Actually, enable NOTIFICATIONS_DEBUG by default for now, but also add cvar
[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
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_lms)
190                 {
191                         // remove a life
192                         float tl;
193                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
194                         if(tl < lms_lowest_lives)
195                                 lms_lowest_lives = tl;
196                         if(tl <= 0)
197                         {
198                                 if(!lms_next_place)
199                                         lms_next_place = player_count;
200                                 else
201                                         lms_next_place = min(lms_next_place, player_count);
202                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
203                                 --lms_next_place;
204                         }
205                         f = 0;
206                 }
207         }
208
209         attacker.totalfrags += f;
210
211         if(f)
212                 UpdateFrags(attacker, f);
213 }
214
215 string AppendItemcodes(string s, entity player)
216 {
217         float w;
218         w = player.weapon;
219         //if(w == 0)
220         //      w = player.switchweapon;
221         if(w == 0)
222                 w = player.cnt; // previous weapon!
223         s = strcat(s, ftos(w));
224         if(time < player.strength_finished)
225                 s = strcat(s, "S");
226         if(time < player.invincible_finished)
227                 s = strcat(s, "I");
228         if(player.flagcarried != world)
229                 s = strcat(s, "F");
230         if(player.BUTTON_CHAT)
231                 s = strcat(s, "T");
232         if(player.kh_next)
233                 s = strcat(s, "K");
234         return s;
235 }
236
237 void LogDeath(string mode, float deathtype, entity killer, entity killed)
238 {
239         string s;
240         if(!autocvar_sv_eventlog)
241                 return;
242         s = strcat(":kill:", mode);
243         s = strcat(s, ":", ftos(killer.playerid));
244         s = strcat(s, ":", ftos(killed.playerid));
245         s = strcat(s, ":type=", Deathtype_Name(deathtype));
246         s = strcat(s, ":items=");
247         s = AppendItemcodes(s, killer);
248         if(killed != killer)
249         {
250                 s = strcat(s, ":victimitems=");
251                 s = AppendItemcodes(s, killed);
252         }
253         GameLogEcho(s);
254 }
255
256 void Obituary_SpecialDeath(
257         entity notif_target,
258         float murder,
259         float deathtype,
260         string s1, string s2, string s3,
261         float f1, float f2, float f3)
262 {
263         if(DEATH_ISSPECIAL(deathtype))
264         {
265                 entity deathent = deathtypes[(deathtype - DT_FIRST) - 1];
266                 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
267
268                 if(murder)
269                 {
270                         if(deathent.death_msgmurder)
271                         {
272                                 Send_Notification_WOVA(
273                                         NOTIF_ONE,
274                                         notif_target,
275                                         MSG_MULTI,
276                                         deathent.death_msgmurder.nent_id,
277                                         s1, s2, s3, "",
278                                         f1, f2, f3, 0
279                                 );
280                                 Send_Notification_WOVA(
281                                         NOTIF_ALL_EXCEPT,
282                                         notif_target,
283                                         MSG_INFO,
284                                         deathent.death_msgmurder.nent_msginfo.nent_id,
285                                         s1, s2, s3, "",
286                                         f1, f2, f3, 0
287                                 );
288                         }
289                 }
290                 else
291                 {
292                         if(deathent.death_msgself)
293                         {
294                                 Send_Notification_WOVA(
295                                         NOTIF_ONE,
296                                         notif_target,
297                                         MSG_MULTI,
298                                         deathent.death_msgself.nent_id,
299                                         s1, s2, s3, "",
300                                         f1, f2, f3, 0
301                                 );
302                                 Send_Notification_WOVA(
303                                         NOTIF_ALL_EXCEPT,
304                                         notif_target,
305                                         MSG_INFO,
306                                         deathent.death_msgself.nent_msginfo.nent_id,
307                                         s1, s2, s3, "",
308                                         f1, f2, f3, 0
309                                 );
310                         }
311                 }
312         }
313         else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
314 }
315
316 float w_deathtype;
317 float Obituary_WeaponDeath(
318         entity notif_target,
319         float murder,
320         float deathtype,
321         string s1, string s2, string s3,
322         float f1, float f2)
323 {
324         float death_weapon = DEATH_WEAPONOF(deathtype);
325         if(death_weapon)
326         {
327                 w_deathtype = deathtype;
328                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
329                 w_deathtype = FALSE;
330
331                 if(death_message)
332                 {
333                         Send_Notification_WOVA(
334                                 NOTIF_ONE,
335                                 notif_target,
336                                 MSG_MULTI,
337                                 death_message,
338                                 s1, s2, s3, "",
339                                 f1, f2, 0, 0
340                         );
341                         Send_Notification_WOVA(
342                                 NOTIF_ALL_EXCEPT,
343                                 notif_target,
344                                 MSG_INFO,
345                                 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
346                                 s1, s2, s3, "",
347                                 f1, f2, 0, 0
348                         );
349                 }
350                 else
351                 {
352                         dprint(sprintf(
353                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
354                                 deathtype,
355                                 death_weapon
356                         ));
357                 }
358
359                 return TRUE;
360         }
361         return FALSE;
362 }
363
364 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
365 {
366         // Sanity check
367         if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
368
369         // Declarations
370         float notif_firstblood = FALSE;
371         float kill_count_to_attacker, kill_count_to_target;
372
373         // Set final information for the death
374         targ.death_origin = targ.origin;
375         if(targ != attacker) { targ.killer_origin = attacker.origin; }
376         string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
377
378         #ifdef NOTIFICATIONS_DEBUG
379         Debug_Notification(
380                 sprintf(
381                         "Obituary(%s, %s, %s, %s = %d);\n",
382                         attacker.netname,
383                         inflictor.netname,
384                         targ.netname,
385                         Deathtype_Name(deathtype),
386                         deathtype
387                 )
388         );
389         #endif
390         
391         // =======
392         // SUICIDE
393         // =======
394         if(targ == attacker)
395         {
396                 if(DEATH_ISSPECIAL(deathtype))
397                 {
398                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
399                         {
400                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
401                         }
402                         else
403                         {
404                                 switch(deathtype)
405                                 {
406                                         case DEATH_MIRRORDAMAGE:
407                                         {
408                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
409                                                 break;
410                                         }
411                                         
412                                         default:
413                                         {
414                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
415                                                 break;
416                                         }
417                                 }
418                         }
419                 }
420                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
421                 {
422                         backtrace("SUICIDE: what the hell happened here?\n");
423                         return;
424                 }
425                 LogDeath("suicide", deathtype, targ, targ);
426                 GiveFrags(attacker, targ, -1, deathtype);
427         }
428
429         // ======
430         // MURDER
431         // ======
432         else if(IS_PLAYER(attacker))
433         {
434                 if(!IsDifferentTeam(attacker, targ))
435                 {
436                         LogDeath("tk", deathtype, attacker, targ);
437                         GiveFrags(attacker, targ, -1, deathtype);
438
439                         attacker.killcount = 0;
440                         
441                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
442                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
443                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
444
445                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
446                         // No need for specific death/weapon messages...
447                 }
448                 else
449                 {
450                         LogDeath("frag", deathtype, attacker, targ);
451                         GiveFrags(attacker, targ, 1, deathtype);
452
453                         attacker.taunt_soundtime = time + 1;
454                         attacker.killcount = attacker.killcount + 1;
455
456                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
457                                 case counta: \
458                                 { \
459                                         Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
460                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
461                                         break; \
462                                 }
463                         switch(attacker.killcount)
464                         {
465                                 KILL_SPREE_LIST
466                                 default: break;
467                         }
468                         #undef SPREE_ITEM
469
470                         if(!checkrules_firstblood)
471                         {
472                                 checkrules_firstblood = TRUE;
473                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
474                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
475                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
476
477                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
478                                 kill_count_to_attacker = -1;
479                                 kill_count_to_target = -2;
480                         }
481                         else
482                         {
483                                 kill_count_to_attacker = attacker.killcount;
484                                 kill_count_to_target = 0;
485                         }
486
487                         float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
488                         if(targ.istypefrag)
489                         {
490                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
491                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
492                                 else
493                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
494
495                                 if(targ.FRAG_VERBOSE && verbose_allowed)
496                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
497                                 else
498                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
499                         }
500                         else
501                         {
502                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
503                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
504                                 else
505                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
506
507                                 if(targ.FRAG_VERBOSE && verbose_allowed)
508                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
509                                 else
510                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
511                         }
512
513                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
514                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
515                 }
516         }
517
518         // =============
519         // ACCIDENT/TRAP
520         // =============
521         else
522         {
523                 switch(deathtype)
524                 {
525                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
526                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
527                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
528                         /*case DEATH_HURTTRIGGER:
529                         {
530                                 s1 = targ.netname;
531                                 s2 = inflictor.message;
532                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
533                                 break;
534                         }*/
535
536                         case DEATH_CUSTOM:
537                         {
538                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
539                                         targ.netname,
540                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
541                                         deathlocation,
542                                         targ.killcount,
543                                         0,
544                                         0);
545                                 break;
546                         }
547                         
548                         default:
549                         {
550                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
551                                 break;
552                         }
553                 }
554
555                 LogDeath("accident", deathtype, targ, targ);
556                 GiveFrags(targ, targ, -1, deathtype);
557
558                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
559                 {
560                         Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
561                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
562                 }
563         }
564
565         // reset target kill count
566         if(targ.killcount) { targ.killcount = 0; }
567 }
568
569 // these are updated by each Damage call for use in button triggering and such
570 entity damage_targ;
571 entity damage_inflictor;
572 entity damage_attacker;
573
574 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
575 {
576         float mirrordamage;
577         float mirrorforce;
578         float complainteamdamage = 0; 
579         entity attacker_save;
580         mirrordamage = 0;
581         mirrorforce = 0;
582
583         if (gameover || targ.killcount == -666)
584                 return;
585
586         entity oldself;
587         oldself = self;
588         self = targ;
589         damage_targ = targ;
590         damage_inflictor = inflictor;
591         damage_attacker = attacker;
592                 attacker_save = attacker;
593
594         if(targ.classname == "player")
595                 if(targ.hook)
596                         if(targ.hook.aiment)
597                                 if(targ.hook.aiment == attacker)
598                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
599
600         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
601         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
602         {
603                 if(targ.classname == "player")
604                         if not(IsDifferentTeam(targ, attacker))
605                         {
606                                 self = oldself;
607                                 return;
608                         }
609         }
610
611         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
612         {
613                 // These are ALWAYS lethal
614                 // No damage modification here
615                 // Instead, prepare the victim for his death...
616                 targ.armorvalue = 0;
617                 targ.spawnshieldtime = 0;
618                 targ.health = 0.9; // this is < 1
619                 targ.flags -= targ.flags & FL_GODMODE;
620                 damage = 100000;
621         }
622         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
623         {
624                 // no processing
625         }
626         else
627         {
628                 /*
629                 skill based bot damage? gtfo. (tZork)
630                 if (targ.classname == "player")
631                 if (attacker.classname == "player")
632                 if (!targ.isbot)
633                 if (attacker.isbot)
634                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
635         */
636         
637                 // nullify damage if teamplay is on
638                 if(deathtype != DEATH_TELEFRAG)
639                 if(attacker.classname == "player")
640                 {
641                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
642                         {
643                                 damage = 0;
644                                 force = '0 0 0';
645                         }
646                         else if(!IsDifferentTeam(attacker, targ))
647                         {
648                                 if(autocvar_teamplay_mode == 1)
649                                         damage = 0;
650                                 else if(attacker != targ)
651                                 {
652                                         if(autocvar_teamplay_mode == 3)
653                                                 damage = 0;
654                                         else if(autocvar_teamplay_mode == 4)
655                                         {
656                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
657                                                 {
658                                                         attacker.dmg_team = attacker.dmg_team + damage;
659                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
660                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
661                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
662                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
663                                                         if(g_minstagib)
664                                                         {
665                                                                 if(autocvar_g_friendlyfire == 0)
666                                                                         damage = 0;
667                                                         }
668                                                         else if(g_ca)
669                                                                 damage = 0;
670                                                         else
671                                                                 damage = autocvar_g_friendlyfire * damage;
672                                                         // mirrordamage will be used LATER
673
674                                                         if(autocvar_g_mirrordamage_virtual)
675                                                         {
676                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
677                                                                 attacker.dmg_take += v_x;
678                                                                 attacker.dmg_save += v_y;
679                                                                 attacker.dmg_inflictor = inflictor;
680                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
681                                                                 mirrorforce = 0;
682                                                         }
683
684                                                         if(autocvar_g_friendlyfire_virtual)
685                                                         {
686                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
687                                                                 targ.dmg_take += v_x;
688                                                                 targ.dmg_save += v_y;
689                                                                 targ.dmg_inflictor = inflictor;
690                                                                 damage = 0;
691                                                                 if(!autocvar_g_friendlyfire_virtual_force)
692                                                                         force = '0 0 0';
693                                                         }
694                                                 }
695                                                 else
696                                                         damage = 0;
697                                         }
698                                 }
699                         }
700                 }
701
702                 if(targ.classname == "player")
703                 if(attacker.classname == "player")
704                 if(attacker != targ)
705                 {
706                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
707                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
708                 }
709
710                 if(targ.classname == "player")
711                 if (g_minstagib)
712                 {
713                         if ((deathtype == DEATH_FALL)  ||
714                                 (deathtype == DEATH_DROWN) ||
715                                 (deathtype == DEATH_SLIME) ||
716                                 (deathtype == DEATH_LAVA)  ||
717                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
718                         {
719                                 self = oldself;
720                                 return;
721                         }
722                         if(damage > 0)
723                             damage = 10000;
724                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
725                         {
726                                 targ.armorvalue -= 1;
727                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
728                                 damage = 0;
729                                 targ.hitsound += 1;
730                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
731                         }
732                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
733                         {
734                                 damage = 0;
735                                 mirrordamage = 0;
736                                 complainteamdamage = 0;
737                                 if (targ != attacker)
738                                 {
739                                         if ((targ.health >= 1) && (targ.classname == "player"))
740                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
741                                         force = '0 0 0';
742                                         // keep mirrorforce
743                                         attacker = targ;
744                                 }
745                         }
746                 }
747
748                 if not(DEATH_ISSPECIAL(deathtype))
749                 {
750                         damage *= g_weapondamagefactor;
751                         mirrordamage *= g_weapondamagefactor;
752                         complainteamdamage *= g_weapondamagefactor;
753                         force = force * g_weaponforcefactor;
754                         mirrorforce *= g_weaponforcefactor;
755                 }
756                 
757                 // should this be changed at all? If so, in what way?
758                 frag_attacker = attacker;
759                 frag_target = targ;
760                 frag_damage = damage;
761                 frag_force = force;
762         frag_deathtype = deathtype;
763                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
764                 damage = frag_damage;
765                 force = frag_force;
766                 
767                 // apply strength multiplier
768                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
769                 {
770                         if(targ == attacker)
771                         {
772                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
773                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
774                         }
775                         else
776                         {
777                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
778                                 force = force * autocvar_g_balance_powerup_strength_force;
779                         }
780                 }
781
782                 // apply invincibility multiplier
783                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
784                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
785
786                 if (targ == attacker)
787                 {
788                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
789                                 damage = 0;
790                         else
791                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
792                 }
793
794                 // count the damage
795                 if(attacker)
796                 if(!targ.deadflag)
797                 if(targ.takedamage == DAMAGE_AIM)
798                 if(targ != attacker)
799                 {
800                         entity victim;
801                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
802                                 victim = targ.owner;
803                         else
804                                 victim = targ;
805
806                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
807                         {
808                                 if(IsDifferentTeam(victim, attacker))
809                                 {
810                                         if(damage > 0)
811                                         {
812                                                 if(deathtype != DEATH_FIRE)
813                                                 {
814                                                         if(victim.BUTTON_CHAT)
815                                                                 attacker.typehitsound += 1;
816                                                         else
817                                                                 attacker.hitsound += 1;
818                                                 }
819
820                                                 damage_goodhits += 1;
821                                                 damage_gooddamage += damage;
822
823                                                 if not(DEATH_ISSPECIAL(deathtype))
824                                                 {
825                                                         if(targ.classname == "player") // don't do this for vehicles
826                                                         if(!g_minstagib)
827                                                         if(IsFlying(victim))
828                                                                 yoda = 1;
829
830                                                         if(g_minstagib)
831                                                         if(victim.items & IT_STRENGTH)
832                                                                 yoda = 1;
833                                                 }
834                                         }
835                                 }
836                                 else
837                                 {
838                                         if(deathtype != DEATH_FIRE)
839                                         {
840                                                 attacker.typehitsound += 1;
841                                         }
842                                         if(complainteamdamage > 0)
843                                                 if(time > attacker.teamkill_complain)
844                                                 {
845                                                         attacker.teamkill_complain = time + 5;
846                                                         attacker.teamkill_soundtime = time + 0.4;
847                                                         attacker.teamkill_soundsource = targ;
848                                                 }
849                                 }
850                         }
851                 }
852         }
853
854         // apply push
855         if (self.damageforcescale)
856         if (vlen(force))
857         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
858         {
859                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
860                 if(self.movetype == MOVETYPE_PHYSICS)
861                 {
862                         entity farcent;
863                         farcent = spawn();
864                         farcent.classname = "farce";
865                         farcent.enemy = self;
866                         farcent.movedir = farce * 10;
867                         if(self.mass)
868                                 farcent.movedir = farcent.movedir * self.mass;
869                         farcent.origin = hitloc;
870                         farcent.forcetype = FORCETYPE_FORCEATPOS;
871                         farcent.nextthink = time + 0.1;
872                         farcent.think = SUB_Remove;
873                 }
874                 else
875                         self.velocity = self.velocity + farce;
876                 self.flags &~= FL_ONGROUND;
877                 UpdateCSQCProjectile(self);
878         }
879         // apply damage
880         if (damage != 0 || (self.damageforcescale && vlen(force)))
881         if (self.event_damage)
882                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
883         self = oldself;
884
885         // apply mirror damage if any
886         if(mirrordamage > 0 || mirrorforce > 0)
887         {
888                 attacker = attacker_save;
889                 if(g_minstagib)
890                 if(mirrordamage > 0)
891                 {
892                         // just lose extra LIVES, don't kill the player for mirror damage
893                         if(attacker.armorvalue > 0)
894                         {
895                                 attacker.armorvalue = attacker.armorvalue - 1;
896                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
897                                 attacker.hitsound += 1;
898                         }
899                         mirrordamage = 0;
900                 }
901
902                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
903                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
904         }
905 }
906
907 float RadiusDamage_running;
908 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
909         // Returns total damage applies to creatures
910 {
911         entity  targ;
912         vector  blastorigin;
913         vector  force;
914         float   total_damage_to_creatures;
915         entity  next;
916         float   tfloordmg;
917         float   tfloorforce;
918
919         float stat_damagedone;
920
921         if(RadiusDamage_running)
922         {
923                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
924                 return 0;
925         }
926
927         RadiusDamage_running = 1;
928
929         tfloordmg = autocvar_g_throughfloor_damage;
930         tfloorforce = autocvar_g_throughfloor_force;
931
932         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
933         total_damage_to_creatures = 0;
934
935         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
936                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
937                 {
938                         force = inflictor.velocity;
939                         if(vlen(force) == 0)
940                                 force = '0 0 -1';
941                         else
942                                 force = normalize(force);
943                         if(forceintensity >= 0)
944                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
945                         else
946                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
947                 }
948
949         stat_damagedone = 0;
950
951         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
952         while (targ)
953         {
954                 next = targ.chain;
955                 if (targ != inflictor)
956                         if (ignore != targ) if(targ.takedamage)
957                         {
958                                 vector nearest;
959                                 vector diff;
960                                 float power;
961
962                                 // LordHavoc: measure distance to nearest point on target (not origin)
963                                 // (this guarentees 100% damage on a touch impact)
964                                 nearest = targ.WarpZone_findradius_nearest;
965                                 diff = targ.WarpZone_findradius_dist;
966                                 // round up a little on the damage to ensure full damage on impacts
967                                 // and turn the distance into a fraction of the radius
968                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
969                                 //bprint(" ");
970                                 //bprint(ftos(power));
971                                 //if (targ == attacker)
972                                 //      print(ftos(power), "\n");
973                                 if (power > 0)
974                                 {
975                                         float finaldmg;
976                                         if (power > 1)
977                                                 power = 1;
978                                         finaldmg = coredamage * power + edgedamage * (1 - power);
979                                         if (finaldmg > 0)
980                                         {
981                                                 float a;
982                                                 float c;
983                                                 vector hitloc;
984                                                 vector myblastorigin;
985                                                 vector center;
986
987                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
988
989                                                 // if it's a player, use the view origin as reference
990                                                 center = CENTER_OR_VIEWOFS(targ);
991
992                                                 force = normalize(center - myblastorigin);
993                                                 force = force * (finaldmg / coredamage) * forceintensity;
994                                                 hitloc = nearest;
995
996                                                 if(targ != directhitentity)
997                                                 {
998                                                         float hits;
999                                                         float total;
1000                                                         float hitratio;
1001                                                         float mininv_f, mininv_d;
1002
1003                                                         // test line of sight to multiple positions on box,
1004                                                         // and do damage if any of them hit
1005                                                         hits = 0;
1006
1007                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1008                                                         // so for a given max stddev:
1009                                                         // n = (1 / (2 * max stddev of hitratio))^2
1010
1011                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1012                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1013
1014                                                         if(autocvar_g_throughfloor_debug)
1015                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1016
1017                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1018
1019                                                         if(autocvar_g_throughfloor_debug)
1020                                                                 print(sprintf(" steps=%f", total));
1021
1022                                                         if (targ.classname == "player")
1023                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1024                                                         else
1025                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1026
1027                                                         if(autocvar_g_throughfloor_debug)
1028                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1029
1030                                                         for(c = 0; c < total; ++c)
1031                                                         {
1032                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1033                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1034                                                                 if (trace_fraction == 1 || trace_ent == targ)
1035                                                                 {
1036                                                                         ++hits;
1037                                                                         if (hits > 1)
1038                                                                                 hitloc = hitloc + nearest;
1039                                                                         else
1040                                                                                 hitloc = nearest;
1041                                                                 }
1042                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1043                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1044                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1045                                                         }
1046
1047                                                         nearest = hitloc * (1 / max(1, hits));
1048                                                         hitratio = (hits / total);
1049                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1050                                                         finaldmg = finaldmg * a;
1051                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1052                                                         force = force * a;
1053
1054                                                         if(autocvar_g_throughfloor_debug)
1055                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1056                                                 }
1057
1058                                                 // laser force adjustments :P
1059                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1060                                                 {
1061                                                         if (targ == attacker)
1062                                                         {
1063                                                                 vector vel;
1064
1065                                                                 float force_zscale;
1066                                                                 float force_velocitybiasramp;
1067                                                                 float force_velocitybias;
1068
1069                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1070                                                                 if(deathtype & HITTYPE_SECONDARY)
1071                                                                 {
1072                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1073                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1074                                                                 }
1075                                                                 else
1076                                                                 {
1077                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1078                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1079                                                                 }
1080
1081                                                                 vel = targ.velocity;
1082                                                                 vel_z = 0;
1083                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1084                                                                 force =
1085                                                                         vlen(force)
1086                                                                         *
1087                                                                         normalize(normalize(force) + vel);
1088
1089                                                                 force_z *= force_zscale;
1090                                                         }
1091                                                         else
1092                                                         {
1093                                                                 if(deathtype & HITTYPE_SECONDARY)
1094                                                                 {
1095                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1096                                                                 }
1097                                                                 else
1098                                                                 {
1099                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1100                                                                 }
1101                                                         }
1102                                                 }
1103
1104                                                 //if (targ == attacker)
1105                                                 //{
1106                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1107                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1108                                                 //      print(" (", ftos(a), ")\n");
1109                                                 //}
1110                                                 if(finaldmg || vlen(force))
1111                                                 {
1112                                                         if(targ.iscreature)
1113                                                         {
1114                                                                 total_damage_to_creatures += finaldmg;
1115
1116                                                                 if(accuracy_isgooddamage(attacker, targ))
1117                                                                         stat_damagedone += finaldmg;
1118                                                         }
1119
1120                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1121                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1122                                                         else
1123                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1124                                                 }
1125                                         }
1126                                 }
1127                         }
1128                 targ = next;
1129         }
1130
1131         RadiusDamage_running = 0;
1132
1133         if(!DEATH_ISSPECIAL(deathtype))
1134                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1135
1136         return total_damage_to_creatures;
1137 }
1138
1139 .float fire_damagepersec;
1140 .float fire_endtime;
1141 .float fire_deathtype;
1142 .entity fire_owner;
1143 .float fire_hitsound;
1144 .entity fire_burner;
1145
1146 void fireburner_think();
1147
1148 float Fire_IsBurning(entity e)
1149 {
1150         return (time < e.fire_endtime);
1151 }
1152
1153 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1154 {
1155         float dps;
1156         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1157
1158         if(e.classname == "player")
1159         {
1160                 if(e.deadflag)
1161                         return -1;
1162         }
1163         else
1164         {
1165                 if(!e.fire_burner)
1166                 {
1167                         // print("adding a fire burner to ", e.classname, "\n");
1168                         e.fire_burner = spawn();
1169                         e.fire_burner.classname = "fireburner";
1170                         e.fire_burner.think = fireburner_think;
1171                         e.fire_burner.nextthink = time;
1172                         e.fire_burner.owner = e;
1173                 }
1174         }
1175
1176         t = max(t, 0.1);
1177         dps = d / t;
1178         if(Fire_IsBurning(e))
1179         {
1180                 mintime = e.fire_endtime - time;
1181                 maxtime = max(mintime, t);
1182
1183                 mindps = e.fire_damagepersec;
1184                 maxdps = max(mindps, dps);
1185
1186                 if(maxtime > mintime || maxdps > mindps)
1187                 {
1188                         // Constraints:
1189                         
1190                         // damage we have right now
1191                         mindamage = mindps * mintime;
1192
1193                         // damage we want to get
1194                         maxdamage = mindamage + d;
1195
1196                         // but we can't exceed maxtime * maxdps!
1197                         totaldamage = min(maxdamage, maxtime * maxdps);
1198
1199                         // LEMMA:
1200                         // Look at:
1201                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1202                         // We see:
1203                         // totaldamage <= maxtime * maxdps
1204                         // ==> totaldamage / maxdps <= maxtime.
1205                         // We also see:
1206                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1207                         //                     >= min(mintime, maxtime)
1208                         // ==> totaldamage / maxdps >= mintime.
1209
1210                         /*
1211                         // how long do we damage then?
1212                         // at least as long as before
1213                         // but, never exceed maxdps
1214                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1215                         */
1216
1217                         // alternate:
1218                         // at most as long as maximum allowed
1219                         // but, never below mindps
1220                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1221
1222                         // assuming t > mintime, dps > mindps:
1223                         // we get d = t * dps = maxtime * maxdps
1224                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1225                         // totaldamage / maxdps = maxtime
1226                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1227                         // FROM THIS:
1228                         // a) totaltime = max(mintime, maxtime) = maxtime
1229                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1230
1231                         // assuming t <= mintime:
1232                         // we get maxtime = mintime
1233                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1234                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1235
1236                         // assuming dps <= mindps:
1237                         // we get mindps = maxdps.
1238                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1239                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1240                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1241
1242                         e.fire_damagepersec = totaldamage / totaltime;
1243                         e.fire_endtime = time + totaltime;
1244                         if(totaldamage > 1.2 * mindamage)
1245                         {
1246                                 e.fire_deathtype = dt;
1247                                 if(e.fire_owner != o)
1248                                 {
1249                                         e.fire_owner = o;
1250                                         e.fire_hitsound = FALSE;
1251                                 }
1252                         }
1253                         if(accuracy_isgooddamage(o, e))
1254                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1255                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1256                 }
1257                 else
1258                         return 0;
1259         }
1260         else
1261         {
1262                 e.fire_damagepersec = dps;
1263                 e.fire_endtime = time + t;
1264                 e.fire_deathtype = dt;
1265                 e.fire_owner = o;
1266                 e.fire_hitsound = FALSE;
1267                 if(accuracy_isgooddamage(o, e))
1268                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1269                 return d;
1270         }
1271 }
1272
1273 void Fire_ApplyDamage(entity e)
1274 {
1275         float t, d, hi, ty;
1276         entity o;
1277
1278         if not(Fire_IsBurning(e))
1279                 return;
1280
1281         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1282         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1283                 o = e.fire_owner;
1284
1285         // water and slime stop fire
1286         if(e.waterlevel)
1287         if(e.watertype != CONTENT_LAVA)
1288                 e.fire_endtime = 0;
1289
1290         // ice stops fire
1291         if(e.freezetag_frozen)
1292                 e.fire_endtime = 0;
1293
1294         t = min(frametime, e.fire_endtime - time);
1295         d = e.fire_damagepersec * t;
1296
1297         hi = e.fire_owner.hitsound;
1298         ty = e.fire_owner.typehitsound;
1299         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1300         if(e.fire_hitsound && e.fire_owner)
1301         {
1302                 e.fire_owner.hitsound = hi;
1303                 e.fire_owner.typehitsound = ty;
1304         }
1305         e.fire_hitsound = TRUE;
1306
1307         if not(IS_INDEPENDENT_PLAYER(e))
1308         FOR_EACH_PLAYER(other) if(e != other)
1309         {
1310                 if(other.classname == "player")
1311                 if(other.deadflag == DEAD_NO)
1312                 if not(IS_INDEPENDENT_PLAYER(other))
1313                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1314                 {
1315                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1316                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1317                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1318                 }
1319         }
1320 }
1321
1322 void Fire_ApplyEffect(entity e)
1323 {
1324         if(Fire_IsBurning(e))
1325                 e.effects |= EF_FLAME;
1326         else
1327                 e.effects &~= EF_FLAME;
1328 }
1329
1330 void fireburner_think()
1331 {
1332         // for players, this is done in the regular loop
1333         if(wasfreed(self.owner))
1334         {
1335                 remove(self);
1336                 return;
1337         }
1338         Fire_ApplyEffect(self.owner);
1339         if(!Fire_IsBurning(self.owner))
1340         {
1341                 self.owner.fire_burner = world;
1342                 remove(self);
1343                 return;
1344         }
1345         Fire_ApplyDamage(self.owner);
1346         self.nextthink = time;
1347 }