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, deathlocation, 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 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
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 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_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")
687 if ((deathtype == DEATH_FALL) ||
688 (deathtype == DEATH_DROWN) ||
689 (deathtype == DEATH_SLIME) ||
690 (deathtype == DEATH_LAVA) ||
691 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
698 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
700 targ.armorvalue -= 1;
701 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
704 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
706 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
710 complainteamdamage = 0;
711 if (targ != attacker)
713 if ((targ.health >= 1) && (targ.classname == "player"))
714 centerprint(attacker, "Secondary fire inflicts no damage!");
722 if not(DEATH_ISSPECIAL(deathtype))
724 damage *= g_weapondamagefactor;
725 mirrordamage *= g_weapondamagefactor;
726 complainteamdamage *= g_weapondamagefactor;
727 force = force * g_weaponforcefactor;
728 mirrorforce *= g_weaponforcefactor;
731 // should this be changed at all? If so, in what way?
732 frag_attacker = attacker;
734 frag_damage = damage;
736 frag_deathtype = deathtype;
737 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
738 damage = frag_damage;
741 // apply strength multiplier
742 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
746 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
747 force = force * autocvar_g_balance_powerup_strength_selfforce;
751 damage = damage * autocvar_g_balance_powerup_strength_damage;
752 force = force * autocvar_g_balance_powerup_strength_force;
756 // apply invincibility multiplier
757 if (targ.items & IT_INVINCIBLE && !g_minstagib)
758 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
760 if (targ == attacker)
762 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
765 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
771 if(targ.takedamage == DAMAGE_AIM)
775 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
780 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
782 if(IsDifferentTeam(victim, attacker))
786 if(deathtype != DEATH_FIRE)
788 if(victim.BUTTON_CHAT)
789 attacker.typehitsound += 1;
791 attacker.hitsound += 1;
794 damage_goodhits += 1;
795 damage_gooddamage += damage;
797 if not(DEATH_ISSPECIAL(deathtype))
799 if(targ.classname == "player") // don't do this for vehicles
805 if(victim.items & IT_STRENGTH)
812 if(deathtype != DEATH_FIRE)
814 attacker.typehitsound += 1;
816 if(complainteamdamage > 0)
817 if(time > attacker.teamkill_complain)
819 attacker.teamkill_complain = time + 5;
820 attacker.teamkill_soundtime = time + 0.4;
821 attacker.teamkill_soundsource = targ;
829 if (self.damageforcescale)
831 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
833 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
834 if(self.movetype == MOVETYPE_PHYSICS)
838 farcent.classname = "farce";
839 farcent.enemy = self;
840 farcent.movedir = farce * 10;
842 farcent.movedir = farcent.movedir * self.mass;
843 farcent.origin = hitloc;
844 farcent.forcetype = FORCETYPE_FORCEATPOS;
845 farcent.nextthink = time + 0.1;
846 farcent.think = SUB_Remove;
849 self.velocity = self.velocity + farce;
850 self.flags &~= FL_ONGROUND;
851 UpdateCSQCProjectile(self);
854 if (damage != 0 || (self.damageforcescale && vlen(force)))
855 if (self.event_damage)
856 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
859 // apply mirror damage if any
860 if(mirrordamage > 0 || mirrorforce > 0)
862 attacker = attacker_save;
866 // just lose extra LIVES, don't kill the player for mirror damage
867 if(attacker.armorvalue > 0)
869 attacker.armorvalue = attacker.armorvalue - 1;
870 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
871 attacker.hitsound += 1;
876 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
877 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
881 float RadiusDamage_running;
882 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
883 // Returns total damage applies to creatures
888 float total_damage_to_creatures;
893 float stat_damagedone;
895 if(RadiusDamage_running)
897 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
901 RadiusDamage_running = 1;
903 tfloordmg = autocvar_g_throughfloor_damage;
904 tfloorforce = autocvar_g_throughfloor_force;
906 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
907 total_damage_to_creatures = 0;
909 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
910 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
912 force = inflictor.velocity;
916 force = normalize(force);
917 if(forceintensity >= 0)
918 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
920 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
925 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
929 if (targ != inflictor)
930 if (ignore != targ) if(targ.takedamage)
936 // LordHavoc: measure distance to nearest point on target (not origin)
937 // (this guarentees 100% damage on a touch impact)
938 nearest = targ.WarpZone_findradius_nearest;
939 diff = targ.WarpZone_findradius_dist;
940 // round up a little on the damage to ensure full damage on impacts
941 // and turn the distance into a fraction of the radius
942 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
944 //bprint(ftos(power));
945 //if (targ == attacker)
946 // print(ftos(power), "\n");
952 finaldmg = coredamage * power + edgedamage * (1 - power);
958 vector myblastorigin;
961 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
963 // if it's a player, use the view origin as reference
964 center = CENTER_OR_VIEWOFS(targ);
966 force = normalize(center - myblastorigin);
967 force = force * (finaldmg / coredamage) * forceintensity;
970 if(targ != directhitentity)
975 float mininv_f, mininv_d;
977 // test line of sight to multiple positions on box,
978 // and do damage if any of them hit
981 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
982 // so for a given max stddev:
983 // n = (1 / (2 * max stddev of hitratio))^2
985 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
986 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
988 if(autocvar_g_throughfloor_debug)
989 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
991 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
993 if(autocvar_g_throughfloor_debug)
994 print(sprintf(" steps=%f", total));
996 if (targ.classname == "player")
997 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
999 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1001 if(autocvar_g_throughfloor_debug)
1002 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1004 for(c = 0; c < total; ++c)
1006 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1007 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1008 if (trace_fraction == 1 || trace_ent == targ)
1012 hitloc = hitloc + nearest;
1016 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1017 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1018 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1021 nearest = hitloc * (1 / max(1, hits));
1022 hitratio = (hits / total);
1023 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1024 finaldmg = finaldmg * a;
1025 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1028 if(autocvar_g_throughfloor_debug)
1029 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1032 // laser force adjustments :P
1033 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1035 if (targ == attacker)
1040 float force_velocitybiasramp;
1041 float force_velocitybias;
1043 force_velocitybiasramp = autocvar_sv_maxspeed;
1044 if(deathtype & HITTYPE_SECONDARY)
1046 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1047 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1051 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1052 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1055 vel = targ.velocity;
1057 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1061 normalize(normalize(force) + vel);
1063 force_z *= force_zscale;
1067 if(deathtype & HITTYPE_SECONDARY)
1069 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1073 force *= autocvar_g_balance_laser_primary_force_other_scale;
1078 //if (targ == attacker)
1080 // print("hits ", ftos(hits), " / ", ftos(total));
1081 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1082 // print(" (", ftos(a), ")\n");
1084 if(finaldmg || vlen(force))
1088 total_damage_to_creatures += finaldmg;
1090 if(accuracy_isgooddamage(attacker, targ))
1091 stat_damagedone += finaldmg;
1094 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1095 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1097 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1105 RadiusDamage_running = 0;
1107 if(!DEATH_ISSPECIAL(deathtype))
1108 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1110 return total_damage_to_creatures;
1113 .float fire_damagepersec;
1114 .float fire_endtime;
1115 .float fire_deathtype;
1117 .float fire_hitsound;
1118 .entity fire_burner;
1120 void fireburner_think();
1122 float Fire_IsBurning(entity e)
1124 return (time < e.fire_endtime);
1127 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1130 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1132 if(e.classname == "player")
1141 // print("adding a fire burner to ", e.classname, "\n");
1142 e.fire_burner = spawn();
1143 e.fire_burner.classname = "fireburner";
1144 e.fire_burner.think = fireburner_think;
1145 e.fire_burner.nextthink = time;
1146 e.fire_burner.owner = e;
1152 if(Fire_IsBurning(e))
1154 mintime = e.fire_endtime - time;
1155 maxtime = max(mintime, t);
1157 mindps = e.fire_damagepersec;
1158 maxdps = max(mindps, dps);
1160 if(maxtime > mintime || maxdps > mindps)
1164 // damage we have right now
1165 mindamage = mindps * mintime;
1167 // damage we want to get
1168 maxdamage = mindamage + d;
1170 // but we can't exceed maxtime * maxdps!
1171 totaldamage = min(maxdamage, maxtime * maxdps);
1175 // totaldamage = min(mindamage + d, maxtime * maxdps)
1177 // totaldamage <= maxtime * maxdps
1178 // ==> totaldamage / maxdps <= maxtime.
1180 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1181 // >= min(mintime, maxtime)
1182 // ==> totaldamage / maxdps >= mintime.
1185 // how long do we damage then?
1186 // at least as long as before
1187 // but, never exceed maxdps
1188 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1192 // at most as long as maximum allowed
1193 // but, never below mindps
1194 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1196 // assuming t > mintime, dps > mindps:
1197 // we get d = t * dps = maxtime * maxdps
1198 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1199 // totaldamage / maxdps = maxtime
1200 // totaldamage / mindps > totaldamage / maxdps = maxtime
1202 // a) totaltime = max(mintime, maxtime) = maxtime
1203 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1205 // assuming t <= mintime:
1206 // we get maxtime = mintime
1207 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1208 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1210 // assuming dps <= mindps:
1211 // we get mindps = maxdps.
1212 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1213 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1214 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1216 e.fire_damagepersec = totaldamage / totaltime;
1217 e.fire_endtime = time + totaltime;
1218 if(totaldamage > 1.2 * mindamage)
1220 e.fire_deathtype = dt;
1221 if(e.fire_owner != o)
1224 e.fire_hitsound = FALSE;
1227 if(accuracy_isgooddamage(o, e))
1228 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1229 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1236 e.fire_damagepersec = dps;
1237 e.fire_endtime = time + t;
1238 e.fire_deathtype = dt;
1240 e.fire_hitsound = FALSE;
1241 if(accuracy_isgooddamage(o, e))
1242 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1247 void Fire_ApplyDamage(entity e)
1252 if not(Fire_IsBurning(e))
1255 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1256 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1259 // water and slime stop fire
1261 if(e.watertype != CONTENT_LAVA)
1265 if(e.freezetag_frozen)
1268 t = min(frametime, e.fire_endtime - time);
1269 d = e.fire_damagepersec * t;
1271 hi = e.fire_owner.hitsound;
1272 ty = e.fire_owner.typehitsound;
1273 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1274 if(e.fire_hitsound && e.fire_owner)
1276 e.fire_owner.hitsound = hi;
1277 e.fire_owner.typehitsound = ty;
1279 e.fire_hitsound = TRUE;
1281 if not(IS_INDEPENDENT_PLAYER(e))
1282 FOR_EACH_PLAYER(other) if(e != other)
1284 if(other.classname == "player")
1285 if(other.deadflag == DEAD_NO)
1286 if not(IS_INDEPENDENT_PLAYER(other))
1287 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1289 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1290 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1291 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1296 void Fire_ApplyEffect(entity e)
1298 if(Fire_IsBurning(e))
1299 e.effects |= EF_FLAME;
1301 e.effects &~= EF_FLAME;
1304 void fireburner_think()
1306 // for players, this is done in the regular loop
1307 if(wasfreed(self.owner))
1312 Fire_ApplyEffect(self.owner);
1313 if(!Fire_IsBurning(self.owner))
1315 self.owner.fire_burner = world;
1319 Fire_ApplyDamage(self.owner);
1320 self.nextthink = time;