b8e42bdfd5b4a9eb0abad587baaaf74816552ecc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         return TRUE;
18 }
19
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
21 {
22         // TODO maybe call this from non-edgedamage too?
23         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
24
25         entity e;
26
27         if(!sound_allowed(MSG_BROADCAST, dmgowner))
28                 deathtype |= 0x8000;
29
30         e = spawn();
31         setorigin(e, org);
32         e.projectiledeathtype = deathtype;
33         e.dmg = coredamage;
34         e.dmg_edge = edgedamage;
35         e.dmg_radius = rad;
36         e.dmg_force = vlen(force);
37         e.velocity = force;
38
39         e.oldorigin_x = compressShortVector(e.velocity);
40
41         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
42 }
43
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
45
46 float checkrules_firstblood;
47
48 float yoda;
49 float damage_goodhits;
50 float damage_gooddamage;
51 float headshot;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
53
54 .float dmg_team;
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
58 .entity pusher;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teams_matter)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 void GiveFrags (entity attacker, entity targ, float f)
106 {
107         float w;
108
109         // TODO route through PlayerScores instead
110         if(gameover) return;
111
112         if(f < 0)
113         {
114                 if(targ == attacker)
115                 {
116                         // suicide
117                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
118                 }
119                 else
120                 {
121                         // teamkill
122                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
123                 }
124         }
125         else
126         {
127                 // regular frag
128                 PlayerScore_Add(attacker, SP_KILLS, 1);
129         }
130
131         PlayerScore_Add(targ, SP_DEATHS, 1);
132
133         if(g_arena || g_ca)
134                 if(cvar("g_arena_roundbased"))
135                         return;
136
137         if(targ != attacker) // not for suicides
138         if(g_weaponarena_random)
139         {
140                 // after a frag, choose another random weapon set
141                 if(inWarmupStage)
142                         w = warmup_start_weapons;
143                 else
144                         w = start_weapons;
145
146                 attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
147                 if(attacker.weapons < 0)
148                 {
149                         // error from randombits: no weapon available
150                         // this means we can just give ALL weapons
151                         attacker.weapons = w;
152                 }
153                 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
154                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
155         }
156
157         // FIXME fix the mess this is (we have REAL points now!)
158         entity oldself;
159         oldself = self;
160         self = attacker;
161         frag_attacker = attacker;
162         frag_target = targ;
163         frag_score = f;
164         if(MUTATOR_CALLHOOK(GiveFragsForKill))
165         {
166                 f = frag_score;
167                 self = oldself;
168         }
169         else
170         {
171                 self = oldself;
172                 if(g_runematch)
173                 {
174                         f = RunematchHandleFrags(attacker, targ, f);
175                 }
176                 else if(g_lms)
177                 {
178                         // remove a life
179                         float tl;
180                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
181                         if(tl < lms_lowest_lives)
182                                 lms_lowest_lives = tl;
183                         if(tl <= 0)
184                         {
185                                 if(!lms_next_place)
186                                         lms_next_place = player_count;
187                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
188                                 --lms_next_place;
189                         }
190                         f = 0;
191                 }
192                 else if(g_ctf)
193                 {
194                         if(g_ctf_ignore_frags)
195                                 f = 0;
196                 }
197         }
198
199         attacker.totalfrags += f;
200
201         if(f)
202                 UpdateFrags(attacker, f);
203 }
204
205 string AppendItemcodes(string s, entity player)
206 {
207         float w;
208         w = player.weapon;
209         //if(w == 0)
210         //      w = player.switchweapon;
211         if(w == 0)
212                 w = player.cnt; // previous weapon!
213         s = strcat(s, ftos(w));
214         if(time < player.strength_finished)
215                 s = strcat(s, "S");
216         if(time < player.invincible_finished)
217                 s = strcat(s, "I");
218         if(player.flagcarried != world)
219                 s = strcat(s, "F");
220         if(player.BUTTON_CHAT)
221                 s = strcat(s, "T");
222         if(player.kh_next)
223                 s = strcat(s, "K");
224         if(player.runes)
225                 s = strcat(s, "|", ftos(player.runes));
226         return s;
227 }
228
229 void LogDeath(string mode, float deathtype, entity killer, entity killed)
230 {
231         string s;
232         if(!cvar("sv_eventlog"))
233                 return;
234         s = strcat(":kill:", mode);
235         s = strcat(s, ":", ftos(killer.playerid));
236         s = strcat(s, ":", ftos(killed.playerid));
237         s = strcat(s, ":type=", ftos(deathtype));
238         s = strcat(s, ":items=");
239         s = AppendItemcodes(s, killer);
240         if(killed != killer)
241         {
242                 s = strcat(s, ":victimitems=");
243                 s = AppendItemcodes(s, killed);
244         }
245         GameLogEcho(s);
246 }
247
248 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
249 {
250         WriteByte(MSG_ALL, SVC_TEMPENTITY);
251         WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
252         WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
253         WriteString(MSG_ALL, s1);
254         WriteString(MSG_ALL, s2);
255         WriteString(MSG_ALL, s3);
256         WriteShort(MSG_ALL, msg);
257         WriteByte(MSG_ALL, type);
258 }
259
260 // TODO: writespectatable?
261 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
262 void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
263 {
264         if (clienttype(e) == CLIENTTYPE_REAL)
265         {
266                 msg_entity = e;
267                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
268                 WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
269                 WriteByte(MSG_ONE, CSQC_CENTERPRINT);
270                 WriteString(MSG_ONE, s1);
271                 WriteString(MSG_ONE, s2);
272                 WriteShort(MSG_ONE, msg);
273                 WriteByte(MSG_ONE, type);
274         }
275 }
276
277 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
278 {
279         string  s, a, msg;
280         float p, w, type;
281
282         if (targ.classname == "player" || targ.classname == "corpse")
283         {
284                 if (targ.classname == "corpse")
285                         s = "A corpse";
286                 else
287                         s = targ.netname;
288
289                 a = attacker.netname;
290
291                 if (targ == attacker) // suicides
292                 {
293                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
294                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
295                         Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
296
297                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
298                         {
299                                 LogDeath("suicide", deathtype, targ, targ);
300                                 GiveFrags(attacker, targ, -1);
301                         }
302                         // TODO: hmm?
303                         /*
304                                 if (targ.killcount > 2)
305                                         bprint ("^1",s,"^1 faded after a ",ftos(targ.killcount)," point spree\n");
306                         */
307
308                         // TODO: wut is this?
309                         // givefrags for logging apparently?
310                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
311                         {
312                                 LogDeath("suicide", deathtype, targ, targ);
313                                 GiveFrags(attacker, targ, -1);
314                         }
315
316                         if (targ.killcount > 2)
317                                 msg = ftos(targ.killcount);
318                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
319                 }
320                 else if (attacker.classname == "player" || attacker.classname == "gib")
321                 {
322                         if(teams_matter && attacker.team == targ.team)
323                         {
324                                 type = KILL_TEAM;
325
326                                 GiveFrags(attacker, targ, -1);
327
328                                 if (targ.killcount > 2) {
329                                         msg = ftos(targ.killcount);
330                                         a = s;
331                                 }
332                                 if (attacker.killcount > 2) {
333                                         msg = ftos(attacker.killcount);
334                                         type = KILL_TEAM_SPREE;
335                                 }
336
337                                 attacker.killcount = 0;
338
339                                 LogDeath("tk", deathtype, attacker, targ);
340                                 Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
341                                 Send_KillNotification(a, msg, "", type, MSG_KILL);
342                         }
343                         else
344                         {
345                                 string blood_message, victim_message;
346                                 if (!checkrules_firstblood)
347                                 {
348                                         checkrules_firstblood = TRUE;
349                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
350                                         // TODO: make these print at newline if they dont
351                                         Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
352                                         Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
353                                 }
354
355                                 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
356                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
357                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
358                                 } else {
359                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
360                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
361                                 }
362
363                                 attacker.taunt_soundtime = time + 1;
364
365                                 // TODO: fix this?
366                                         if (deathtype == DEATH_CUSTOM)
367                                                 msg = strcat(deathmessage, " by ^1", msg);
368                                         else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
369                                         {
370                                                 msg = ftos(strstrofs(inflictor.message2, "#", 0));
371                                         }
372                                         Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
373
374                                 if(g_ctf && targ.flagcarried)
375                                 {
376                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
377                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
378                                         GiveFrags(attacker, targ, 0); // for logging
379                                 }
380                                 else
381                                         GiveFrags(attacker, targ, 1);
382
383                                 if (targ.killcount > 2) {
384                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
385                                 }
386
387                                 attacker.killcount = attacker.killcount + 1;
388
389                                 if (attacker.killcount > 2) {
390                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
391                                 }
392
393                                 LogDeath("frag", deathtype, attacker, targ);
394
395                                 if (attacker.killcount == 3)
396                                 {
397                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
398                                         AnnounceTo(attacker, "03kills");
399                                 }
400                                 else if (attacker.killcount == 5)
401                                 {
402                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
403                                         AnnounceTo(attacker, "05kills");
404                                 }
405                                 else if (attacker.killcount == 10)
406                                 {
407                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
408                                         AnnounceTo(attacker, "10kills");
409                                 }
410                                 else if (attacker.killcount == 15)
411                                 {
412                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
413                                         AnnounceTo(attacker, "15kills");
414                                 }
415                                 else if (attacker.killcount == 20)
416                                 {
417                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
418                                         AnnounceTo(attacker, "20kills");
419                                 }
420                                 else if (attacker.killcount == 25)
421                                 {
422                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
423                                         AnnounceTo(attacker, "25kills");
424                                 }
425                                 else if (attacker.killcount == 30)
426                                 {
427                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
428                                         AnnounceTo(attacker, "30kills");
429                                 }
430                         }
431                 }
432                 else
433                 {
434                         Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
435                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
436                                 msg = inflictor.message;
437                         else if (deathtype == DEATH_CUSTOM)
438                                 msg = deathmessage;
439
440                         GiveFrags(targ, targ, -1);
441                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
442                                 AnnounceTo(targ, "botlike");
443                         }
444                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
445
446                         if (targ.killcount > 2)
447                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
448
449                         LogDeath("accident", deathtype, targ, targ);
450                 }
451
452                 targ.death_origin = targ.origin;
453                 if(targ != attacker)
454                         targ.killer_origin = attacker.origin;
455
456                 // FIXME: this should go in PutClientInServer
457                 if (targ.killcount)
458                         targ.killcount = 0;
459         }
460 }
461
462 // these are updated by each Damage call for use in button triggering and such
463 entity damage_targ;
464 entity damage_inflictor;
465 entity damage_attacker;
466
467 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
468 {
469         float mirrordamage;
470         float mirrorforce;
471         float teamdamage0;
472         entity attacker_save;
473         mirrordamage = 0;
474         mirrorforce = 0;
475
476         if (gameover || targ.killcount == -666)
477                 return;
478
479         local entity oldself;
480         oldself = self;
481         self = targ;
482         damage_targ = targ;
483         damage_inflictor = inflictor;
484         damage_attacker = attacker;
485                 attacker_save = attacker;
486
487         if(targ.classname == "player")
488                 if(targ.hook)
489                         if(targ.hook.aiment)
490                                 if(targ.hook.aiment == attacker)
491                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
492
493         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
494         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
495         {
496                 if(targ.classname == "player")
497                         if not(IsDifferentTeam(targ, attacker))
498                         {
499                                 self = oldself;
500                                 return;
501                         }
502         }
503
504         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
505         {
506                 // These are ALWAYS lethal
507                 // No damage modification here
508                 // Instead, prepare the victim for his death...
509                 targ.armorvalue = 0;
510                 targ.spawnshieldtime = 0;
511                 targ.health = 0.9; // this is < 1
512                 targ.flags -= targ.flags & FL_GODMODE;
513                 damage = 100000;
514         }
515         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
516         {
517                 // no processing
518         }
519         else
520         {
521                 if (targ.classname == "player")
522                 if (attacker.classname == "player")
523                 if (!targ.isbot)
524                 if (attacker.isbot)
525                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
526
527                 // nullify damage if teamplay is on
528                 if(deathtype != DEATH_TELEFRAG)
529                 if(attacker.classname == "player")
530                 {
531                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
532                         {
533                                 damage = 0;
534                                 force = '0 0 0';
535                         }
536                         else if(attacker.team == targ.team)
537                         {
538                                 if(teamplay == 1)
539                                         damage = 0;
540                                 else if(attacker != targ)
541                                 {
542                                         if(teamplay == 3)
543                                                 damage = 0;
544                                         else if(teamplay == 4)
545                                         {
546                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
547                                                 {
548                                                         teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
549                                                         attacker.dmg_team = attacker.dmg_team + damage;
550                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
551                                                                 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
552                                                         mirrorforce = cvar("g_mirrordamage") * vlen(force);
553                                                         if(g_minstagib)
554                                                         {
555                                                                 if(cvar("g_friendlyfire") == 0)
556                                                                         damage = 0;
557                                                         }
558                                                         else if(g_ca)
559                                                                 damage = 0;
560                                                         else
561                                                                 damage = cvar("g_friendlyfire") * damage;
562                                                         // mirrordamage will be used LATER
563                                                 }
564                                                 else
565                                                         damage = 0;
566                                         }
567                                 }
568                         }
569                 }
570
571                 if(targ.classname == "player")
572                 if(attacker.classname == "player")
573                 if(attacker != targ)
574                 {
575                         targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
576                         attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
577                 }
578
579                 if(targ.classname == "player")
580                 if (g_minstagib)
581                 {
582                         if ((deathtype == DEATH_FALL)  ||
583                                 (deathtype == DEATH_DROWN) ||
584                                 (deathtype == DEATH_SLIME) ||
585                                 (deathtype == DEATH_LAVA)  ||
586                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
587                         {
588                                 self = oldself;
589                                 return;
590                         }
591                         if(damage > 0)
592                             damage = 10000;
593                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
594                         {
595                                 targ.armorvalue -= 1;
596                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
597                                 damage = 0;
598                                 targ.hitsound += 1;
599                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
600                         }
601                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
602                         {
603                                 damage = 0;
604                                 if (targ != attacker)
605                                 {
606                                         if ((targ.health >= 1) && (targ.classname == "player"))
607                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
608                                         damage = 0;
609                                         mirrordamage = 0;
610                                         force = '0 0 0';
611                                         // keep mirrorforce
612                                         attacker = targ;
613                                 }
614                         }
615                 }
616
617                 if not(DEATH_ISSPECIAL(deathtype))
618                 {
619                         damage *= g_weapondamagefactor;
620                         mirrordamage *= g_weapondamagefactor;
621                         force = force * g_weaponforcefactor;
622                         mirrorforce *= g_weaponforcefactor;
623                 }
624
625                 // apply strength multiplier
626                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
627                 {
628                         if(targ == attacker)
629                         {
630                                 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
631                                 force = force * cvar("g_balance_powerup_strength_selfforce");
632                         }
633                         else
634                         {
635                                 damage = damage * cvar("g_balance_powerup_strength_damage");
636                                 force = force * cvar("g_balance_powerup_strength_force");
637                         }
638                 }
639
640                 // apply invincibility multiplier
641                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
642                         damage = damage * cvar("g_balance_powerup_invincible_takedamage");
643
644                 if (targ == attacker)
645                 {
646                         if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
647                                 damage = 0;
648                         else
649                                 damage = damage * cvar("g_balance_selfdamagepercent");  // Partial damage if the attacker hits himself
650                 }
651
652                 // CTF: reduce damage/force
653                 if(g_ctf)
654                 if(targ == attacker)
655                 if(targ.flagcarried)
656                 {
657                         damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
658                         force = force * cvar("g_ctf_flagcarrier_selfforce");
659                 }
660
661                 if(g_runematch)
662                 {
663                         // apply strength rune
664                         if (attacker.runes & RUNE_STRENGTH)
665                         {
666                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
667                                 {
668                                         damage = damage * cvar("g_balance_rune_strength_combo_damage");
669                                         force = force * cvar("g_balance_rune_strength_combo_force");
670                                 }
671                                 else
672                                 {
673                                         damage = damage * cvar("g_balance_rune_strength_damage");
674                                         force = force * cvar("g_balance_rune_strength_force");
675                                 }
676                         }
677                         else if (attacker.runes & CURSE_WEAK)
678                         {
679                                 damage = damage * cvar("g_balance_curse_weak_damage");
680                                 force = force * cvar("g_balance_curse_weak_force");
681                         }
682
683                         // apply defense rune
684                         if (targ.runes & RUNE_DEFENSE)
685                         {
686                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
687                                         damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
688                                 else
689                                         damage = damage * cvar("g_balance_rune_defense_takedamage");
690                         }
691                         else if (targ.runes & CURSE_VULNER)
692                                 damage = damage * cvar("g_balance_curse_vulner_takedamage");
693                 }
694
695                 // count the damage
696                 if(attacker)
697                 if(!targ.deadflag)
698                 if(targ.takedamage == DAMAGE_AIM)
699                 if(targ != attacker)
700                 {
701                         if(targ.classname == "player")
702                         {
703                                 // HEAD SHOT:
704                                 // find height of hit on player axis
705                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
706                                 vector headmins, headmaxs, org;
707                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
708                                 headmins = org + GetHeadshotMins(targ);
709                                 headmaxs = org + GetHeadshotMaxs(targ);
710                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
711                                 {
712                                         deathtype |= HITTYPE_HEADSHOT;
713                                 }
714                         }
715                         else if(targ.classname == "turret_head")
716                         {
717                                 deathtype |= HITTYPE_HEADSHOT;
718                         }
719                         if(deathtype & HITTYPE_HEADSHOT)
720                                 damage *= 1 + damage_headshotbonus;
721
722                         if(targ.classname == "player")
723                         {
724                                 if(IsDifferentTeam(targ, attacker))
725                                 {
726                                         if(damage > 0)
727                                         {
728                                                 if(targ.BUTTON_CHAT)
729                                                         attacker.typehitsound += 1;
730                                                 else
731                                                         attacker.hitsound += 1;
732
733                                                 damage_goodhits += 1;
734                                                 damage_gooddamage += damage;
735
736                                                 if not(DEATH_ISSPECIAL(deathtype))
737                                                 {
738                                                         if(!g_minstagib)
739                                                         if(IsFlying(targ))
740                                                                 yoda = 1;
741
742                                                         if(g_minstagib)
743                                                         if(targ.items & IT_STRENGTH)
744                                                                 yoda = 1;
745
746                                                         if(deathtype & HITTYPE_HEADSHOT)
747                                                                 headshot = 1;
748                                                 }
749                                         }
750                                 }
751                                 else
752                                 {
753                                         if(deathtype != DEATH_FIRE)
754                                                 attacker.typehitsound += 1;
755                                         if(mirrordamage > 0)
756                                                 if(time > attacker.teamkill_complain)
757                                                 {
758                                                         attacker.teamkill_complain = time + 5;
759                                                         attacker.teamkill_soundtime = time + 0.4;
760                                                         attacker.teamkill_soundsource = targ;
761                                                 }
762                                 }
763                         }
764                 }
765         }
766
767         // apply push
768         if (self.damageforcescale)
769         if (vlen(force))
770         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
771         {
772                 self.velocity = self.velocity + self.damageforcescale * force;
773                 self.flags &~= FL_ONGROUND;
774                 UpdateCSQCProjectile(self);
775         }
776         // apply damage
777         if (damage != 0 || (self.damageforcescale && vlen(force)))
778         if (self.event_damage)
779                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
780         self = oldself;
781
782         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
783         {
784                 // Savage: vampire mode
785                 if (g_vampire)
786                 if (!g_minstagib)
787                 if (time >= self.spawnshieldtime)
788                 {
789                         attacker.health += damage;
790                 }
791                 if(g_runematch)
792                 {
793                         if (attacker.runes & RUNE_VAMPIRE)
794                         {
795                         // apply vampire rune
796                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
797                                 {
798                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
799                                         attacker.health = bound(
800                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
801                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
802                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
803                                 }
804                                 else
805                                 {
806                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
807                                         attacker.health = bound(
808                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
809                                                                                         // empathy won't let you gain health in the same way...
810                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
811                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
812                                         }
813                         }
814                         // apply empathy curse
815                         else if (attacker.runes & CURSE_EMPATHY)
816                         {
817                                 attacker.health = bound(
818                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
819                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
820                                         attacker.health);
821                         }
822                 }
823         }
824
825         // apply mirror damage if any
826         if(mirrordamage > 0 || mirrorforce > 0)
827         {
828                 attacker = attacker_save;
829                 if(g_minstagib)
830                         if(mirrordamage > 0)
831                         {
832                                 // just lose extra LIVES, don't kill the player for mirror damage
833                                 if(attacker.armorvalue > 0)
834                                 {
835                                         attacker.armorvalue = attacker.armorvalue - 1;
836                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
837                                         attacker.hitsound += 1;
838                                 }
839                                 mirrordamage = 0;
840                         }
841                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
842                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
843         }
844 }
845
846 vector NearestPointOnBox(entity box, vector org)
847 {
848         vector m1, m2, nearest;
849
850         m1 = box.mins + box.origin;
851         m2 = box.maxs + box.origin;
852
853         nearest_x = bound(m1_x, org_x, m2_x);
854         nearest_y = bound(m1_y, org_y, m2_y);
855         nearest_z = bound(m1_z, org_z, m2_z);
856
857         return nearest;
858 }
859
860 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
861 {
862         float weaponid;
863         weaponid = DEATH_WEAPONOF(deathtype);
864
865         if not(inWarmupStage)
866         if (weaponid)
867         if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
868                 attacker.stats_hit[weaponid - 1] += damage;
869                 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
870         }
871 }
872
873 float RadiusDamage_running;
874 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
875 // Returns total damage applies to creatures
876 {
877         entity  targ;
878         float   finaldmg;
879         float   power;
880         vector  blastorigin;
881         vector  force;
882         vector  diff;
883         vector  center;
884         vector  nearest;
885         float   total_damage_to_creatures;
886         entity  next;
887         float   tfloordmg;
888         float   tfloorforce;
889
890         float stat_damagedone;
891         float stat_maxdamage;
892
893         if(RadiusDamage_running)
894         {
895                 string save;
896                 print("RadiusDamage called recursively!\n");
897                 print("Expect stuff to go HORRIBLY wrong.\n");
898                 print("Causing a stack trace...\n");
899                 save = cvar_string("prvm_backtraceforwarnings");
900                 cvar_set("prvm_backtraceforwarnings", "1");
901                 fclose(-1); // calls VM_Warning
902                 cvar_set("prvm_backtraceforwarnings", save);
903                 return 0;
904         }
905
906         RadiusDamage_running = 1;
907
908         tfloordmg = cvar("g_throughfloor_damage");
909         tfloorforce = cvar("g_throughfloor_force");
910
911         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
912         total_damage_to_creatures = 0;
913
914         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
915         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
916         {
917                 force = inflictor.velocity;
918                 if(vlen(force) == 0)
919                         force = '0 0 -1';
920                 else
921                         force = normalize(force);
922                 if(forceintensity >= 0)
923                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
924                 else
925                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
926         }
927
928         stat_damagedone = 0;
929         stat_maxdamage = 0;
930
931         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
932         while (targ)
933         {
934                 next = targ.chain;
935                 if (targ != inflictor)
936                         if (ignore != targ) if(targ.takedamage)
937                         {
938                                 // LordHavoc: measure distance to nearest point on target (not origin)
939                                 // (this guarentees 100% damage on a touch impact)
940                                 nearest = targ.WarpZone_findradius_nearest;
941                                 diff = targ.WarpZone_findradius_dist;
942                                 // round up a little on the damage to ensure full damage on impacts
943                                 // and turn the distance into a fraction of the radius
944                                 power = 1 - ((vlen (diff) - 2) / rad);
945                                 //bprint(" ");
946                                 //bprint(ftos(power));
947                                 //if (targ == attacker)
948                                 //      print(ftos(power), "\n");
949                                 if (power > 0)
950                                 {
951                                         if (power > 1)
952                                                 power = 1;
953                                         finaldmg = coredamage * power + edgedamage * (1 - power);
954                                         if (finaldmg > 0)
955                                         {
956                                                 local float a;
957                                                 local float c;
958                                                 local float hits;
959                                                 local float total;
960                                                 local float hitratio;
961                                                 local vector hitloc;
962                                                 local vector myblastorigin;
963                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
964                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
965                                                 // if it's a player, use the view origin as reference
966                                                 if (targ.classname == "player")
967                                                         center = targ.origin + targ.view_ofs;
968                                                 force = normalize(center - myblastorigin);
969                                                 force = force * (finaldmg / coredamage) * forceintensity;
970                                                 // test line of sight to multiple positions on box,
971                                                 // and do damage if any of them hit
972                                                 hits = 0;
973                                                 if (targ.classname == "player")
974                                                         total = ceil(bound(1, finaldmg, 50));
975                                                 else
976                                                         total = ceil(bound(1, finaldmg/10, 5));
977                                                 hitloc = nearest;
978                                                 c = 0;
979                                                 while (c < total)
980                                                 {
981                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
982                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
983                                                         if (trace_fraction == 1 || trace_ent == targ)
984                                                         {
985                                                                 hits = hits + 1;
986                                                                 if (hits > 1)
987                                                                         hitloc = hitloc + nearest;
988                                                                 else
989                                                                         hitloc = nearest;
990                                                         }
991                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
992                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
993                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
994                                                         c = c + 1;
995                                                 }
996                                                 nearest = hitloc * (1 / max(1, hits));
997                                                 hitratio = (hits / total);
998                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
999                                                 finaldmg = finaldmg * a;
1000                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1001                                                 force = force * a;
1002                                                 //if (targ == attacker)
1003                                                 //{
1004                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1005                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1006                                                 //      print(" (", ftos(a), ")\n");
1007                                                 //}
1008                                                 if(hits || tfloordmg || tfloorforce)
1009                                                 {
1010                                                         if(targ.iscreature)
1011                                                         {
1012                                                                 total_damage_to_creatures += finaldmg;
1013
1014                                                                 if(targ.flags & FL_CLIENT)
1015                                                                 if(targ.deadflag == DEAD_NO)
1016                                                                 if(targ != attacker)
1017                                                                 if(!teamplay || targ.team != attacker.team)
1018                                                                 {
1019                                                                         stat_damagedone += finaldmg;
1020                                                                         stat_maxdamage += coredamage;
1021                                                                 }
1022                                                         }
1023
1024                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1025                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1026                                                         else
1027                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1028                                                 }
1029                                         }
1030                                 }
1031                         }
1032                 targ = next;
1033         }
1034
1035         RadiusDamage_running = 0;
1036
1037         Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1038
1039         return total_damage_to_creatures;
1040 }
1041
1042 .float fire_damagepersec;
1043 .float fire_endtime;
1044 .float fire_deathtype;
1045 .entity fire_owner;
1046 .float fire_hitsound;
1047 .entity fire_burner;
1048
1049 void fireburner_think();
1050
1051 float Fire_IsBurning(entity e)
1052 {
1053         return (time < e.fire_endtime);
1054 }
1055
1056 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1057 {
1058         float dps;
1059         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1060
1061         if(e.classname == "player")
1062         {
1063                 if(e.deadflag)
1064                         return -1;
1065         }
1066         else
1067         {
1068                 if(!e.fire_burner)
1069                 {
1070                         // print("adding a fire burner to ", e.classname, "\n");
1071                         e.fire_burner = spawn();
1072                         e.fire_burner.classname = "fireburner";
1073                         e.fire_burner.think = fireburner_think;
1074                         e.fire_burner.nextthink = time;
1075                         e.fire_burner.owner = e;
1076                 }
1077         }
1078
1079         t = max(t, 0.1);
1080         dps = d / t;
1081         if(Fire_IsBurning(e))
1082         {
1083                 mintime = e.fire_endtime - time;
1084                 maxtime = max(mintime, t);
1085
1086                 mindps = e.fire_damagepersec;
1087                 maxdps = max(mindps, dps);
1088
1089                 if(maxtime > mintime || maxdps > mindps)
1090                 {
1091                         mindamage = mindps * mintime;
1092                         maxdamage = mindamage + d;
1093
1094                         // interval [mintime, maxtime] * [mindps, maxdps]
1095                         // intersected with
1096                         // [mindamage, maxdamage]
1097                         // maximum of this!
1098
1099                         if(maxdamage >= maxtime * maxdps)
1100                         {
1101                                 totaltime = maxtime;
1102                                 totaldamage = maxtime * maxdps;
1103
1104                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1105                         }
1106                         else
1107                         {
1108                                 // maxdamage is inside the interval!
1109                                 // first, try to use mindps; only if this fails, increase dps as needed
1110                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1111                                 totaldamage = maxdamage;
1112                                 // can totaldamage / totaltime be >= maxdps?
1113                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1114                                 // we know maxdamage < maxtime * maxdps
1115                                 // so it cannot be
1116
1117                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1118                         }
1119
1120                         // total conditions for increasing:
1121                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1122                         // however:
1123                         //     if maxtime = mintime, maxdps = mindps
1124                         // then:
1125                         //     maxdamage = mindamage + d
1126                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1127                         // so the last condition is not needed
1128
1129                         e.fire_damagepersec = totaldamage / totaltime;
1130                         e.fire_endtime = time + totaltime;
1131                         if(totaldamage > 1.2 * mindamage)
1132                         {
1133                                 e.fire_deathtype = dt;
1134                                 if(e.fire_owner != o)
1135                                 {
1136                                         e.fire_owner = o;
1137                                         e.fire_hitsound = FALSE;
1138                                 }
1139                         }
1140                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1141                 }
1142                 else
1143                         return 0;
1144         }
1145         else
1146         {
1147                 e.fire_damagepersec = dps;
1148                 e.fire_endtime = time + t;
1149                 e.fire_deathtype = dt;
1150                 e.fire_owner = o;
1151                 e.fire_hitsound = FALSE;
1152                 return d;
1153         }
1154 }
1155
1156 void Fire_ApplyDamage(entity e)
1157 {
1158         float t, d, hi, ty;
1159         entity o;
1160
1161         if not(Fire_IsBurning(e))
1162                 return;
1163
1164         o = e.owner;
1165         while(o.owner)
1166                 o = o.owner;
1167         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1168                 o = e.fire_owner;
1169
1170         // water and slime stop fire
1171         if(e.waterlevel)
1172         if(e.watertype != CONTENT_LAVA)
1173                 e.fire_endtime = 0;
1174
1175         t = min(frametime, e.fire_endtime - time);
1176         d = e.fire_damagepersec * t;
1177
1178         hi = e.fire_owner.hitsound;
1179         ty = e.fire_owner.typehitsound;
1180         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1181         if(e.fire_hitsound && e.fire_owner)
1182         {
1183                 e.fire_owner.hitsound = hi;
1184                 e.fire_owner.typehitsound = ty;
1185         }
1186         e.fire_hitsound = TRUE;
1187
1188         Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1189
1190         if not(IS_INDEPENDENT_PLAYER(e))
1191         FOR_EACH_PLAYER(other) if(e != other)
1192         {
1193                 if(other.classname == "player")
1194                 if(other.deadflag == DEAD_NO)
1195                 if not(IS_INDEPENDENT_PLAYER(other))
1196                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1197                 {
1198                         t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1199                         d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1200                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1201                 }
1202         }
1203 }
1204
1205 void Fire_ApplyEffect(entity e)
1206 {
1207         if(Fire_IsBurning(e))
1208                 e.effects |= EF_FLAME;
1209         else
1210                 e.effects &~= EF_FLAME;
1211 }
1212
1213 void fireburner_think()
1214 {
1215         // for players, this is done in the regular loop
1216         if(wasfreed(self.owner))
1217         {
1218                 remove(self);
1219                 return;
1220         }
1221         Fire_ApplyEffect(self.owner);
1222         if(!Fire_IsBurning(self.owner))
1223         {
1224                 self.owner.fire_burner = world;
1225                 remove(self);
1226                 return;
1227         }
1228         Fire_ApplyDamage(self.owner);
1229         self.nextthink = time;
1230 }