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