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Merge remote-tracking branch 'origin/master' into samual/notification_rewrite
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
180                 // after a frag, choose another random weapon set
181                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
216                                         lms_next_place = min(lms_next_place, player_count);
217                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 /*string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
239                 // health/armor of attacker (person who killed you)
240                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
242                 
243                 // ping display
244                 if(autocvar_sv_fraginfo_ping)
245                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
250                         if(autocvar_sv_fraginfo_handicap == 2)  
251                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
253                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
254                 }
255                 
256                 // format the string
257                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
258                         ping_output, (handicap_output ? "^7 / " : ""), 
259                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }*/
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", Deathtype_Name(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 #define INFO_NO_MSG 0
312
313 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
314 {
315         float handled = 0, hits = 0;
316         if(DEATH_ISSPECIAL(deathtype))
317         {
318                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
319                         { if(deathtype == max(0, name)) \
320                         { \
321                                 #if msg_death != NO_MSG \
322                                         if not(murder) \
323                                         { \
324                                                 Send_Notification_Legacy_Wrapper(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
325                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
326                                                 ++handled; \
327                                         } \
328                                 #endif \
329                                 #if msg_death_by != NO_MSG \
330                                         if(murder) \
331                                         { \
332                                                 Send_Notification_Legacy_Wrapper(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
333                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
334                                                 ++handled; \
335                                         } \
336                                 #endif \
337                                 ++hits; \
338                         } }
339
340                 DEATHTYPES
341                 #undef DEATHTYPE
342                 
343                 if not(hits)
344                 {
345                         backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
346                 }
347                 if not(handled)
348                 {
349                         dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
350                         return;
351                 }
352         }
353 }
354
355 float w_deathtype;
356 float Obituary_WeaponDeath(float murder, float deathtype, string s1, string s2)
357 {
358         float death_weapon = DEATH_WEAPONOF(deathtype);
359
360         if(death_weapon)
361         {
362                 w_deathtype = deathtype;
363                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
364                 w_deathtype = FALSE;
365
366                 if(death_message) { Send_Notification_Legacy_Wrapper(world, MSG_BROADCAST, MSG_WEAPON, death_message, s1, s2, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
367                 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
368
369                 return TRUE;
370         }
371         return FALSE;
372 }
373
374 .float FRAG_VERBOSE;
375 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
376 {
377         // Sanity check
378         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
379
380         // Declarations
381         string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
382         float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
383         float notif_firstblood = FALSE;
384
385         //dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
386
387         // =======
388         // SUICIDE
389         // =======
390         if(targ == attacker)
391         {
392                 if(DEATH_ISSPECIAL(deathtype))
393                 {
394                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
395                         {
396                                 s1 = targ.netname;
397                                 f1 = targ.team;
398                         }
399                         else
400                         {
401                                 switch(deathtype)
402                                 {
403                                         case DEATH_MIRRORDAMAGE:
404                                         {
405                                                 s1 = targ.netname;
406                                                 f1 = targ.killcount;
407                                                 break;
408                                         }
409                                         
410                                         default:
411                                         {
412                                                 s1 = targ.netname;
413                                                 f1 = targ.killcount;
414                                                 s2 = NO_STR_ARG;
415                                                 f2 = f3 = NO_FL_ARG;
416                                                 break;
417                                         }
418                                 }
419                                 LogDeath("suicide", deathtype, targ, targ);
420                                 GiveFrags(attacker, targ, -1, deathtype);
421                         }
422                         
423                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
424                 }
425                 else if not(Obituary_WeaponDeath(FALSE, deathtype, targ.netname, NO_STR_ARG))
426                 {
427                         backtrace("SUICIDE: what the hell happened here?\n");
428                 }
429         }
430
431         // ======
432         // MURDER
433         // ======
434         else if(attacker.classname == "player")
435         {
436                 s1 = attacker.netname;
437                 s2 = targ.netname;
438
439                 // TODO: ADD REAL CHECK HERE!
440                 attacker.FRAG_VERBOSE = TRUE;
441                 targ.FRAG_VERBOSE = TRUE;
442                 
443                 if(!IsDifferentTeam(attacker, targ))
444                 {
445                         LogDeath("tk", deathtype, attacker, targ);
446                         GiveFrags(attacker, targ, -1, deathtype);
447
448                         attacker.killcount = 0;
449                         
450                         Send_Notification_Legacy_Wrapper(attacker, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAG, s2, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
451                         Send_Notification_Legacy_Wrapper(targ, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAGGED, s1, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
452                         Send_Notification_Legacy_Wrapper(world, MSG_BROADCAST, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG);
453
454                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
455                         // No need for specific death/weapon messages...
456                 }
457                 else
458                 {
459                         LogDeath("frag", deathtype, attacker, targ);
460                         GiveFrags(attacker, targ, 1, deathtype);
461
462                         attacker.taunt_soundtime = time + 1;
463                         attacker.killcount = attacker.killcount + 1;
464                         
465                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
466                                 case numa: \
467                                 { \
468                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
469                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
470                                         break; \
471                                 }
472                         switch(attacker.killcount)
473                         {
474                                 ADD_ACHIEVEMENT_CASE(3, 03)
475                                 ADD_ACHIEVEMENT_CASE(5, 05)
476                                 ADD_ACHIEVEMENT_CASE(10, 10)
477                                 ADD_ACHIEVEMENT_CASE(15, 15)
478                                 ADD_ACHIEVEMENT_CASE(20, 20)
479                                 ADD_ACHIEVEMENT_CASE(25, 25)
480                                 ADD_ACHIEVEMENT_CASE(30, 30)
481                                 default: break;
482                         }
483                         #undef ADD_ACHIEVEMENT_CASE
484
485                         if(!checkrules_firstblood)
486                         {
487                                 checkrules_firstblood = TRUE;
488                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
489                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
490                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
491                         }
492
493                         if(notif_firstblood) // first blood, no kill sprees yet
494                         {
495                                 if(targ.istypefrag)
496                                 {
497                                         Send_Notification_Legacy_Wrapper(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
498                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
499                                                 
500                                         Send_Notification_Legacy_Wrapper(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
501                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
502                                 }
503                                 else
504                                 {
505                                         Send_Notification_Legacy_Wrapper(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
506                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
507                                                 
508                                         Send_Notification_Legacy_Wrapper(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
509                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
510                                 }
511                         }
512                         else // normal frags, kill sprees listed
513                         {
514                                 if(targ.istypefrag)
515                                 {
516                                         Send_Notification_Legacy_Wrapper(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
517                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
518                                                 
519                                         Send_Notification_Legacy_Wrapper(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
520                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
521                                 }
522                                 else
523                                 {
524                                         Send_Notification_Legacy_Wrapper(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
525                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
526                                                 
527                                         Send_Notification_Legacy_Wrapper(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
528                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
529                                 }
530                         }
531                         
532                         if not(Obituary_WeaponDeath(TRUE, deathtype, targ.netname, attacker.netname))
533                                 Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG);
534                 }
535         }
536
537         // =============
538         // ACCIDENT/TRAP
539         // =============
540         else
541         {
542                 switch(deathtype)
543                 {
544                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
545                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
546                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
547                         /*case DEATH_HURTTRIGGER:
548                         {
549                                 s1 = targ.netname;
550                                 s2 = inflictor.message;
551                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
552                                 break;
553                         }*/
554
555                         case DEATH_CUSTOM:
556                         {
557                                 s1 = targ.netname;
558                                 s2 = deathmessage;
559                                 f1 = targ.killcount;
560                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
561                                 f2 = f3 = NO_FL_ARG;
562                                 break;
563                         }
564                         
565                         default:
566                         {
567                                 s1 = targ.netname;
568                                 f1 = targ.killcount;
569                                 s2 = NO_STR_ARG;
570                                 f2 = f3 = NO_FL_ARG;
571                                 break;
572                         }
573                 }
574
575                 LogDeath("accident", deathtype, targ, targ);
576                 GiveFrags(targ, targ, -1, deathtype);
577
578                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
579                 {
580                         AnnounceTo(targ, "botlike");
581                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
582                 }
583
584                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, f3);
585         }
586
587         // Set final information for the death
588         targ.death_origin = targ.origin;
589         if(targ != attacker) { targ.killer_origin = attacker.origin; }
590         if(targ.killcount) { targ.killcount = 0; }
591 }
592
593 // these are updated by each Damage call for use in button triggering and such
594 entity damage_targ;
595 entity damage_inflictor;
596 entity damage_attacker;
597
598 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
599 {
600         float mirrordamage;
601         float mirrorforce;
602         float teamdamage0;
603         entity attacker_save;
604         mirrordamage = 0;
605         mirrorforce = 0;
606
607         if (gameover || targ.killcount == -666)
608                 return;
609
610         entity oldself;
611         oldself = self;
612         self = targ;
613         damage_targ = targ;
614         damage_inflictor = inflictor;
615         damage_attacker = attacker;
616                 attacker_save = attacker;
617
618         if(targ.classname == "player")
619                 if(targ.hook)
620                         if(targ.hook.aiment)
621                                 if(targ.hook.aiment == attacker)
622                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
623
624         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
625         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
626         {
627                 if(targ.classname == "player")
628                         if not(IsDifferentTeam(targ, attacker))
629                         {
630                                 self = oldself;
631                                 return;
632                         }
633         }
634
635         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
636         {
637                 // These are ALWAYS lethal
638                 // No damage modification here
639                 // Instead, prepare the victim for his death...
640                 targ.armorvalue = 0;
641                 targ.spawnshieldtime = 0;
642                 targ.health = 0.9; // this is < 1
643                 targ.flags -= targ.flags & FL_GODMODE;
644                 damage = 100000;
645         }
646         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
647         {
648                 // no processing
649         }
650         else
651         {
652                 /*
653                 skill based bot damage? gtfo. (tZork)
654                 if (targ.classname == "player")
655                 if (attacker.classname == "player")
656                 if (!targ.isbot)
657                 if (attacker.isbot)
658                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
659         */
660         
661                 // nullify damage if teamplay is on
662                 if(deathtype != DEATH_TELEFRAG)
663                 if(attacker.classname == "player")
664                 {
665                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
666                         {
667                                 damage = 0;
668                                 force = '0 0 0';
669                         }
670                         else if(!IsDifferentTeam(attacker, targ))
671                         {
672                                 if(autocvar_teamplay_mode == 1)
673                                         damage = 0;
674                                 else if(attacker != targ)
675                                 {
676                                         if(autocvar_teamplay_mode == 3)
677                                                 damage = 0;
678                                         else if(autocvar_teamplay_mode == 4)
679                                         {
680                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
681                                                 {
682                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
683                                                         attacker.dmg_team = attacker.dmg_team + damage;
684                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
685                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
686                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
687                                                         if(g_minstagib)
688                                                         {
689                                                                 if(autocvar_g_friendlyfire == 0)
690                                                                         damage = 0;
691                                                         }
692                                                         else if(g_ca)
693                                                                 damage = 0;
694                                                         else
695                                                                 damage = autocvar_g_friendlyfire * damage;
696                                                         // mirrordamage will be used LATER
697
698                                                         if(autocvar_g_mirrordamage_virtual)
699                                                         {
700                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
701                                                                 attacker.dmg_take += v_x;
702                                                                 attacker.dmg_save += v_y;
703                                                                 attacker.dmg_inflictor = inflictor;
704                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
705                                                                 mirrorforce = 0;
706                                                         }
707
708                                                         if(autocvar_g_friendlyfire_virtual)
709                                                         {
710                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
711                                                                 targ.dmg_take += v_x;
712                                                                 targ.dmg_save += v_y;
713                                                                 targ.dmg_inflictor = inflictor;
714                                                                 damage = 0;
715                                                                 if(!autocvar_g_friendlyfire_virtual_force)
716                                                                         force = '0 0 0';
717                                                         }
718                                                 }
719                                                 else
720                                                         damage = 0;
721                                         }
722                                 }
723                         }
724                 }
725
726                 if(targ.classname == "player")
727                 if(attacker.classname == "player")
728                 if(attacker != targ)
729                 {
730                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
731                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
732                 }
733
734                 if(targ.classname == "player")
735                 if (g_minstagib)
736                 {
737                         if ((deathtype == DEATH_FALL)  ||
738                                 (deathtype == DEATH_DROWN) ||
739                                 (deathtype == DEATH_SLIME) ||
740                                 (deathtype == DEATH_LAVA)  ||
741                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
742                         {
743                                 self = oldself;
744                                 return;
745                         }
746                         if(damage > 0)
747                             damage = 10000;
748                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
749                         {
750                                 targ.armorvalue -= 1;
751                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
752                                 damage = 0;
753                                 targ.hitsound += 1;
754                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
755                         }
756                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
757                         {
758                                 damage = 0;
759                                 mirrordamage = 0;
760                                 if (targ != attacker)
761                                 {
762                                         if ((targ.health >= 1) && (targ.classname == "player"))
763                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
764                                         force = '0 0 0';
765                                         // keep mirrorforce
766                                         attacker = targ;
767                                 }
768                         }
769                 }
770
771                 if not(DEATH_ISSPECIAL(deathtype))
772                 {
773                         damage *= g_weapondamagefactor;
774                         mirrordamage *= g_weapondamagefactor;
775                         force = force * g_weaponforcefactor;
776                         mirrorforce *= g_weaponforcefactor;
777                 }
778                 
779                 // should this be changed at all? If so, in what way?
780                 frag_attacker = attacker;
781                 frag_target = targ;
782                 frag_damage = damage;
783                 frag_force = force;
784         frag_deathtype = deathtype;
785                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
786                 damage = frag_damage;
787                 force = frag_force;
788                 
789                 // apply strength multiplier
790                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
791                 {
792                         if(targ == attacker)
793                         {
794                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
795                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
796                         }
797                         else
798                         {
799                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
800                                 force = force * autocvar_g_balance_powerup_strength_force;
801                         }
802                 }
803
804                 // apply invincibility multiplier
805                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
806                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
807
808                 if (targ == attacker)
809                 {
810                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
811                                 damage = 0;
812                         else
813                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
814                 }
815
816                 if(g_runematch)
817                 {
818                         // apply strength rune
819                         if (attacker.runes & RUNE_STRENGTH)
820                         {
821                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
822                                 {
823                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
824                                         force = force * autocvar_g_balance_rune_strength_combo_force;
825                                 }
826                                 else
827                                 {
828                                         damage = damage * autocvar_g_balance_rune_strength_damage;
829                                         force = force * autocvar_g_balance_rune_strength_force;
830                                 }
831                         }
832                         else if (attacker.runes & CURSE_WEAK)
833                         {
834                                 damage = damage * autocvar_g_balance_curse_weak_damage;
835                                 force = force * autocvar_g_balance_curse_weak_force;
836                         }
837
838                         // apply defense rune
839                         if (targ.runes & RUNE_DEFENSE)
840                         {
841                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
842                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
843                                 else
844                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
845                         }
846                         else if (targ.runes & CURSE_VULNER)
847                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
848                 }
849
850                 // count the damage
851                 if(attacker)
852                 if(!targ.deadflag)
853                 if(targ.takedamage == DAMAGE_AIM)
854                 if(targ != attacker)
855                 {
856                         if(damage_headshotbonus)
857                         {
858                                 if(targ.classname == "player")
859                                 {
860                                         // HEAD SHOT:
861                                         // find height of hit on player axis
862                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
863                                         vector headmins, headmaxs, org;
864                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
865                                         headmins = org + GetHeadshotMins(targ);
866                                         headmaxs = org + GetHeadshotMaxs(targ);
867                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
868                                         {
869                                                 deathtype |= HITTYPE_HEADSHOT;
870                                         }
871                                 }
872                                 else if(targ.classname == "turret_head")
873                                 {
874                                         deathtype |= HITTYPE_HEADSHOT;
875                                 }
876                                 if(deathtype & HITTYPE_HEADSHOT)
877                                         if(damage_headshotbonus > 0)
878                                                 damage *= 1 + damage_headshotbonus;
879                         }
880
881                         entity victim;
882                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
883                                 victim = targ.owner;
884                         else
885                                 victim = targ;
886
887                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
888                         {
889                                 if(IsDifferentTeam(victim, attacker))
890                                 {
891                                         if(damage > 0)
892                                         {
893                                                 if(deathtype != DEATH_FIRE)
894                                                 {
895                                                         if(victim.BUTTON_CHAT)
896                                                                 attacker.typehitsound += 1;
897                                                         else
898                                                                 attacker.hitsound += 1;
899                                                 }
900
901                                                 damage_goodhits += 1;
902                                                 damage_gooddamage += damage;
903
904                                                 if not(DEATH_ISSPECIAL(deathtype))
905                                                 {
906                                                         if(targ.classname == "player") // don't do this for vehicles
907                                                         if(!g_minstagib)
908                                                         if(IsFlying(victim))
909                                                                 yoda = 1;
910
911                                                         if(g_minstagib)
912                                                         if(victim.items & IT_STRENGTH)
913                                                                 yoda = 1;
914
915                                                         if(deathtype & HITTYPE_HEADSHOT)
916                                                                 headshot = 1;
917                                                 }
918                                         }
919                                 }
920                                 else
921                                 {
922                                         if(deathtype != DEATH_FIRE)
923                                         {
924                                                 attacker.typehitsound += 1;
925                                         }
926                                         if(mirrordamage > 0)
927                                                 if(time > attacker.teamkill_complain)
928                                                 {
929                                                         attacker.teamkill_complain = time + 5;
930                                                         attacker.teamkill_soundtime = time + 0.4;
931                                                         attacker.teamkill_soundsource = targ;
932                                                 }
933                                 }
934                         }
935                 }
936         }
937
938         // apply push
939         if (self.damageforcescale)
940         if (vlen(force))
941         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
942         {
943                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
944                 if(self.movetype == MOVETYPE_PHYSICS)
945                 {
946                         entity farcent;
947                         farcent = spawn();
948                         farcent.classname = "farce";
949                         farcent.enemy = self;
950                         farcent.movedir = farce * 10;
951                         if(self.mass)
952                                 farcent.movedir = farcent.movedir * self.mass;
953                         farcent.origin = hitloc;
954                         farcent.forcetype = FORCETYPE_FORCEATPOS;
955                         farcent.nextthink = time + 0.1;
956                         farcent.think = SUB_Remove;
957                 }
958                 else
959                         self.velocity = self.velocity + farce;
960                 self.flags &~= FL_ONGROUND;
961                 UpdateCSQCProjectile(self);
962         }
963         // apply damage
964         if (damage != 0 || (self.damageforcescale && vlen(force)))
965         if (self.event_damage)
966                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
967         self = oldself;
968
969         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
970         {
971                 if(g_runematch)
972                 {
973                         if (attacker.runes & RUNE_VAMPIRE)
974                         {
975                         // apply vampire rune
976                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
977                                 {
978                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
979                                         attacker.health = bound(
980                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
981                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
982                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
983                                 }
984                                 else
985                                 {
986                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
987                                         attacker.health = bound(
988                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
989                                                                                         // empathy won't let you gain health in the same way...
990                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
991                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
992                                         }
993                         }
994                         // apply empathy curse
995                         else if (attacker.runes & CURSE_EMPATHY)
996                         {
997                                 attacker.health = bound(
998                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
999                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1000                                         attacker.health);
1001                         }
1002                 }
1003         }
1004
1005         // apply mirror damage if any
1006         if(mirrordamage > 0 || mirrorforce > 0)
1007         {
1008                 attacker = attacker_save;
1009                 if(g_minstagib)
1010                 if(mirrordamage > 0)
1011                 {
1012                         // just lose extra LIVES, don't kill the player for mirror damage
1013                         if(attacker.armorvalue > 0)
1014                         {
1015                                 attacker.armorvalue = attacker.armorvalue - 1;
1016                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1017                                 attacker.hitsound += 1;
1018                         }
1019                         mirrordamage = 0;
1020                 }
1021
1022                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1023                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1024         }
1025 }
1026
1027 float RadiusDamage_running;
1028 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1029         // Returns total damage applies to creatures
1030 {
1031         entity  targ;
1032         vector  blastorigin;
1033         vector  force;
1034         float   total_damage_to_creatures;
1035         entity  next;
1036         float   tfloordmg;
1037         float   tfloorforce;
1038
1039         float stat_damagedone;
1040
1041         if(RadiusDamage_running)
1042         {
1043                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1044                 return 0;
1045         }
1046
1047         RadiusDamage_running = 1;
1048
1049         tfloordmg = autocvar_g_throughfloor_damage;
1050         tfloorforce = autocvar_g_throughfloor_force;
1051
1052         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1053         total_damage_to_creatures = 0;
1054
1055         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1056                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1057                 {
1058                         force = inflictor.velocity;
1059                         if(vlen(force) == 0)
1060                                 force = '0 0 -1';
1061                         else
1062                                 force = normalize(force);
1063                         if(forceintensity >= 0)
1064                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1065                         else
1066                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1067                 }
1068
1069         stat_damagedone = 0;
1070
1071         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1072         while (targ)
1073         {
1074                 next = targ.chain;
1075                 if (targ != inflictor)
1076                         if (ignore != targ) if(targ.takedamage)
1077                         {
1078                                 vector nearest;
1079                                 vector diff;
1080                                 float power;
1081
1082                                 // LordHavoc: measure distance to nearest point on target (not origin)
1083                                 // (this guarentees 100% damage on a touch impact)
1084                                 nearest = targ.WarpZone_findradius_nearest;
1085                                 diff = targ.WarpZone_findradius_dist;
1086                                 // round up a little on the damage to ensure full damage on impacts
1087                                 // and turn the distance into a fraction of the radius
1088                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1089                                 //bprint(" ");
1090                                 //bprint(ftos(power));
1091                                 //if (targ == attacker)
1092                                 //      print(ftos(power), "\n");
1093                                 if (power > 0)
1094                                 {
1095                                         float finaldmg;
1096                                         if (power > 1)
1097                                                 power = 1;
1098                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1099                                         if (finaldmg > 0)
1100                                         {
1101                                                 float a;
1102                                                 float c;
1103                                                 vector hitloc;
1104                                                 vector myblastorigin;
1105                                                 vector center;
1106
1107                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1108
1109                                                 // if it's a player, use the view origin as reference
1110                                                 center = CENTER_OR_VIEWOFS(targ);
1111
1112                                                 force = normalize(center - myblastorigin);
1113                                                 force = force * (finaldmg / coredamage) * forceintensity;
1114                                                 hitloc = nearest;
1115
1116                                                 if(targ != directhitentity)
1117                                                 {
1118                                                         float hits;
1119                                                         float total;
1120                                                         float hitratio;
1121                                                         float mininv_f, mininv_d;
1122
1123                                                         // test line of sight to multiple positions on box,
1124                                                         // and do damage if any of them hit
1125                                                         hits = 0;
1126
1127                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1128                                                         // so for a given max stddev:
1129                                                         // n = (1 / (2 * max stddev of hitratio))^2
1130
1131                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1132                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1133
1134                                                         if(autocvar_g_throughfloor_debug)
1135                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1136
1137                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1138
1139                                                         if(autocvar_g_throughfloor_debug)
1140                                                                 print(sprintf(" steps=%f", total));
1141
1142                                                         if (targ.classname == "player")
1143                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1144                                                         else
1145                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1146
1147                                                         if(autocvar_g_throughfloor_debug)
1148                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1149
1150                                                         for(c = 0; c < total; ++c)
1151                                                         {
1152                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1153                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1154                                                                 if (trace_fraction == 1 || trace_ent == targ)
1155                                                                 {
1156                                                                         ++hits;
1157                                                                         if (hits > 1)
1158                                                                                 hitloc = hitloc + nearest;
1159                                                                         else
1160                                                                                 hitloc = nearest;
1161                                                                 }
1162                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1163                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1164                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1165                                                         }
1166
1167                                                         nearest = hitloc * (1 / max(1, hits));
1168                                                         hitratio = (hits / total);
1169                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1170                                                         finaldmg = finaldmg * a;
1171                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1172                                                         force = force * a;
1173
1174                                                         if(autocvar_g_throughfloor_debug)
1175                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1176                                                 }
1177
1178                                                 // laser force adjustments :P
1179                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1180                                                 {
1181                                                         if (targ == attacker)
1182                                                         {
1183                                                                 vector vel;
1184
1185                                                                 float force_zscale;
1186                                                                 float force_velocitybiasramp;
1187                                                                 float force_velocitybias;
1188
1189                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1190                                                                 if(deathtype & HITTYPE_SECONDARY)
1191                                                                 {
1192                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1193                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1194                                                                 }
1195                                                                 else
1196                                                                 {
1197                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1198                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1199                                                                 }
1200
1201                                                                 vel = targ.velocity;
1202                                                                 vel_z = 0;
1203                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1204                                                                 force =
1205                                                                         vlen(force)
1206                                                                         *
1207                                                                         normalize(normalize(force) + vel);
1208
1209                                                                 force_z *= force_zscale;
1210                                                         }
1211                                                         else
1212                                                         {
1213                                                                 if(deathtype & HITTYPE_SECONDARY)
1214                                                                 {
1215                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1216                                                                 }
1217                                                                 else
1218                                                                 {
1219                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1220                                                                 }
1221                                                         }
1222                                                 }
1223
1224                                                 //if (targ == attacker)
1225                                                 //{
1226                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1227                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1228                                                 //      print(" (", ftos(a), ")\n");
1229                                                 //}
1230                                                 if(finaldmg || vlen(force))
1231                                                 {
1232                                                         if(targ.iscreature)
1233                                                         {
1234                                                                 total_damage_to_creatures += finaldmg;
1235
1236                                                                 if(accuracy_isgooddamage(attacker, targ))
1237                                                                         stat_damagedone += finaldmg;
1238                                                         }
1239
1240                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1241                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1242                                                         else
1243                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1244                                                 }
1245                                         }
1246                                 }
1247                         }
1248                 targ = next;
1249         }
1250
1251         RadiusDamage_running = 0;
1252
1253         if(!DEATH_ISSPECIAL(deathtype))
1254                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1255
1256         return total_damage_to_creatures;
1257 }
1258
1259 .float fire_damagepersec;
1260 .float fire_endtime;
1261 .float fire_deathtype;
1262 .entity fire_owner;
1263 .float fire_hitsound;
1264 .entity fire_burner;
1265
1266 void fireburner_think();
1267
1268 float Fire_IsBurning(entity e)
1269 {
1270         return (time < e.fire_endtime);
1271 }
1272
1273 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1274 {
1275         float dps;
1276         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1277
1278         if(e.classname == "player")
1279         {
1280                 if(e.deadflag)
1281                         return -1;
1282         }
1283         else
1284         {
1285                 if(!e.fire_burner)
1286                 {
1287                         // print("adding a fire burner to ", e.classname, "\n");
1288                         e.fire_burner = spawn();
1289                         e.fire_burner.classname = "fireburner";
1290                         e.fire_burner.think = fireburner_think;
1291                         e.fire_burner.nextthink = time;
1292                         e.fire_burner.owner = e;
1293                 }
1294         }
1295
1296         t = max(t, 0.1);
1297         dps = d / t;
1298         if(Fire_IsBurning(e))
1299         {
1300                 mintime = e.fire_endtime - time;
1301                 maxtime = max(mintime, t);
1302
1303                 mindps = e.fire_damagepersec;
1304                 maxdps = max(mindps, dps);
1305
1306                 if(maxtime > mintime || maxdps > mindps)
1307                 {
1308                         // Constraints:
1309                         
1310                         // damage we have right now
1311                         mindamage = mindps * mintime;
1312
1313                         // damage we want to get
1314                         maxdamage = mindamage + d;
1315
1316                         // but we can't exceed maxtime * maxdps!
1317                         totaldamage = min(maxdamage, maxtime * maxdps);
1318
1319                         // LEMMA:
1320                         // Look at:
1321                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1322                         // We see:
1323                         // totaldamage <= maxtime * maxdps
1324                         // ==> totaldamage / maxdps <= maxtime.
1325                         // We also see:
1326                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1327                         //                     >= min(mintime, maxtime)
1328                         // ==> totaldamage / maxdps >= mintime.
1329
1330                         /*
1331                         // how long do we damage then?
1332                         // at least as long as before
1333                         // but, never exceed maxdps
1334                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1335                         */
1336
1337                         // alternate:
1338                         // at most as long as maximum allowed
1339                         // but, never below mindps
1340                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1341
1342                         // assuming t > mintime, dps > mindps:
1343                         // we get d = t * dps = maxtime * maxdps
1344                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1345                         // totaldamage / maxdps = maxtime
1346                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1347                         // FROM THIS:
1348                         // a) totaltime = max(mintime, maxtime) = maxtime
1349                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1350
1351                         // assuming t <= mintime:
1352                         // we get maxtime = mintime
1353                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1354                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1355
1356                         // assuming dps <= mindps:
1357                         // we get mindps = maxdps.
1358                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1359                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1360                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1361
1362                         e.fire_damagepersec = totaldamage / totaltime;
1363                         e.fire_endtime = time + totaltime;
1364                         if(totaldamage > 1.2 * mindamage)
1365                         {
1366                                 e.fire_deathtype = dt;
1367                                 if(e.fire_owner != o)
1368                                 {
1369                                         e.fire_owner = o;
1370                                         e.fire_hitsound = FALSE;
1371                                 }
1372                         }
1373                         if(accuracy_isgooddamage(o, e))
1374                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1375                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1376                 }
1377                 else
1378                         return 0;
1379         }
1380         else
1381         {
1382                 e.fire_damagepersec = dps;
1383                 e.fire_endtime = time + t;
1384                 e.fire_deathtype = dt;
1385                 e.fire_owner = o;
1386                 e.fire_hitsound = FALSE;
1387                 if(accuracy_isgooddamage(o, e))
1388                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1389                 return d;
1390         }
1391 }
1392
1393 void Fire_ApplyDamage(entity e)
1394 {
1395         float t, d, hi, ty;
1396         entity o;
1397
1398         if not(Fire_IsBurning(e))
1399                 return;
1400
1401         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1402         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1403                 o = e.fire_owner;
1404
1405         // water and slime stop fire
1406         if(e.waterlevel)
1407         if(e.watertype != CONTENT_LAVA)
1408                 e.fire_endtime = 0;
1409
1410         // ice stops fire
1411         if(e.freezetag_frozen)
1412                 e.fire_endtime = 0;
1413
1414         t = min(frametime, e.fire_endtime - time);
1415         d = e.fire_damagepersec * t;
1416
1417         hi = e.fire_owner.hitsound;
1418         ty = e.fire_owner.typehitsound;
1419         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1420         if(e.fire_hitsound && e.fire_owner)
1421         {
1422                 e.fire_owner.hitsound = hi;
1423                 e.fire_owner.typehitsound = ty;
1424         }
1425         e.fire_hitsound = TRUE;
1426
1427         if not(IS_INDEPENDENT_PLAYER(e))
1428         FOR_EACH_PLAYER(other) if(e != other)
1429         {
1430                 if(other.classname == "player")
1431                 if(other.deadflag == DEAD_NO)
1432                 if not(IS_INDEPENDENT_PLAYER(other))
1433                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1434                 {
1435                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1436                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1437                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1438                 }
1439         }
1440 }
1441
1442 void Fire_ApplyEffect(entity e)
1443 {
1444         if(Fire_IsBurning(e))
1445                 e.effects |= EF_FLAME;
1446         else
1447                 e.effects &~= EF_FLAME;
1448 }
1449
1450 void fireburner_think()
1451 {
1452         // for players, this is done in the regular loop
1453         if(wasfreed(self.owner))
1454         {
1455                 remove(self);
1456                 return;
1457         }
1458         Fire_ApplyEffect(self.owner);
1459         if(!Fire_IsBurning(self.owner))
1460         {
1461                 self.owner.fire_burner = world;
1462                 remove(self);
1463                 return;
1464         }
1465         Fire_ApplyDamage(self.owner);
1466         self.nextthink = time;
1467 }