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Merge branch 'master' into Mario/weapons_new
[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_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
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 (!(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 (!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 = WEP_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                         dprintf(
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 (!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 (!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 (!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         if(!self.owner.frozen || self.owner.iceblock != self)
555         {
556                 remove(self);
557                 return;
558         }
559         setorigin(self, self.owner.origin - '0 0 16');
560         self.nextthink = time;
561 }
562
563 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
564 {
565         if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
566                 return;
567
568         if(targ.frozen)
569                 return;
570
571         float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health);
572
573         targ.frozen = frozen_type;
574         targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
575         targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
576         targ.revive_speed = freeze_time;
577
578         entity ice, head;
579         ice = spawn();
580         ice.owner = targ;
581         ice.classname = "ice";
582         ice.scale = targ.scale;
583         ice.think = Ice_Think;
584         ice.nextthink = time;
585         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
586         setmodel(ice, "models/ice/ice.md3");
587         ice.alpha = 1;
588         ice.colormod = Team_ColorRGB(targ.team);
589         ice.glowmod = ice.colormod;
590         targ.iceblock = ice;
591         targ.revival_time = 0;
592
593         entity oldself;
594         oldself = self;
595         self = ice;
596         Ice_Think();
597         self = oldself;
598
599         RemoveGrapplingHook(targ);
600
601         FOR_EACH_PLAYER(head)
602         if(head.hook.aiment == targ)
603                 RemoveGrapplingHook(head);
604
605         // add waypoint
606         if(show_waypoint)       
607                 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
608 }
609
610 void Unfreeze (entity targ)
611 {
612         if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
613                 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
614
615         entity head;
616         targ.frozen = 0;
617         targ.revive_progress = 0;
618         targ.revival_time = time;
619         
620         WaypointSprite_Kill(targ.waypointsprite_attached);
621         
622         FOR_EACH_PLAYER(head)
623         if(head.hook.aiment == targ)
624                 RemoveGrapplingHook(head);
625
626         // remove the ice block
627         if(targ.iceblock)
628                 remove(targ.iceblock);
629         targ.iceblock = world;
630 }
631
632 // these are updated by each Damage call for use in button triggering and such
633 entity damage_targ;
634 entity damage_inflictor;
635 entity damage_attacker;
636
637 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
638 {
639         float mirrordamage;
640         float mirrorforce;
641         float complainteamdamage = 0;
642         entity attacker_save;
643         mirrordamage = 0;
644         mirrorforce = 0;
645
646         if (gameover || targ.killcount == -666)
647                 return;
648
649         entity oldself;
650         oldself = self;
651         self = targ;
652         damage_targ = targ;
653         damage_inflictor = inflictor;
654         damage_attacker = attacker;
655                 attacker_save = attacker;
656
657         if(IS_PLAYER(targ))
658                 if(targ.hook)
659                         if(targ.hook.aiment)
660                                 if(targ.hook.aiment == attacker)
661                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
662
663         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
664         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
665         {
666                 if(IS_PLAYER(targ))
667                         if(SAME_TEAM(targ, attacker))
668                         {
669                                 self = oldself;
670                                 return;
671                         }
672         }
673
674         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
675         {
676                 // exit the vehicle before killing (fixes a crash)
677                 if(IS_PLAYER(targ) && targ.vehicle)
678                         vehicles_exit(VHEF_RELESE);
679
680                 // These are ALWAYS lethal
681                 // No damage modification here
682                 // Instead, prepare the victim for his death...
683                 targ.armorvalue = 0;
684                 targ.spawnshieldtime = 0;
685                 targ.health = 0.9; // this is < 1
686                 targ.flags -= targ.flags & FL_GODMODE;
687                 damage = 100000;
688         }
689         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
690         {
691                 // no processing
692         }
693         else
694         {
695                 // nullify damage if teamplay is on
696                 if(deathtype != DEATH_TELEFRAG)
697                 if(IS_PLAYER(attacker))
698                 {
699                         if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
700                         {
701                                 damage = 0;
702                                 force = '0 0 0';
703                         }
704                         else if(SAME_TEAM(attacker, targ))
705                         {
706                                 if(autocvar_teamplay_mode == 1)
707                                         damage = 0;
708                                 else if(attacker != targ)
709                                 {
710                                         if(autocvar_teamplay_mode == 3)
711                                                 damage = 0;
712                                         else if(autocvar_teamplay_mode == 4)
713                                         {
714                                                 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
715                                                 {
716                                                         attacker.dmg_team = attacker.dmg_team + damage;
717                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
718                                                         if(complainteamdamage > 0)
719                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
720                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
721                                                         damage = autocvar_g_friendlyfire * damage;
722                                                         // mirrordamage will be used LATER
723
724                                                         if(autocvar_g_mirrordamage_virtual)
725                                                         {
726                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
727                                                                 attacker.dmg_take += v_x;
728                                                                 attacker.dmg_save += v_y;
729                                                                 attacker.dmg_inflictor = inflictor;
730                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
731                                                                 mirrorforce = 0;
732                                                         }
733
734                                                         if(autocvar_g_friendlyfire_virtual)
735                                                         {
736                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
737                                                                 targ.dmg_take += v_x;
738                                                                 targ.dmg_save += v_y;
739                                                                 targ.dmg_inflictor = inflictor;
740                                                                 damage = 0;
741                                                                 if(!autocvar_g_friendlyfire_virtual_force)
742                                                                         force = '0 0 0';
743                                                         }
744                                                 }
745                                                 else
746                                                         damage = 0;
747                                         }
748                                 }
749                         }
750                 }
751
752                 if (!DEATH_ISSPECIAL(deathtype))
753                 {
754                         damage *= g_weapondamagefactor;
755                         mirrordamage *= g_weapondamagefactor;
756                         complainteamdamage *= g_weapondamagefactor;
757                         force = force * g_weaponforcefactor;
758                         mirrorforce *= g_weaponforcefactor;
759                 }
760
761                 // should this be changed at all? If so, in what way?
762                 frag_attacker = attacker;
763                 frag_target = targ;
764                 frag_damage = damage;
765                 frag_force = force;
766                 frag_deathtype = deathtype;
767                 frag_mirrordamage = mirrordamage;
768                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
769                 damage = frag_damage;
770                 mirrordamage = frag_mirrordamage;
771                 force = frag_force;
772
773                 if(targ.frozen)
774                 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
775                 {
776                         if(autocvar_g_freezetag_revive_falldamage > 0)
777                         if(deathtype == DEATH_FALL)
778                         if(damage >= autocvar_g_freezetag_revive_falldamage)
779                         {
780                                 Unfreeze(targ);
781                                 targ.health = autocvar_g_freezetag_revive_falldamage_health;
782                                 pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
783                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
784                                 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
785                         }
786
787                         damage = 0;
788                         force *= autocvar_g_freezetag_frozen_force;
789                 }
790                 
791                 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
792                 {
793                         pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
794                 
795                         entity oldself = self;
796                         self = targ;
797                         entity spot = SelectSpawnPoint (FALSE);
798                         
799                         if(spot)
800                         {
801                                 damage = 0;
802                                 self.deadflag = DEAD_NO;
803
804                                 self.angles = spot.angles;
805                                 
806                                 self.effects = 0;
807                                 self.effects |= EF_TELEPORT_BIT;
808
809                                 self.angles_z = 0; // never spawn tilted even if the spot says to
810                                 self.fixangle = TRUE; // turn this way immediately
811                                 self.velocity = '0 0 0';
812                                 self.avelocity = '0 0 0';
813                                 self.punchangle = '0 0 0';
814                                 self.punchvector = '0 0 0';
815                                 self.oldvelocity = self.velocity;
816                                 
817                                 self.spawnorigin = spot.origin;
818                                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
819                                 // don't reset back to last position, even if new position is stuck in solid
820                                 self.oldorigin = self.origin;
821                                 self.prevorigin = self.origin;
822                                 
823                                 pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
824                         }
825                         
826                         self = oldself;
827                 }
828
829                 if(!g_instagib)
830                 {
831                         // apply strength multiplier
832                         if (attacker.items & IT_STRENGTH)
833                         {
834                                 if(targ == attacker)
835                                 {
836                                         damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
837                                         force = force * autocvar_g_balance_powerup_strength_selfforce;
838                                 }
839                                 else
840                                 {
841                                         damage = damage * autocvar_g_balance_powerup_strength_damage;
842                                         force = force * autocvar_g_balance_powerup_strength_force;
843                                 }
844                         }
845
846                         // apply invincibility multiplier
847                         if (targ.items & IT_INVINCIBLE)
848                                 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
849                 }
850
851                 if (targ == attacker)
852                         damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
853
854                 // count the damage
855                 if(attacker)
856                 if(!targ.deadflag)
857                 if(targ.takedamage == DAMAGE_AIM)
858                 if(targ != attacker)
859                 {
860                         entity victim;
861                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
862                                 victim = targ.owner;
863                         else
864                                 victim = targ;
865
866                         if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
867                         {
868                                 if(DIFF_TEAM(victim, attacker))
869                                 {
870                                         if(damage > 0)
871                                         {
872                                                 if(deathtype != DEATH_FIRE)
873                                                 {
874                                                         if(victim.BUTTON_CHAT)
875                                                                 attacker.typehitsound += 1;
876                                                         else
877                                                                 attacker.hitsound += 1;
878                                                 }
879
880                                                 damage_goodhits += 1;
881                                                 damage_gooddamage += damage;
882
883                                                 if (!DEATH_ISSPECIAL(deathtype))
884                                                 {
885                                                         if(IS_PLAYER(targ)) // don't do this for vehicles
886                                                         if(IsFlying(victim))
887                                                                 yoda = 1;
888                                                 }
889                                         }
890                                 }
891                                 else
892                                 {
893                                         if(deathtype != DEATH_FIRE)
894                                         {
895                                                 attacker.typehitsound += 1;
896                                         }
897                                         if(complainteamdamage > 0)
898                                                 if(time > attacker.teamkill_complain)
899                                                 {
900                                                         attacker.teamkill_complain = time + 5;
901                                                         attacker.teamkill_soundtime = time + 0.4;
902                                                         attacker.teamkill_soundsource = targ;
903                                                 }
904                                 }
905                         }
906                 }
907         }
908
909         // apply push
910         if (self.damageforcescale)
911         if (vlen(force))
912         if (!IS_PLAYER(self) || time >= self.spawnshieldtime)
913         {
914                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
915                 if(self.movetype == MOVETYPE_PHYSICS)
916                 {
917                         entity farcent;
918                         farcent = spawn();
919                         farcent.classname = "farce";
920                         farcent.enemy = self;
921                         farcent.movedir = farce * 10;
922                         if(self.mass)
923                                 farcent.movedir = farcent.movedir * self.mass;
924                         farcent.origin = hitloc;
925                         farcent.forcetype = FORCETYPE_FORCEATPOS;
926                         farcent.nextthink = time + 0.1;
927                         farcent.think = SUB_Remove;
928                 }
929                 else
930                         self.velocity = self.velocity + farce;
931                 self.flags &= ~FL_ONGROUND;
932                 UpdateCSQCProjectile(self);
933         }
934         // apply damage
935         if (damage != 0 || (self.damageforcescale && vlen(force)))
936         if (self.event_damage)
937                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
938         self = oldself;
939
940         // apply mirror damage if any
941         if(mirrordamage > 0 || mirrorforce > 0)
942         {
943                 attacker = attacker_save;
944
945                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
946                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
947         }
948 }
949
950 float RadiusDamage_running;
951 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity)
952         // Returns total damage applies to creatures
953 {
954         entity  targ;
955         vector  force;
956         float   total_damage_to_creatures;
957         entity  next;
958         float   tfloordmg;
959         float   tfloorforce;
960
961         float stat_damagedone;
962
963         if(RadiusDamage_running)
964         {
965                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
966                 return 0;
967         }
968
969         RadiusDamage_running = 1;
970
971         tfloordmg = autocvar_g_throughfloor_damage;
972         tfloorforce = autocvar_g_throughfloor_force;
973
974         total_damage_to_creatures = 0;
975
976         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
977                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
978                 {
979                         force = inflictorvelocity;
980                         if(vlen(force) == 0)
981                                 force = '0 0 -1';
982                         else
983                                 force = normalize(force);
984                         if(forceintensity >= 0)
985                                 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
986                         else
987                                 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
988                 }
989
990         stat_damagedone = 0;
991
992         targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
993         while (targ)
994         {
995                 next = targ.chain;
996                 if ((targ != inflictor) || inflictorselfdamage)
997                 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
998                 if (targ.takedamage)
999                 {
1000                         vector nearest;
1001                         vector diff;
1002                         float power;
1003
1004                         // LordHavoc: measure distance to nearest point on target (not origin)
1005                         // (this guarentees 100% damage on a touch impact)
1006                         nearest = targ.WarpZone_findradius_nearest;
1007                         diff = targ.WarpZone_findradius_dist;
1008                         // round up a little on the damage to ensure full damage on impacts
1009                         // and turn the distance into a fraction of the radius
1010                         power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1011                         //bprint(" ");
1012                         //bprint(ftos(power));
1013                         //if (targ == attacker)
1014                         //      print(ftos(power), "\n");
1015                         if (power > 0)
1016                         {
1017                                 float finaldmg;
1018                                 if (power > 1)
1019                                         power = 1;
1020                                 finaldmg = coredamage * power + edgedamage * (1 - power);
1021                                 if (finaldmg > 0)
1022                                 {
1023                                         float a;
1024                                         float c;
1025                                         vector hitloc;
1026                                         vector myblastorigin;
1027                                         vector center;
1028
1029                                         myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1030
1031                                         // if it's a player, use the view origin as reference
1032                                         center = CENTER_OR_VIEWOFS(targ);
1033
1034                                         force = normalize(center - myblastorigin);
1035                                         force = force * (finaldmg / coredamage) * forceintensity;
1036                                         hitloc = nearest;
1037
1038                                         if(deathtype & WEP_BLASTER)
1039                                                 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1040
1041                                         if(targ != directhitentity)
1042                                         {
1043                                                 float hits;
1044                                                 float total;
1045                                                 float hitratio;
1046                                                 float mininv_f, mininv_d;
1047
1048                                                 // test line of sight to multiple positions on box,
1049                                                 // and do damage if any of them hit
1050                                                 hits = 0;
1051
1052                                                 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1053                                                 // so for a given max stddev:
1054                                                 // n = (1 / (2 * max stddev of hitratio))^2
1055
1056                                                 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1057                                                 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1058
1059                                                 if(autocvar_g_throughfloor_debug)
1060                                                         printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1061
1062
1063                                                 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1064
1065                                                 if(autocvar_g_throughfloor_debug)
1066                                                         printf(" steps=%f", total);
1067
1068
1069                                                 if (IS_PLAYER(targ))
1070                                                         total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1071                                                 else
1072                                                         total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1073
1074                                                 if(autocvar_g_throughfloor_debug)
1075                                                         printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1076
1077                                                 for(c = 0; c < total; ++c)
1078                                                 {
1079                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1080                                                         WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1081                                                         if (trace_fraction == 1 || trace_ent == targ)
1082                                                         {
1083                                                                 ++hits;
1084                                                                 if (hits > 1)
1085                                                                         hitloc = hitloc + nearest;
1086                                                                 else
1087                                                                         hitloc = nearest;
1088                                                         }
1089                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1090                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1091                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1092                                                 }
1093
1094                                                 nearest = hitloc * (1 / max(1, hits));
1095                                                 hitratio = (hits / total);
1096                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1097                                                 finaldmg = finaldmg * a;
1098                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1099                                                 force = force * a;
1100
1101                                                 if(autocvar_g_throughfloor_debug)
1102                                                         printf(" D=%f F=%f\n", finaldmg, vlen(force));
1103                                         }
1104
1105                                         //if (targ == attacker)
1106                                         //{
1107                                         //      print("hits ", ftos(hits), " / ", ftos(total));
1108                                         //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1109                                         //      print(" (", ftos(a), ")\n");
1110                                         //}
1111                                         if(finaldmg || vlen(force))
1112                                         {
1113                                                 if(targ.iscreature)
1114                                                 {
1115                                                         total_damage_to_creatures += finaldmg;
1116
1117                                                         if(accuracy_isgooddamage(attacker, targ))
1118                                                                 stat_damagedone += finaldmg;
1119                                                 }
1120
1121                                                 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1122                                                         Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1123                                                 else
1124                                                         Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1125                                         }
1126                                 }
1127                         }
1128                 }
1129                 targ = next;
1130         }
1131
1132         RadiusDamage_running = 0;
1133
1134         if(!DEATH_ISSPECIAL(deathtype))
1135                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1136
1137         return total_damage_to_creatures;
1138 }
1139
1140 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity)
1141 {
1142         return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, FALSE, forceintensity, deathtype, directhitentity);
1143 }
1144
1145 .float fire_damagepersec;
1146 .float fire_endtime;
1147 .float fire_deathtype;
1148 .entity fire_owner;
1149 .float fire_hitsound;
1150 .entity fire_burner;
1151
1152 void fireburner_think();
1153
1154 float Fire_IsBurning(entity e)
1155 {
1156         return (time < e.fire_endtime);
1157 }
1158
1159 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1160 {
1161         float dps;
1162         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1163
1164         if(IS_PLAYER(e))
1165         {
1166                 if(e.deadflag)
1167                         return -1;
1168         }
1169         else
1170         {
1171                 if(!e.fire_burner)
1172                 {
1173                         // print("adding a fire burner to ", e.classname, "\n");
1174                         e.fire_burner = spawn();
1175                         e.fire_burner.classname = "fireburner";
1176                         e.fire_burner.think = fireburner_think;
1177                         e.fire_burner.nextthink = time;
1178                         e.fire_burner.owner = e;
1179                 }
1180         }
1181
1182         t = max(t, 0.1);
1183         dps = d / t;
1184         if(Fire_IsBurning(e))
1185         {
1186                 mintime = e.fire_endtime - time;
1187                 maxtime = max(mintime, t);
1188
1189                 mindps = e.fire_damagepersec;
1190                 maxdps = max(mindps, dps);
1191
1192                 if(maxtime > mintime || maxdps > mindps)
1193                 {
1194                         // Constraints:
1195
1196                         // damage we have right now
1197                         mindamage = mindps * mintime;
1198
1199                         // damage we want to get
1200                         maxdamage = mindamage + d;
1201
1202                         // but we can't exceed maxtime * maxdps!
1203                         totaldamage = min(maxdamage, maxtime * maxdps);
1204
1205                         // LEMMA:
1206                         // Look at:
1207                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1208                         // We see:
1209                         // totaldamage <= maxtime * maxdps
1210                         // ==> totaldamage / maxdps <= maxtime.
1211                         // We also see:
1212                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1213                         //                     >= min(mintime, maxtime)
1214                         // ==> totaldamage / maxdps >= mintime.
1215
1216                         /*
1217                         // how long do we damage then?
1218                         // at least as long as before
1219                         // but, never exceed maxdps
1220                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1221                         */
1222
1223                         // alternate:
1224                         // at most as long as maximum allowed
1225                         // but, never below mindps
1226                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1227
1228                         // assuming t > mintime, dps > mindps:
1229                         // we get d = t * dps = maxtime * maxdps
1230                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1231                         // totaldamage / maxdps = maxtime
1232                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1233                         // FROM THIS:
1234                         // a) totaltime = max(mintime, maxtime) = maxtime
1235                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1236
1237                         // assuming t <= mintime:
1238                         // we get maxtime = mintime
1239                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1240                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1241
1242                         // assuming dps <= mindps:
1243                         // we get mindps = maxdps.
1244                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1245                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1246                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1247
1248                         e.fire_damagepersec = totaldamage / totaltime;
1249                         e.fire_endtime = time + totaltime;
1250                         if(totaldamage > 1.2 * mindamage)
1251                         {
1252                                 e.fire_deathtype = dt;
1253                                 if(e.fire_owner != o)
1254                                 {
1255                                         e.fire_owner = o;
1256                                         e.fire_hitsound = FALSE;
1257                                 }
1258                         }
1259                         if(accuracy_isgooddamage(o, e))
1260                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1261                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1262                 }
1263                 else
1264                         return 0;
1265         }
1266         else
1267         {
1268                 e.fire_damagepersec = dps;
1269                 e.fire_endtime = time + t;
1270                 e.fire_deathtype = dt;
1271                 e.fire_owner = o;
1272                 e.fire_hitsound = FALSE;
1273                 if(accuracy_isgooddamage(o, e))
1274                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1275                 return d;
1276         }
1277 }
1278
1279 void Fire_ApplyDamage(entity e)
1280 {
1281         float t, d, hi, ty;
1282         entity o;
1283
1284         if (!Fire_IsBurning(e))
1285                 return;
1286
1287         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1288         if(IS_NOT_A_CLIENT(o))
1289                 o = e.fire_owner;
1290
1291         // water and slime stop fire
1292         if(e.waterlevel)
1293         if(e.watertype != CONTENT_LAVA)
1294                 e.fire_endtime = 0;
1295
1296         // ice stops fire
1297         if(e.frozen)
1298                 e.fire_endtime = 0;
1299
1300         t = min(frametime, e.fire_endtime - time);
1301         d = e.fire_damagepersec * t;
1302
1303         hi = e.fire_owner.hitsound;
1304         ty = e.fire_owner.typehitsound;
1305         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1306         if(e.fire_hitsound && e.fire_owner)
1307         {
1308                 e.fire_owner.hitsound = hi;
1309                 e.fire_owner.typehitsound = ty;
1310         }
1311         e.fire_hitsound = TRUE;
1312
1313         if (!IS_INDEPENDENT_PLAYER(e))
1314         if(!e.frozen)
1315         FOR_EACH_PLAYER(other) if(e != other)
1316         {
1317                 if(IS_PLAYER(other))
1318                 if(other.deadflag == DEAD_NO)
1319                 if (!IS_INDEPENDENT_PLAYER(other))
1320                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1321                 {
1322                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1323                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1324                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1325                 }
1326         }
1327 }
1328
1329 void Fire_ApplyEffect(entity e)
1330 {
1331         if(Fire_IsBurning(e))
1332                 e.effects |= EF_FLAME;
1333         else
1334                 e.effects &= ~EF_FLAME;
1335 }
1336
1337 void fireburner_think()
1338 {
1339         // for players, this is done in the regular loop
1340         if(wasfreed(self.owner))
1341         {
1342                 remove(self);
1343                 return;
1344         }
1345         Fire_ApplyEffect(self.owner);
1346         if(!Fire_IsBurning(self.owner))
1347         {
1348                 self.owner.fire_burner = world;
1349                 remove(self);
1350                 return;
1351         }
1352         Fire_ApplyDamage(self.owner);
1353         self.nextthink = time;
1354 }