6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
124 if(autocvar_g_arena_roundbased)
127 if(targ != attacker) // not for suicides
128 if(g_weaponarena_random)
130 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
132 culprit = DEATH_WEAPONOF(deathtype);
134 culprit = attacker.weapon;
135 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136 culprit = attacker.weapon;
138 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
144 if(!GiveFrags_randomweapons)
146 GiveFrags_randomweapons = spawn();
147 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
151 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
153 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
155 // all others (including the culprit): remove
156 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
159 // among the remaining ones, choose one by random
160 W_RandomWeapons(GiveFrags_randomweapons, 1);
162 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
164 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165 WEPSET_ANDNOT_EW(attacker, culprit);
169 // after a frag, choose another random weapon set
170 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
191 attacker.totalfrags += f;
194 UpdateFrags(attacker, f);
197 string AppendItemcodes(string s, entity player)
202 // w = player.switchweapon;
204 w = player.cnt; // previous weapon!
205 s = strcat(s, ftos(w));
206 if(time < player.strength_finished)
208 if(time < player.invincible_finished)
210 if(player.flagcarried != world)
212 if(player.BUTTON_CHAT)
219 void LogDeath(string mode, float deathtype, entity killer, entity killed)
222 if(!autocvar_sv_eventlog)
224 s = strcat(":kill:", mode);
225 s = strcat(s, ":", ftos(killer.playerid));
226 s = strcat(s, ":", ftos(killed.playerid));
227 s = strcat(s, ":type=", Deathtype_Name(deathtype));
228 s = strcat(s, ":items=");
229 s = AppendItemcodes(s, killer);
232 s = strcat(s, ":victimitems=");
233 s = AppendItemcodes(s, killed);
238 void Obituary_SpecialDeath(
242 string s1, string s2, string s3,
243 float f1, float f2, float f3)
245 if(DEATH_ISSPECIAL(deathtype))
247 entity deathent = deathtypes[(deathtype - DT_FIRST) - 1];
248 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
252 if(deathent.death_msgmurder)
254 Send_Notification_WOVA(
258 deathent.death_msgmurder.nent_id,
262 Send_Notification_WOVA(
266 deathent.death_msgmurder.nent_msginfo.nent_id,
274 if(deathent.death_msgself)
276 Send_Notification_WOVA(
280 deathent.death_msgself.nent_id,
284 Send_Notification_WOVA(
288 deathent.death_msgself.nent_msginfo.nent_id,
295 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
299 float Obituary_WeaponDeath(
303 string s1, string s2, string s3,
306 float death_weapon = DEATH_WEAPONOF(deathtype);
309 w_deathtype = deathtype;
310 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
315 Send_Notification_WOVA(
323 Send_Notification_WOVA(
327 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
335 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
346 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
349 if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
352 float notif_firstblood = FALSE;
353 float kill_count_to_attacker, kill_count_to_target;
355 // Set final information for the death
356 targ.death_origin = targ.origin;
357 if(targ != attacker) { targ.killer_origin = attacker.origin; }
358 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
360 #ifdef NOTIFICATIONS_DEBUG
363 "Obituary(%s, %s, %s, %s = %d);\n",
367 Deathtype_Name(deathtype),
378 if(DEATH_ISSPECIAL(deathtype))
380 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
382 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
388 case DEATH_MIRRORDAMAGE:
390 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
396 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
402 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
404 backtrace("SUICIDE: what the hell happened here?\n");
407 LogDeath("suicide", deathtype, targ, targ);
408 GiveFrags(attacker, targ, -1, deathtype);
414 else if(IS_PLAYER(attacker))
416 if(!IsDifferentTeam(attacker, targ))
418 LogDeath("tk", deathtype, attacker, targ);
419 GiveFrags(attacker, targ, -1, deathtype);
421 attacker.killcount = 0;
423 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
424 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
425 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
427 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
428 // No need for specific death/weapon messages...
432 LogDeath("frag", deathtype, attacker, targ);
433 GiveFrags(attacker, targ, 1, deathtype);
435 attacker.taunt_soundtime = time + 1;
436 attacker.killcount = attacker.killcount + 1;
438 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
441 AnnounceTo(attacker, strcat(#countb, "kills")); \
442 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
445 switch(attacker.killcount)
452 if(!checkrules_firstblood)
454 checkrules_firstblood = TRUE;
455 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
456 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
457 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
459 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
460 kill_count_to_attacker = -1;
461 kill_count_to_target = -2;
465 kill_count_to_attacker = attacker.killcount;
466 kill_count_to_target = 0;
469 float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
472 if(attacker.FRAG_VERBOSE && verbose_allowed)
473 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
475 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
477 if(targ.FRAG_VERBOSE && verbose_allowed)
478 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
480 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
484 if(attacker.FRAG_VERBOSE && verbose_allowed)
485 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
487 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
489 if(targ.FRAG_VERBOSE && verbose_allowed)
490 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
492 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
495 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
496 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
507 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
508 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
509 // and there will be a REAL DEATH_VOID implementation which mappers will use.
510 /*case DEATH_HURTTRIGGER:
513 s2 = inflictor.message;
514 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
520 Obituary_SpecialDeath(targ, FALSE, deathtype,
522 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
532 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
537 LogDeath("accident", deathtype, targ, targ);
538 GiveFrags(targ, targ, -1, deathtype);
540 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
542 AnnounceTo(targ, "botlike");
543 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
547 // reset target kill count
548 if(targ.killcount) { targ.killcount = 0; }
551 // these are updated by each Damage call for use in button triggering and such
553 entity damage_inflictor;
554 entity damage_attacker;
556 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
560 float complainteamdamage = 0;
561 entity attacker_save;
565 if (gameover || targ.killcount == -666)
572 damage_inflictor = inflictor;
573 damage_attacker = attacker;
574 attacker_save = attacker;
576 if(targ.classname == "player")
579 if(targ.hook.aiment == attacker)
580 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
582 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
583 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
585 if(targ.classname == "player")
586 if not(IsDifferentTeam(targ, attacker))
593 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
595 // These are ALWAYS lethal
596 // No damage modification here
597 // Instead, prepare the victim for his death...
599 targ.spawnshieldtime = 0;
600 targ.health = 0.9; // this is < 1
601 targ.flags -= targ.flags & FL_GODMODE;
604 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
611 skill based bot damage? gtfo. (tZork)
612 if (targ.classname == "player")
613 if (attacker.classname == "player")
616 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
619 // nullify damage if teamplay is on
620 if(deathtype != DEATH_TELEFRAG)
621 if(attacker.classname == "player")
623 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
628 else if(!IsDifferentTeam(attacker, targ))
630 if(autocvar_teamplay_mode == 1)
632 else if(attacker != targ)
634 if(autocvar_teamplay_mode == 3)
636 else if(autocvar_teamplay_mode == 4)
638 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
640 attacker.dmg_team = attacker.dmg_team + damage;
641 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
642 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
643 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
644 mirrorforce = autocvar_g_mirrordamage * vlen(force);
647 if(autocvar_g_friendlyfire == 0)
653 damage = autocvar_g_friendlyfire * damage;
654 // mirrordamage will be used LATER
656 if(autocvar_g_mirrordamage_virtual)
658 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
659 attacker.dmg_take += v_x;
660 attacker.dmg_save += v_y;
661 attacker.dmg_inflictor = inflictor;
662 mirrordamage = v_z; // = 0, to make fteqcc stfu
666 if(autocvar_g_friendlyfire_virtual)
668 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
669 targ.dmg_take += v_x;
670 targ.dmg_save += v_y;
671 targ.dmg_inflictor = inflictor;
673 if(!autocvar_g_friendlyfire_virtual_force)
684 if(targ.classname == "player")
685 if(attacker.classname == "player")
688 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
689 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
692 if(targ.classname == "player")
695 if ((deathtype == DEATH_FALL) ||
696 (deathtype == DEATH_DROWN) ||
697 (deathtype == DEATH_SLIME) ||
698 (deathtype == DEATH_LAVA) ||
699 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
706 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
708 targ.armorvalue -= 1;
709 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
712 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
714 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
718 complainteamdamage = 0;
719 if (targ != attacker)
721 if ((targ.health >= 1) && (targ.classname == "player"))
722 centerprint(attacker, "Secondary fire inflicts no damage!");
730 if not(DEATH_ISSPECIAL(deathtype))
732 damage *= g_weapondamagefactor;
733 mirrordamage *= g_weapondamagefactor;
734 complainteamdamage *= g_weapondamagefactor;
735 force = force * g_weaponforcefactor;
736 mirrorforce *= g_weaponforcefactor;
739 // should this be changed at all? If so, in what way?
740 frag_attacker = attacker;
742 frag_damage = damage;
744 frag_deathtype = deathtype;
745 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
746 damage = frag_damage;
749 // apply strength multiplier
750 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
754 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
755 force = force * autocvar_g_balance_powerup_strength_selfforce;
759 damage = damage * autocvar_g_balance_powerup_strength_damage;
760 force = force * autocvar_g_balance_powerup_strength_force;
764 // apply invincibility multiplier
765 if (targ.items & IT_INVINCIBLE && !g_minstagib)
766 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
768 if (targ == attacker)
770 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
773 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
779 if(targ.takedamage == DAMAGE_AIM)
783 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
788 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
790 if(IsDifferentTeam(victim, attacker))
794 if(deathtype != DEATH_FIRE)
796 if(victim.BUTTON_CHAT)
797 attacker.typehitsound += 1;
799 attacker.hitsound += 1;
802 damage_goodhits += 1;
803 damage_gooddamage += damage;
805 if not(DEATH_ISSPECIAL(deathtype))
807 if(targ.classname == "player") // don't do this for vehicles
813 if(victim.items & IT_STRENGTH)
820 if(deathtype != DEATH_FIRE)
822 attacker.typehitsound += 1;
824 if(complainteamdamage > 0)
825 if(time > attacker.teamkill_complain)
827 attacker.teamkill_complain = time + 5;
828 attacker.teamkill_soundtime = time + 0.4;
829 attacker.teamkill_soundsource = targ;
837 if (self.damageforcescale)
839 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
841 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
842 if(self.movetype == MOVETYPE_PHYSICS)
846 farcent.classname = "farce";
847 farcent.enemy = self;
848 farcent.movedir = farce * 10;
850 farcent.movedir = farcent.movedir * self.mass;
851 farcent.origin = hitloc;
852 farcent.forcetype = FORCETYPE_FORCEATPOS;
853 farcent.nextthink = time + 0.1;
854 farcent.think = SUB_Remove;
857 self.velocity = self.velocity + farce;
858 self.flags &~= FL_ONGROUND;
859 UpdateCSQCProjectile(self);
862 if (damage != 0 || (self.damageforcescale && vlen(force)))
863 if (self.event_damage)
864 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
867 // apply mirror damage if any
868 if(mirrordamage > 0 || mirrorforce > 0)
870 attacker = attacker_save;
874 // just lose extra LIVES, don't kill the player for mirror damage
875 if(attacker.armorvalue > 0)
877 attacker.armorvalue = attacker.armorvalue - 1;
878 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
879 attacker.hitsound += 1;
884 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
885 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
889 float RadiusDamage_running;
890 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
891 // Returns total damage applies to creatures
896 float total_damage_to_creatures;
901 float stat_damagedone;
903 if(RadiusDamage_running)
905 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
909 RadiusDamage_running = 1;
911 tfloordmg = autocvar_g_throughfloor_damage;
912 tfloorforce = autocvar_g_throughfloor_force;
914 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
915 total_damage_to_creatures = 0;
917 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
918 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
920 force = inflictor.velocity;
924 force = normalize(force);
925 if(forceintensity >= 0)
926 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
928 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
933 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
937 if (targ != inflictor)
938 if (ignore != targ) if(targ.takedamage)
944 // LordHavoc: measure distance to nearest point on target (not origin)
945 // (this guarentees 100% damage on a touch impact)
946 nearest = targ.WarpZone_findradius_nearest;
947 diff = targ.WarpZone_findradius_dist;
948 // round up a little on the damage to ensure full damage on impacts
949 // and turn the distance into a fraction of the radius
950 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
952 //bprint(ftos(power));
953 //if (targ == attacker)
954 // print(ftos(power), "\n");
960 finaldmg = coredamage * power + edgedamage * (1 - power);
966 vector myblastorigin;
969 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
971 // if it's a player, use the view origin as reference
972 center = CENTER_OR_VIEWOFS(targ);
974 force = normalize(center - myblastorigin);
975 force = force * (finaldmg / coredamage) * forceintensity;
978 if(targ != directhitentity)
983 float mininv_f, mininv_d;
985 // test line of sight to multiple positions on box,
986 // and do damage if any of them hit
989 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
990 // so for a given max stddev:
991 // n = (1 / (2 * max stddev of hitratio))^2
993 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
994 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
996 if(autocvar_g_throughfloor_debug)
997 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
999 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1001 if(autocvar_g_throughfloor_debug)
1002 print(sprintf(" steps=%f", total));
1004 if (targ.classname == "player")
1005 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1007 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1009 if(autocvar_g_throughfloor_debug)
1010 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1012 for(c = 0; c < total; ++c)
1014 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1015 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1016 if (trace_fraction == 1 || trace_ent == targ)
1020 hitloc = hitloc + nearest;
1024 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1025 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1026 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1029 nearest = hitloc * (1 / max(1, hits));
1030 hitratio = (hits / total);
1031 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1032 finaldmg = finaldmg * a;
1033 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1036 if(autocvar_g_throughfloor_debug)
1037 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1040 // laser force adjustments :P
1041 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1043 if (targ == attacker)
1048 float force_velocitybiasramp;
1049 float force_velocitybias;
1051 force_velocitybiasramp = autocvar_sv_maxspeed;
1052 if(deathtype & HITTYPE_SECONDARY)
1054 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1055 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1059 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1060 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1063 vel = targ.velocity;
1065 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1069 normalize(normalize(force) + vel);
1071 force_z *= force_zscale;
1075 if(deathtype & HITTYPE_SECONDARY)
1077 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1081 force *= autocvar_g_balance_laser_primary_force_other_scale;
1086 //if (targ == attacker)
1088 // print("hits ", ftos(hits), " / ", ftos(total));
1089 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1090 // print(" (", ftos(a), ")\n");
1092 if(finaldmg || vlen(force))
1096 total_damage_to_creatures += finaldmg;
1098 if(accuracy_isgooddamage(attacker, targ))
1099 stat_damagedone += finaldmg;
1102 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1103 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1105 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1113 RadiusDamage_running = 0;
1115 if(!DEATH_ISSPECIAL(deathtype))
1116 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1118 return total_damage_to_creatures;
1121 .float fire_damagepersec;
1122 .float fire_endtime;
1123 .float fire_deathtype;
1125 .float fire_hitsound;
1126 .entity fire_burner;
1128 void fireburner_think();
1130 float Fire_IsBurning(entity e)
1132 return (time < e.fire_endtime);
1135 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1138 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1140 if(e.classname == "player")
1149 // print("adding a fire burner to ", e.classname, "\n");
1150 e.fire_burner = spawn();
1151 e.fire_burner.classname = "fireburner";
1152 e.fire_burner.think = fireburner_think;
1153 e.fire_burner.nextthink = time;
1154 e.fire_burner.owner = e;
1160 if(Fire_IsBurning(e))
1162 mintime = e.fire_endtime - time;
1163 maxtime = max(mintime, t);
1165 mindps = e.fire_damagepersec;
1166 maxdps = max(mindps, dps);
1168 if(maxtime > mintime || maxdps > mindps)
1172 // damage we have right now
1173 mindamage = mindps * mintime;
1175 // damage we want to get
1176 maxdamage = mindamage + d;
1178 // but we can't exceed maxtime * maxdps!
1179 totaldamage = min(maxdamage, maxtime * maxdps);
1183 // totaldamage = min(mindamage + d, maxtime * maxdps)
1185 // totaldamage <= maxtime * maxdps
1186 // ==> totaldamage / maxdps <= maxtime.
1188 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1189 // >= min(mintime, maxtime)
1190 // ==> totaldamage / maxdps >= mintime.
1193 // how long do we damage then?
1194 // at least as long as before
1195 // but, never exceed maxdps
1196 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1200 // at most as long as maximum allowed
1201 // but, never below mindps
1202 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1204 // assuming t > mintime, dps > mindps:
1205 // we get d = t * dps = maxtime * maxdps
1206 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1207 // totaldamage / maxdps = maxtime
1208 // totaldamage / mindps > totaldamage / maxdps = maxtime
1210 // a) totaltime = max(mintime, maxtime) = maxtime
1211 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1213 // assuming t <= mintime:
1214 // we get maxtime = mintime
1215 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1216 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1218 // assuming dps <= mindps:
1219 // we get mindps = maxdps.
1220 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1221 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1222 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1224 e.fire_damagepersec = totaldamage / totaltime;
1225 e.fire_endtime = time + totaltime;
1226 if(totaldamage > 1.2 * mindamage)
1228 e.fire_deathtype = dt;
1229 if(e.fire_owner != o)
1232 e.fire_hitsound = FALSE;
1235 if(accuracy_isgooddamage(o, e))
1236 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1237 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1244 e.fire_damagepersec = dps;
1245 e.fire_endtime = time + t;
1246 e.fire_deathtype = dt;
1248 e.fire_hitsound = FALSE;
1249 if(accuracy_isgooddamage(o, e))
1250 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1255 void Fire_ApplyDamage(entity e)
1260 if not(Fire_IsBurning(e))
1263 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1264 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1267 // water and slime stop fire
1269 if(e.watertype != CONTENT_LAVA)
1273 if(e.freezetag_frozen)
1276 t = min(frametime, e.fire_endtime - time);
1277 d = e.fire_damagepersec * t;
1279 hi = e.fire_owner.hitsound;
1280 ty = e.fire_owner.typehitsound;
1281 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1282 if(e.fire_hitsound && e.fire_owner)
1284 e.fire_owner.hitsound = hi;
1285 e.fire_owner.typehitsound = ty;
1287 e.fire_hitsound = TRUE;
1289 if not(IS_INDEPENDENT_PLAYER(e))
1290 FOR_EACH_PLAYER(other) if(e != other)
1292 if(other.classname == "player")
1293 if(other.deadflag == DEAD_NO)
1294 if not(IS_INDEPENDENT_PLAYER(other))
1295 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1297 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1298 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1299 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1304 void Fire_ApplyEffect(entity e)
1306 if(Fire_IsBurning(e))
1307 e.effects |= EF_FLAME;
1309 e.effects &~= EF_FLAME;
1312 void fireburner_think()
1314 // for players, this is done in the regular loop
1315 if(wasfreed(self.owner))
1320 Fire_ApplyEffect(self.owner);
1321 if(!Fire_IsBurning(self.owner))
1323 self.owner.fire_burner = world;
1327 Fire_ApplyDamage(self.owner);
1328 self.nextthink = time;