpdateCSQCProjectile(self);
792         }
793         // apply damage
794         if (damage != 0 || (self.damageforcescale && vlen(force)))
795         if (self.event_damage)
796                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
797         self = oldself;
798
799         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
800         {
801                 // Savage: vampire mode
802                 if (g_vampire)
803                 if (!g_minstagib)
804                 if (time >= self.spawnshieldtime)
805                 {
806                         attacker.health += damage;
807                 }
808                 if(g_runematch)
809                 {
810                         if (attacker.runes & RUNE_VAMPIRE)
811                         {
812                         // apply vampire rune
813                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
814                                 {
815                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
816                                         attacker.health = bound(
817                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
818                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
819                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
820                                 }
821                                 else
822                                 {
823                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
824                                         attacker.health = bound(
825                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
826                                                                                         // empathy won't let you gain health in the same way...
827                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
828                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
829                                         }
830                         }
831                         // apply empathy curse
832                         else if (attacker.runes & CURSE_EMPATHY)
833                         {
834                                 attacker.health = bound(
835                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
836                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
837                                         attacker.health);
838                         }
839                 }
840         }
841
842         // apply mirror damage if any
843         if(mirrordamage > 0 || mirrorforce > 0)
844         {
845                 attacker = attacker_save;
846                 if(g_minstagib)
847                         if(mirrordamage > 0)
848                         {
849                                 // just lose extra LIVES, don't kill the player for mirror damage
850                                 if(attacker.armorvalue > 0)
851                                 {
852                                         attacker.armorvalue = attacker.armorvalue - 1;
853                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
854                                         attacker.hitsound += 1;
855                                 }
856                                 mirrordamage = 0;
857                         }
858                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
859                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
860         }
861 }
862
863 vector NearestPointOnBox(entity box, vector org)
864 {
865         vector m1, m2, nearest;
866
867         m1 = box.mins + box.origin;
868         m2 = box.maxs + box.origin;
869
870         nearest_x = bound(m1_x, org_x, m2_x);
871         nearest_y = bound(m1_y, org_y, m2_y);
872         nearest_z = bound(m1_z, org_z, m2_z);
873
874         return nearest;
875 }
876
877 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
878 {
879         float weaponid;
880         weaponid = DEATH_WEAPONOF(deathtype);
881
882         if not(inWarmupStage)
883         if (weaponid)
884         if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
885                 attacker.stats_hit[weaponid - 1] += damage;
886                 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
887         }
888 }
889
890 float RadiusDamage_running;
891 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
892 // Returns total damage applies to creatures
893 {
894         entity  targ;
895         float   finaldmg;
896         float   power;
897         vector  blastorigin;
898         vector  force;
899         vector  diff;
900         vector  center;
901         vector  nearest;
902         float   total_damage_to_creatures;
903         entity  next;
904         float   tfloordmg;
905         float   tfloorforce;
906
907         float stat_damagedone;
908         float stat_maxdamage;
909
910         if(RadiusDamage_running)
911         {
912                 string save;
913                 print("RadiusDamage called recursively!\n");
914                 print("Expect stuff to go HORRIBLY wrong.\n");
915                 print("Causing a stack trace...\n");
916                 save = cvar_string("prvm_backtraceforwarnings");
917                 cvar_set("prvm_backtraceforwarnings", "1");
918                 fclose(-1); // calls VM_Warning
919                 cvar_set("prvm_backtraceforwarnings", save);
920                 return 0;
921         }
922
923         RadiusDamage_running = 1;
924
925         tfloordmg = cvar("g_throughfloor_damage");
926         tfloorforce = cvar("g_throughfloor_force");
927
928         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
929         total_damage_to_creatures = 0;
930
931         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
932         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
933         {
934                 force = inflictor.velocity;
935                 if(vlen(force) == 0)
936                         force = '0 0 -1';
937                 else
938                         force = normalize(force);
939                 if(forceintensity >= 0)
940                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
941                 else
942                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
943         }
944
945         stat_damagedone = 0;
946         stat_maxdamage = 0;
947
948         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
949         while (targ)
950         {
951                 next = targ.chain;
952                 if (targ != inflictor)
953                         if (ignore != targ) if(targ.takedamage)
954                         {
955                                 // LordHavoc: measure distance to nearest point on target (not origin)
956                                 // (this guarentees 100% damage on a touch impact)
957                                 nearest = targ.WarpZone_findradius_nearest;
958                                 diff = targ.WarpZone_findradius_dist;
959                                 // round up a little on the damage to ensure full damage on impacts
960                                 // and turn the distance into a fraction of the radius
961                                 power = 1 - ((vlen (diff) - 2) / rad);
962                                 //bprint(" ");
963                                 //bprint(ftos(power));
964                                 //if (targ == attacker)
965                                 //      print(ftos(power), "\n");
966                                 if (power > 0)
967                                 {
968                                         if (power > 1)
969                                                 power = 1;
970                                         finaldmg = coredamage * power + edgedamage * (1 - power);
971                                         if (finaldmg > 0)
972                                         {
973                                                 local float a;
974                                                 local float c;
975                                                 local float hits;
976                                                 local float total;
977                                                 local float hitratio;
978                                                 local vector hitloc;
979                                                 local vector myblastorigin;
980                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
981                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
982                                                 // if it's a player, use the view origin as reference
983                                                 if (targ.classname == "player")
984                                                         center = targ.origin + targ.view_ofs;
985                                                 force = normalize(center - myblastorigin);
986                                                 force = force * (finaldmg / coredamage) * forceintensity;
987                                                 // test line of sight to multiple positions on box,
988                                                 // and do damage if any of them hit
989                                                 hits = 0;
990                                                 if (targ.classname == "player")
991                                                         total = ceil(bound(1, finaldmg, 50));
992                                                 else
993                                                         total = ceil(bound(1, finaldmg/10, 5));
994                                                 hitloc = nearest;
995                                                 c = 0;
996                                                 while (c < total)
997                                                 {
998                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
999                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1000                                                         if (trace_fraction == 1 || trace_ent == targ)
1001                                                         {
1002                                                                 hits = hits + 1;
1003                                                                 if (hits > 1)
1004                                                                         hitloc = hitloc + nearest;
1005                                                                 else
1006                                                                         hitloc = nearest;
1007                                                         }
1008                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1009                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1010                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1011                                                         c = c + 1;
1012                                                 }
1013                                                 nearest = hitloc * (1 / max(1, hits));
1014                                                 hitratio = (hits / total);
1015                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1016                                                 finaldmg = finaldmg * a;
1017                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1018                                                 force = force * a;
1019                                                 //if (targ == attacker)
1020                                                 //{
1021                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1022                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1023                                                 //      print(" (", ftos(a), ")\n");
1024                                                 //}
1025                                                 if(hits || tfloordmg || tfloorforce)
1026                                                 {
1027                                                         if(targ.iscreature)
1028                                                         {
1029                                                                 total_damage_to_creatures += finaldmg;
1030
1031                                                                 if(targ.flags & FL_CLIENT)
1032                                                                 if(targ.deadflag == DEAD_NO)
1033                                                                 if(targ != attacker)
1034                                                                 if(!teamplay || targ.team != attacker.team)
1035                                                                 {
1036                                                                         stat_damagedone += finaldmg;
1037                                                                         stat_maxdamage += coredamage;
1038                                                                 }
1039                                                         }
1040
1041                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1042                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1043                                                         else
1044                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1045                                                 }
1046                                         }
1047                                 }
1048                         }
1049                 targ = next;
1050         }
1051
1052         RadiusDamage_running = 0;
1053
1054         Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1055
1056         return total_damage_to_creatures;
1057 }
1058
1059 .float fire_damagepersec;
1060 .float fire_endtime;
1061 .float fire_deathtype;
1062 .entity fire_owner;
1063 .float fire_hitsound;
1064 .entity fire_burner;
1065
1066 void fireburner_think();
1067
1068 float Fire_IsBurning(entity e)
1069 {
1070         return (time < e.fire_endtime);
1071 }
1072
1073 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1074 {
1075         float dps;
1076         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1077
1078         if(e.classname == "player")
1079         {
1080                 if(e.deadflag)
1081                         return -1;
1082         }
1083         else
1084         {
1085                 if(!e.fire_burner)
1086                 {
1087                         // print("adding a fire burner to ", e.classname, "\n");
1088                         e.fire_burner = spawn();
1089                         e.fire_burner.classname = "fireburner";
1090                         e.fire_burner.think = fireburner_think;
1091                         e.fire_burner.nextthink = time;
1092                         e.fire_burner.owner = e;
1093                 }
1094         }
1095
1096         t = max(t, 0.1);
1097         dps = d / t;
1098         if(Fire_IsBurning(e))
1099         {
1100                 mintime = e.fire_endtime - time;
1101                 maxtime = max(mintime, t);
1102
1103                 mindps = e.fire_damagepersec;
1104                 maxdps = max(mindps, dps);
1105
1106                 if(maxtime > mintime || maxdps > mindps)
1107                 {
1108                         mindamage = mindps * mintime;
1109                         maxdamage = mindamage + d;
1110
1111                         // interval [mintime, maxtime] * [mindps, maxdps]
1112                         // intersected with
1113                         // [mindamage, maxdamage]
1114                         // maximum of this!
1115
1116                         if(maxdamage >= maxtime * maxdps)
1117                         {
1118                                 totaltime = maxtime;
1119                                 totaldamage = maxtime * maxdps;
1120
1121                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1122                         }
1123                         else
1124                         {
1125                                 // maxdamage is inside the interval!
1126                                 // first, try to use mindps; only if this fails, increase dps as needed
1127                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1128                                 totaldamage = maxdamage;
1129                                 // can totaldamage / totaltime be >= maxdps?
1130                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1131                                 // we know maxdamage < maxtime * maxdps
1132                                 // so it cannot be
1133
1134                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1135                         }
1136
1137                         // total conditions for increasing:
1138                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1139                         // however:
1140                         //     if maxtime = mintime, maxdps = mindps
1141                         // then:
1142                         //     maxdamage = mindamage + d
1143                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1144                         // so the last condition is not needed
1145
1146                         e.fire_damagepersec = totaldamage / totaltime;
1147                         e.fire_endtime = time + totaltime;
1148                         if(totaldamage > 1.2 * mindamage)
1149                         {
1150                                 e.fire_deathtype = dt;
1151                                 if(e.fire_owner != o)
1152                                 {
1153                                         e.fire_owner = o;
1154                                         e.fire_hitsound = FALSE;
1155                                 }
1156                         }
1157                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1158                 }
1159                 else
1160                         return 0;
1161         }
1162         else
1163         {
1164                 e.fire_damagepersec = dps;
1165                 e.fire_endtime = time + t;
1166                 e.fire_deathtype = dt;
1167                 e.fire_owner = o;
1168                 e.fire_hitsound = FALSE;
1169                 return d;
1170         }
1171 }
1172
1173 void Fire_ApplyDamage(entity e)
1174 {
1175         float t, d, hi, ty;
1176         entity o;
1177
1178         if not(Fire_IsBurning(e))
1179                 return;
1180
1181         o = e.owner;
1182         while(o.owner)
1183                 o = o.owner;
1184         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1185                 o = e.fire_owner;
1186
1187         // water and slime stop fire
1188         if(e.waterlevel)
1189         if(e.watertype != CONTENT_LAVA)
1190                 e.fire_endtime = 0;
1191
1192         t = min(frametime, e.fire_endtime - time);
1193         d = e.fire_damagepersec * t;
1194
1195         hi = e.fire_owner.hitsound;
1196         ty = e.fire_owner.typehitsound;
1197         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1198         if(e.fire_hitsound && e.fire_owner)
1199         {
1200                 e.fire_owner.hitsound = hi;
1201                 e.fire_owner.typehitsound = ty;
1202         }
1203         e.fire_hitsound = TRUE;
1204
1205         Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1206
1207         if not(IS_INDEPENDENT_PLAYER(e))
1208         FOR_EACH_PLAYER(other) if(e != other)
1209         {
1210                 if(other.classname == "player")
1211                 if(other.deadflag == DEAD_NO)
1212                 if not(IS_INDEPENDENT_PLAYER(other))
1213                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1214                 {
1215                         t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1216                         d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1217                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1218                 }
1219         }
1220 }
1221
1222 void Fire_ApplyEffect(entity e)
1223 {
1224         if(Fire_IsBurning(e))
1225                 e.effects |= EF_FLAME;
1226         else
1227                 e.effects &~= EF_FLAME;
1228 }
1229
1230 void fireburner_think()
1231 {
1232         // for players, this is done in the regular loop
1233         if(wasfreed(self.owner))
1234         {
1235                 remove(self);
1236                 return;
1237         }
1238         Fire_ApplyEffect(self.owner);
1239         if(!Fire_IsBurning(self.owner))
1240         {
1241                 self.owner.fire_burner = world;
1242                 remove(self);
1243                 return;
1244         }
1245         Fire_ApplyDamage(self.owner);
1246         self.nextthink = time;
1247 }