]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/g_damage.qc
Merge branch 'master' into samual/water_and_damage_blur
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         return TRUE;
18 }
19
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
21 {
22         // TODO maybe call this from non-edgedamage too?
23         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
24
25         entity e;
26
27         if(!sound_allowed(MSG_BROADCAST, dmgowner))
28                 deathtype |= 0x8000;
29
30         e = spawn();
31         setorigin(e, org);
32         e.projectiledeathtype = deathtype;
33         e.dmg = coredamage;
34         e.dmg_edge = edgedamage;
35         e.dmg_radius = rad;
36         e.dmg_force = vlen(force);
37         e.velocity = force;
38
39         e.oldorigin_x = compressShortVector(e.velocity);
40
41         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
42 }
43
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
45
46 float checkrules_firstblood;
47
48 float yoda;
49 float damage_goodhits;
50 float damage_gooddamage;
51 float headshot;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
53
54 .float dmg_team;
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
58 .entity pusher;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teams_matter)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 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 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
106 {
107         float w;
108
109         // TODO route through PlayerScores instead
110         if(gameover) return;
111
112         if(f < 0)
113         {
114                 if(targ == attacker)
115                 {
116                         // suicide
117                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
118                 }
119                 else
120                 {
121                         // teamkill
122                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
123                         PlayerStats_Event(attacker, PLAYERSTATS_KILLS, -1);
124                 }
125         }
126         else
127         {
128                 // regular frag
129                 PlayerScore_Add(attacker, SP_KILLS, 1);
130                 PlayerStats_Event(attacker, PLAYERSTATS_KILLS, 1);
131         }
132
133         PlayerScore_Add(targ, SP_DEATHS, 1);
134
135         if(g_arena || g_ca)
136                 if(autocvar_g_arena_roundbased)
137                         return;
138
139         if(targ != attacker) // not for suicides
140         if(g_weaponarena_random)
141         {
142                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
143                 float culprit;
144                 culprit = DEATH_WEAPONOF(deathtype);
145                 if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
146                         culprit = attacker.weapon;
147
148                 if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
149                 {
150                         // no exchange
151                 }
152                 else
153                 {
154                         if(inWarmupStage)
155                                 w = warmup_start_weapons;
156                         else
157                                 w = start_weapons;
158
159                         // all others (including the culprit): remove
160                         w &~= attacker.weapons;
161
162                         // among the remaining ones, choose one by random
163                         w = randombits(w, 1, FALSE);
164                         if(w)
165                         {
166                                 attacker.weapons |= w;
167                                 attacker.weapons &~= W_WeaponBit(culprit);
168                         }
169                 }
170
171                 // after a frag, choose another random weapon set
172                 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
173                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
174         }
175
176         // FIXME fix the mess this is (we have REAL points now!)
177         entity oldself;
178         oldself = self;
179         self = attacker;
180         frag_attacker = attacker;
181         frag_target = targ;
182         frag_score = f;
183         if(MUTATOR_CALLHOOK(GiveFragsForKill))
184         {
185                 f = frag_score;
186                 self = oldself;
187         }
188         else
189         {
190                 self = oldself;
191                 if(g_runematch)
192                 {
193                         f = RunematchHandleFrags(attacker, targ, f);
194                 }
195                 else if(g_lms)
196                 {
197                         // remove a life
198                         float tl;
199                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
200                         if(tl < lms_lowest_lives)
201                                 lms_lowest_lives = tl;
202                         if(tl <= 0)
203                         {
204                                 if(!lms_next_place)
205                                         lms_next_place = player_count;
206                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211                 else if(g_ctf)
212                 {
213                         if(g_ctf_ignore_frags)
214                                 f = 0;
215                 }
216         }
217
218         attacker.totalfrags += f;
219
220         if(f)
221                 UpdateFrags(attacker, f);
222 }
223
224 string AppendItemcodes(string s, entity player)
225 {
226         float w;
227         w = player.weapon;
228         //if(w == 0)
229         //      w = player.switchweapon;
230         if(w == 0)
231                 w = player.cnt; // previous weapon!
232         s = strcat(s, ftos(w));
233         if(time < player.strength_finished)
234                 s = strcat(s, "S");
235         if(time < player.invincible_finished)
236                 s = strcat(s, "I");
237         if(player.flagcarried != world)
238                 s = strcat(s, "F");
239         if(player.BUTTON_CHAT)
240                 s = strcat(s, "T");
241         if(player.kh_next)
242                 s = strcat(s, "K");
243         if(player.runes)
244                 s = strcat(s, "|", ftos(player.runes));
245         return s;
246 }
247
248 void LogDeath(string mode, float deathtype, entity killer, entity killed)
249 {
250         string s;
251         if(!autocvar_sv_eventlog)
252                 return;
253         s = strcat(":kill:", mode);
254         s = strcat(s, ":", ftos(killer.playerid));
255         s = strcat(s, ":", ftos(killed.playerid));
256         s = strcat(s, ":type=", ftos(deathtype));
257         s = strcat(s, ":items=");
258         s = AppendItemcodes(s, killer);
259         if(killed != killer)
260         {
261                 s = strcat(s, ":victimitems=");
262                 s = AppendItemcodes(s, killed);
263         }
264         GameLogEcho(s);
265 }
266
267 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
268 {
269         WriteByte(MSG_ALL, SVC_TEMPENTITY);
270         WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
271         WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
272         WriteString(MSG_ALL, s1);
273         WriteString(MSG_ALL, s2);
274         WriteString(MSG_ALL, s3);
275         WriteShort(MSG_ALL, msg);
276         WriteByte(MSG_ALL, type);
277 }
278
279 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
280 void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
281 {
282         if (clienttype(e) == CLIENTTYPE_REAL)
283         {
284                 msg_entity = e;
285                 WRITESPECTATABLE_MSG_ONE({
286                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
287                         WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
288                         WriteByte(MSG_ONE, CSQC_CENTERPRINT);
289                         WriteString(MSG_ONE, s1);
290                         WriteString(MSG_ONE, s2);
291                         WriteShort(MSG_ONE, msg);
292                         WriteByte(MSG_ONE, type);
293                 });
294         }
295 }
296
297 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
298 {
299         string  s, a, msg;
300         float w, type;
301
302         if (targ.classname == "player" || targ.classname == "corpse")
303         {
304                 if (targ.classname == "corpse")
305                         s = "A corpse";
306                 else
307                         s = targ.netname;
308
309                 a = attacker.netname;
310
311                 if (targ == attacker) // suicides
312                 {
313                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
314                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
315             if(!g_cts) // no "killed your own dumb self" message in CTS
316                 Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
317
318                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
319                         {
320                                 LogDeath("suicide", deathtype, targ, targ);
321                                 GiveFrags(attacker, targ, -1, deathtype);
322                         }
323
324                         if (targ.killcount > 2)
325                                 msg = ftos(targ.killcount);
326                         if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
327                         {
328                                 if(attacker.team == COLOR_TEAM1)
329                                         deathtype = KILL_TEAM_RED;
330                                 else
331                                         deathtype = KILL_TEAM_BLUE;
332                         }
333
334                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
335                 }
336                 else if (attacker.classname == "player" || attacker.classname == "gib")
337                 {
338                         if(teams_matter && attacker.team == targ.team)
339                         {
340                                 if(attacker.team == COLOR_TEAM1)
341                                         type = KILL_TEAM_RED;
342                                 else
343                                         type = KILL_TEAM_BLUE;
344
345                                 GiveFrags(attacker, targ, -1, deathtype);
346
347                                 Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
348
349                                 if (targ.killcount > 2) {
350                                         msg = ftos(targ.killcount);
351                                 }
352
353                                 if (attacker.killcount > 2) {
354                                         msg = ftos(attacker.killcount);
355                                         type = KILL_TEAM_SPREE;
356                                 }
357                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
358
359                                 attacker.killcount = 0;
360
361                                 LogDeath("tk", deathtype, attacker, targ);
362                         }
363                         else
364                         {
365                                 if (!checkrules_firstblood)
366                                 {
367                                         checkrules_firstblood = TRUE;
368                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
369                                         // TODO: make these print a newline if they dont
370                                         Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
371                                         Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
372                                 }
373
374                                 if((autocvar_sv_fragmessage_information_typefrag) && (targ.BUTTON_CHAT)) {
375                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
376                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
377                                 } else {
378                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
379                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
380                                 }
381
382                                 attacker.taunt_soundtime = time + 1;
383
384                                 // TODO: fix this?
385                                 if (deathtype == DEATH_CUSTOM)
386                                         msg = deathmessage;
387                                 else
388                                         msg = inflictor.message2;
389
390                                 if(strstrofs(msg, "%", 0) < 0)
391                                         msg = strcat("%s ", msg, " by %s");
392
393                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
394
395                                 if(g_ctf && targ.flagcarried)
396                                 {
397                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
398                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
399                                         GiveFrags(attacker, targ, 0, deathtype); // for logging
400                                 }
401                                 else
402                                         GiveFrags(attacker, targ, 1, deathtype);
403
404                                 if (targ.killcount > 2) {
405                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
406                                 }
407
408                                 attacker.killcount = attacker.killcount + 1;
409
410                                 if (attacker.killcount > 2) {
411                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
412                                 }
413                                 else if (attacker.killcount == 3)
414                                 {
415                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
416                                         AnnounceTo(attacker, "03kills");
417                                 }
418                                 else if (attacker.killcount == 5)
419                                 {
420                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
421                                         AnnounceTo(attacker, "05kills");
422                                 }
423                                 else if (attacker.killcount == 10)
424                                 {
425                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
426                                         AnnounceTo(attacker, "10kills");
427                                 }
428                                 else if (attacker.killcount == 15)
429                                 {
430                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
431                                         AnnounceTo(attacker, "15kills");
432                                 }
433                                 else if (attacker.killcount == 20)
434                                 {
435                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
436                                         AnnounceTo(attacker, "20kills");
437                                 }
438                                 else if (attacker.killcount == 25)
439                                 {
440                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
441                                         AnnounceTo(attacker, "25kills");
442                                 }
443                                 else if (attacker.killcount == 30)
444                                 {
445                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
446                                         AnnounceTo(attacker, "30kills");
447                                 }
448                                 LogDeath("frag", deathtype, attacker, targ);
449                         }
450                 }
451                 else
452                 {
453                         Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
454                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
455                                 msg = inflictor.message;
456                         else if (deathtype == DEATH_CUSTOM)
457                                 msg = deathmessage;
458                         if(strstrofs(msg, "%", 0) < 0)
459                                 msg = strcat("%s ", msg);
460
461                         GiveFrags(targ, targ, -1, deathtype);
462                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
463                                 AnnounceTo(targ, "botlike");
464                         }
465                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
466
467                         if (targ.killcount > 2)
468                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
469
470                         LogDeath("accident", deathtype, targ, targ);
471                 }
472
473                 targ.death_origin = targ.origin;
474                 if(targ != attacker)
475                         targ.killer_origin = attacker.origin;
476
477                 // FIXME: this should go in PutClientInServer
478                 if (targ.killcount)
479                         targ.killcount = 0;
480         }
481 }
482
483 // these are updated by each Damage call for use in button triggering and such
484 entity damage_targ;
485 entity damage_inflictor;
486 entity damage_attacker;
487 .float prevhitsound;
488
489 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
490 {
491         float mirrordamage;
492         float mirrorforce;
493         float teamdamage0;
494         entity attacker_save;
495         mirrordamage = 0;
496         mirrorforce = 0;
497
498         if (gameover || targ.killcount == -666)
499                 return;
500
501         local entity oldself;
502         oldself = self;
503         self = targ;
504         damage_targ = targ;
505         damage_inflictor = inflictor;
506         damage_attacker = attacker;
507                 attacker_save = attacker;
508
509         if(targ.classname == "player")
510                 if(targ.hook)
511                         if(targ.hook.aiment)
512                                 if(targ.hook.aiment == attacker)
513                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
514
515         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
516         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
517         {
518                 if(targ.classname == "player")
519                         if not(IsDifferentTeam(targ, attacker))
520                         {
521                                 self = oldself;
522                                 return;
523                         }
524         }
525
526         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
527         {
528                 // These are ALWAYS lethal
529                 // No damage modification here
530                 // Instead, prepare the victim for his death...
531                 targ.armorvalue = 0;
532                 targ.spawnshieldtime = 0;
533                 targ.health = 0.9; // this is < 1
534                 targ.flags -= targ.flags & FL_GODMODE;
535                 damage = 100000;
536         }
537         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
538         {
539                 // no processing
540         }
541         else
542         {
543                 if (targ.classname == "player")
544                 if (attacker.classname == "player")
545                 if (!targ.isbot)
546                 if (attacker.isbot)
547                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
548
549                 // nullify damage if teamplay is on
550                 if(deathtype != DEATH_TELEFRAG)
551                 if(attacker.classname == "player")
552                 {
553                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
554                         {
555                                 damage = 0;
556                                 force = '0 0 0';
557                         }
558                         else if(teams_matter && attacker.team == targ.team)
559                         {
560                                 if(autocvar_teamplay_mode == 1)
561                                         damage = 0;
562                                 else if(attacker != targ)
563                                 {
564                                         if(autocvar_teamplay_mode == 3)
565                                                 damage = 0;
566                                         else if(autocvar_teamplay_mode == 4)
567                                         {
568                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
569                                                 {
570                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
571                                                         attacker.dmg_team = attacker.dmg_team + damage;
572                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
573                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
574                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
575                                                         if(g_minstagib)
576                                                         {
577                                                                 if(autocvar_g_friendlyfire == 0)
578                                                                         damage = 0;
579                                                         }
580                                                         else if(g_ca)
581                                                                 damage = 0;
582                                                         else
583                                                                 damage = autocvar_g_friendlyfire * damage;
584                                                         // mirrordamage will be used LATER
585
586                                                         if(autocvar_g_mirrordamage_virtual)
587                                                         {
588                                                                 vector v;
589                                                                 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
590                                                                 attacker.dmg_take += v_x;
591                                                                 attacker.dmg_save += v_y;
592                                                                 attacker.dmg_inflictor = inflictor;
593                                                                 mirrordamage = 0;
594                                                                 mirrorforce = 0;
595                                                         }
596
597                                                         if(autocvar_g_friendlyfire_virtual)
598                                                         {
599                                                                 vector v;
600                                                                 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
601                                                                 targ.dmg_take += v_x;
602                                                                 targ.dmg_save += v_y;
603                                                                 targ.dmg_inflictor = inflictor;
604                                                                 damage = 0;
605                                 if(!autocvar_g_friendlyfire_virtual_force)
606                                     force = '0 0 0';
607                                                         }
608                                                 }
609                                                 else
610                                                         damage = 0;
611                                         }
612                                 }
613                         }
614                 }
615
616                 if(targ.classname == "player")
617                 if(attacker.classname == "player")
618                 if(attacker != targ)
619                 {
620                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
621                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
622                 }
623
624                 if(targ.classname == "player")
625                 if (g_minstagib)
626                 {
627                         if ((deathtype == DEATH_FALL)  ||
628                                 (deathtype == DEATH_DROWN) ||
629                                 (deathtype == DEATH_SLIME) ||
630                                 (deathtype == DEATH_LAVA)  ||
631                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
632                         {
633                                 self = oldself;
634                                 return;
635                         }
636                         if(damage > 0)
637                             damage = 10000;
638                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
639                         {
640                                 targ.armorvalue -= 1;
641                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
642                                 damage = 0;
643                                 targ.hitsound += 1;
644                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
645                         }
646                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
647                         {
648                                 damage = 0;
649                                 mirrordamage = 0;
650                                 if (targ != attacker)
651                                 {
652                                         if ((targ.health >= 1) && (targ.classname == "player"))
653                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
654                                         force = '0 0 0';
655                                         // keep mirrorforce
656                                         attacker = targ;
657                                 }
658                         }
659                 }
660
661                 if not(DEATH_ISSPECIAL(deathtype))
662                 {
663                         damage *= g_weapondamagefactor;
664                         mirrordamage *= g_weapondamagefactor;
665                         force = force * g_weaponforcefactor;
666                         mirrorforce *= g_weaponforcefactor;
667                 }
668                 
669                 // should this be changed at all? If so, in what way?
670                 frag_attacker = attacker;
671                 frag_target = targ;
672                 frag_damage = damage;
673                 frag_force = force;
674         frag_deathtype = deathtype;
675                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
676                 damage = frag_damage;
677                 force = frag_force;
678                 
679                 // apply strength multiplier
680                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
681                 {
682                         if(targ == attacker)
683                         {
684                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
685                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
686                         }
687                         else
688                         {
689                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
690                                 force = force * autocvar_g_balance_powerup_strength_force;
691                         }
692                 }
693
694                 // apply invincibility multiplier
695                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
696                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
697
698                 if (targ == attacker)
699                 {
700                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
701                                 damage = 0;
702                         else
703                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
704                 }
705
706                 // CTF: reduce damage/force
707                 if(g_ctf)
708                 if(targ == attacker)
709                 if(targ.flagcarried)
710                 {
711                         damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
712                         force = force * autocvar_g_ctf_flagcarrier_selfforce;
713                 }
714
715                 if(g_runematch)
716                 {
717                         // apply strength rune
718                         if (attacker.runes & RUNE_STRENGTH)
719                         {
720                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
721                                 {
722                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
723                                         force = force * autocvar_g_balance_rune_strength_combo_force;
724                                 }
725                                 else
726                                 {
727                                         damage = damage * autocvar_g_balance_rune_strength_damage;
728                                         force = force * autocvar_g_balance_rune_strength_force;
729                                 }
730                         }
731                         else if (attacker.runes & CURSE_WEAK)
732                         {
733                                 damage = damage * autocvar_g_balance_curse_weak_damage;
734                                 force = force * autocvar_g_balance_curse_weak_force;
735                         }
736
737                         // apply defense rune
738                         if (targ.runes & RUNE_DEFENSE)
739                         {
740                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
741                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
742                                 else
743                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
744                         }
745                         else if (targ.runes & CURSE_VULNER)
746                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
747                 }
748
749                 // count the damage
750                 if(attacker)
751                 if(!targ.deadflag)
752                 if(targ.takedamage == DAMAGE_AIM)
753                 if(targ != attacker)
754                 {
755                         if(targ.classname == "player")
756                         {
757                                 // HEAD SHOT:
758                                 // find height of hit on player axis
759                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
760                                 vector headmins, headmaxs, org;
761                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
762                                 headmins = org + GetHeadshotMins(targ);
763                                 headmaxs = org + GetHeadshotMaxs(targ);
764                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
765                                 {
766                                         deathtype |= HITTYPE_HEADSHOT;
767                                 }
768                         }
769                         else if(targ.classname == "turret_head")
770                         {
771                                 deathtype |= HITTYPE_HEADSHOT;
772                         }
773                         if(deathtype & HITTYPE_HEADSHOT)
774                                 damage *= 1 + damage_headshotbonus;
775
776                         if(targ.classname == "player")
777                         {
778                                 if(IsDifferentTeam(targ, attacker))
779                                 {
780                                         if(damage > 0)
781                                         {
782                                                 if(attacker.weapon != WEP_LASER
783                                                 && (attacker.weapon != WEP_ELECTRO || !autocvar_g_balance_electro_lightning)
784                                                 && attacker.prevhitsound + autocvar_sv_hitsound_antispam_time < time)
785                                                 {
786                                                         if(targ.BUTTON_CHAT)
787                                                                 attacker.typehitsound += 1;
788                                                         else
789                                                                 attacker.hitsound += 1;
790                                                         attacker.prevhitsound = time;
791                                                 }
792
793                                                 damage_goodhits += 1;
794                                                 damage_gooddamage += damage;
795
796                                                 if not(DEATH_ISSPECIAL(deathtype))
797                                                 {
798                                                         if(!g_minstagib)
799                                                         if(IsFlying(targ))
800                                                                 yoda = 1;
801
802                                                         if(g_minstagib)
803                                                         if(targ.items & IT_STRENGTH)
804                                                                 yoda = 1;
805
806                                                         if(deathtype & HITTYPE_HEADSHOT)
807                                                                 headshot = 1;
808                                                 }
809                                                 if(g_ca)
810                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
811                                         }
812                                 }
813                                 else
814                                 {
815                                         if(deathtype != DEATH_FIRE
816                                         && attacker.prevhitsound + autocvar_sv_hitsound_antispam_time < time)
817                                         {
818                                                 attacker.typehitsound += 1;
819                                                 attacker.prevhitsound = time;
820                                         }
821                                         if(mirrordamage > 0)
822                                                 if(time > attacker.teamkill_complain)
823                                                 {
824                                                         attacker.teamkill_complain = time + 5;
825                                                         attacker.teamkill_soundtime = time + 0.4;
826                                                         attacker.teamkill_soundsource = targ;
827                                                 }
828                                 }
829                         }
830                 }
831         }
832
833         // apply push
834         if (self.damageforcescale)
835         if (vlen(force))
836         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
837         {
838                 self.velocity = self.velocity + self.damageforcescale * force;
839                 self.flags &~= FL_ONGROUND;
840                 UpdateCSQCProjectile(self);
841         }
842         // apply damage
843         if (damage != 0 || (self.damageforcescale && vlen(force)))
844         if (self.event_damage)
845                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
846         self = oldself;
847
848         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
849         {
850                 if(g_runematch)
851                 {
852                         if (attacker.runes & RUNE_VAMPIRE)
853                         {
854                         // apply vampire rune
855                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
856                                 {
857                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
858                                         attacker.health = bound(
859                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
860                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
861                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
862                                 }
863                                 else
864                                 {
865                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
866                                         attacker.health = bound(
867                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
868                                                                                         // empathy won't let you gain health in the same way...
869                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
870                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
871                                         }
872                         }
873                         // apply empathy curse
874                         else if (attacker.runes & CURSE_EMPATHY)
875                         {
876                                 attacker.health = bound(
877                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
878                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
879                                         attacker.health);
880                         }
881                 }
882         }
883
884         // apply mirror damage if any
885         if(mirrordamage > 0 || mirrorforce > 0)
886         {
887                 attacker = attacker_save;
888                 if(g_minstagib)
889                 if(mirrordamage > 0)
890                 {
891                         // just lose extra LIVES, don't kill the player for mirror damage
892                         if(attacker.armorvalue > 0)
893                         {
894                                 attacker.armorvalue = attacker.armorvalue - 1;
895                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
896                                 attacker.hitsound += 1;
897                         }
898                         mirrordamage = 0;
899                 }
900
901                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
902                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
903         }
904 }
905
906 float RadiusDamage_running;
907 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
908 // Returns total damage applies to creatures
909 {
910         entity  targ;
911         float   finaldmg;
912         float   power;
913         vector  blastorigin;
914         vector  force;
915         vector  diff;
916         vector  center;
917         vector  nearest;
918         float   total_damage_to_creatures;
919         entity  next;
920         float   tfloordmg;
921         float   tfloorforce;
922
923         float stat_damagedone;
924
925         if(RadiusDamage_running)
926         {
927                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
928                 return 0;
929         }
930
931         RadiusDamage_running = 1;
932
933         tfloordmg = autocvar_g_throughfloor_damage;
934         tfloorforce = autocvar_g_throughfloor_force;
935
936         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
937         total_damage_to_creatures = 0;
938
939         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
940         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
941         {
942                 force = inflictor.velocity;
943                 if(vlen(force) == 0)
944                         force = '0 0 -1';
945                 else
946                         force = normalize(force);
947                 if(forceintensity >= 0)
948                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
949                 else
950                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
951         }
952
953         stat_damagedone = 0;
954
955         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
956         while (targ)
957         {
958                 next = targ.chain;
959                 if (targ != inflictor)
960                         if (ignore != targ) if(targ.takedamage)
961                         {
962                                 // LordHavoc: measure distance to nearest point on target (not origin)
963                                 // (this guarentees 100% damage on a touch impact)
964                                 nearest = targ.WarpZone_findradius_nearest;
965                                 diff = targ.WarpZone_findradius_dist;
966                                 // round up a little on the damage to ensure full damage on impacts
967                                 // and turn the distance into a fraction of the radius
968                                 power = 1 - ((vlen (diff) - 2) / rad);
969                                 //bprint(" ");
970                                 //bprint(ftos(power));
971                                 //if (targ == attacker)
972                                 //      print(ftos(power), "\n");
973                                 if (power > 0)
974                                 {
975                                         if (power > 1)
976                                                 power = 1;
977                                         finaldmg = coredamage * power + edgedamage * (1 - power);
978                                         if (finaldmg > 0)
979                                         {
980                                                 local float a;
981                                                 local float c;
982                                                 local float hits;
983                                                 local float total;
984                                                 local float hitratio;
985                                                 local vector hitloc;
986                                                 local vector myblastorigin;
987                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
988                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
989                                                 // if it's a player, use the view origin as reference
990                                                 if (targ.classname == "player")
991                                                         center = targ.origin + targ.view_ofs;
992                                                 force = normalize(center - myblastorigin);
993                                                 force = force * (finaldmg / coredamage) * forceintensity;
994                                                 // test line of sight to multiple positions on box,
995                                                 // and do damage if any of them hit
996                                                 hits = 0;
997                                                 if (targ.classname == "player")
998                                                         total = ceil(bound(1, finaldmg, 50));
999                                                 else
1000                                                         total = ceil(bound(1, finaldmg/10, 5));
1001                                                 hitloc = nearest;
1002                                                 c = 0;
1003                                                 while (c < total)
1004                                                 {
1005                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1006                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1007                                                         if (trace_fraction == 1 || trace_ent == targ)
1008                                                         {
1009                                                                 hits = hits + 1;
1010                                                                 if (hits > 1)
1011                                                                         hitloc = hitloc + nearest;
1012                                                                 else
1013                                                                         hitloc = nearest;
1014                                                         }
1015                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1016                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1017                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1018                                                         c = c + 1;
1019                                                 }
1020                                                 nearest = hitloc * (1 / max(1, hits));
1021                                                 hitratio = (hits / total);
1022                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1023                                                 finaldmg = finaldmg * a;
1024                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1025                                                 force = force * a;
1026
1027                                                 // laser force adjustments :P
1028                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1029                                                 {
1030                             if (targ == attacker)
1031                             {
1032                                 vector vel;
1033
1034                                 float force_zscale;
1035                                 float force_velocitybiasramp;
1036                                 float force_velocitybias;
1037
1038                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1039                                 if(deathtype & HITTYPE_SECONDARY)
1040                                 {
1041                                     force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1042                                     force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1043                                 }
1044                                 else
1045                                 {
1046                                     force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1047                                     force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1048                                 }
1049
1050                                 vel = targ.velocity;
1051                                 vel_z = 0;
1052                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1053                                 force =
1054                                     vlen(force)
1055                                     *
1056                                     normalize(normalize(force) + vel);
1057
1058                                 force_z *= force_zscale;
1059                             }
1060                             else
1061                             {
1062                                 if(deathtype & HITTYPE_SECONDARY)
1063                                 {
1064                                     force *= autocvar_g_balance_laser_secondary_force_other_scale;
1065                                 }
1066                                 else
1067                                 {
1068                                     force *= autocvar_g_balance_laser_primary_force_other_scale;
1069                                 }
1070                             }
1071                                                 }
1072
1073                                                 //if (targ == attacker)
1074                                                 //{
1075                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1076                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1077                                                 //      print(" (", ftos(a), ")\n");
1078                                                 //}
1079                                                 if(hits || tfloordmg || tfloorforce)
1080                                                 {
1081                                                         if(targ.iscreature)
1082                                                         {
1083                                                                 total_damage_to_creatures += finaldmg;
1084
1085                                                                 if(accuracy_isgooddamage(attacker, targ))
1086                                                                         stat_damagedone += finaldmg;
1087                                                         }
1088
1089                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1090                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1091                                                         else
1092                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1093                                                 }
1094                                         }
1095                                 }
1096                         }
1097                 targ = next;
1098         }
1099
1100         RadiusDamage_running = 0;
1101
1102         if(!DEATH_ISSPECIAL(deathtype))
1103                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1104
1105         return total_damage_to_creatures;
1106 }
1107
1108 .float fire_damagepersec;
1109 .float fire_endtime;
1110 .float fire_deathtype;
1111 .entity fire_owner;
1112 .float fire_hitsound;
1113 .entity fire_burner;
1114
1115 void fireburner_think();
1116
1117 float Fire_IsBurning(entity e)
1118 {
1119         return (time < e.fire_endtime);
1120 }
1121
1122 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1123 {
1124         float dps;
1125         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1126
1127         if(e.classname == "player")
1128         {
1129                 if(e.deadflag)
1130                         return -1;
1131         }
1132         else
1133         {
1134                 if(!e.fire_burner)
1135                 {
1136                         // print("adding a fire burner to ", e.classname, "\n");
1137                         e.fire_burner = spawn();
1138                         e.fire_burner.classname = "fireburner";
1139                         e.fire_burner.think = fireburner_think;
1140                         e.fire_burner.nextthink = time;
1141                         e.fire_burner.owner = e;
1142                 }
1143         }
1144
1145         t = max(t, 0.1);
1146         dps = d / t;
1147         if(Fire_IsBurning(e))
1148         {
1149                 mintime = e.fire_endtime - time;
1150                 maxtime = max(mintime, t);
1151
1152                 mindps = e.fire_damagepersec;
1153                 maxdps = max(mindps, dps);
1154
1155                 if(maxtime > mintime || maxdps > mindps)
1156                 {
1157                         mindamage = mindps * mintime;
1158                         maxdamage = mindamage + d;
1159
1160                         // interval [mintime, maxtime] * [mindps, maxdps]
1161                         // intersected with
1162                         // [mindamage, maxdamage]
1163                         // maximum of this!
1164
1165                         if(maxdamage >= maxtime * maxdps)
1166                         {
1167                                 totaltime = maxtime;
1168                                 totaldamage = maxtime * maxdps;
1169
1170                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1171                         }
1172                         else
1173                         {
1174                                 // maxdamage is inside the interval!
1175                                 // first, try to use mindps; only if this fails, increase dps as needed
1176                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1177                                 totaldamage = maxdamage;
1178                                 // can totaldamage / totaltime be >= maxdps?
1179                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1180                                 // we know maxdamage < maxtime * maxdps
1181                                 // so it cannot be
1182
1183                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1184                         }
1185
1186                         // total conditions for increasing:
1187                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1188                         // however:
1189                         //     if maxtime = mintime, maxdps = mindps
1190                         // then:
1191                         //     maxdamage = mindamage + d
1192                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1193                         // so the last condition is not needed
1194
1195                         e.fire_damagepersec = totaldamage / totaltime;
1196                         e.fire_endtime = time + totaltime;
1197                         if(totaldamage > 1.2 * mindamage)
1198                         {
1199                                 e.fire_deathtype = dt;
1200                                 if(e.fire_owner != o)
1201                                 {
1202                                         e.fire_owner = o;
1203                                         e.fire_hitsound = FALSE;
1204                                 }
1205                         }
1206                         if(accuracy_isgooddamage(o, e))
1207                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1208                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1209                 }
1210                 else
1211                         return 0;
1212         }
1213         else
1214         {
1215                 e.fire_damagepersec = dps;
1216                 e.fire_endtime = time + t;
1217                 e.fire_deathtype = dt;
1218                 e.fire_owner = o;
1219                 e.fire_hitsound = FALSE;
1220                 if(accuracy_isgooddamage(o, e))
1221                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1222                 return d;
1223         }
1224 }
1225
1226 void Fire_ApplyDamage(entity e)
1227 {
1228         float t, d, hi, ty;
1229         entity o;
1230
1231         if not(Fire_IsBurning(e))
1232                 return;
1233
1234         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1235         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1236                 o = e.fire_owner;
1237
1238         // water and slime stop fire
1239         if(e.waterlevel)
1240         if(e.watertype != CONTENT_LAVA)
1241                 e.fire_endtime = 0;
1242
1243         // ice stops fire
1244         if(e.freezetag_frozen)
1245                 e.fire_endtime = 0;
1246
1247         t = min(frametime, e.fire_endtime - time);
1248         d = e.fire_damagepersec * t;
1249
1250         hi = e.fire_owner.hitsound;
1251         ty = e.fire_owner.typehitsound;
1252         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1253         if(e.fire_hitsound && e.fire_owner)
1254         {
1255                 e.fire_owner.hitsound = hi;
1256                 e.fire_owner.typehitsound = ty;
1257         }
1258         e.fire_hitsound = TRUE;
1259
1260         if not(IS_INDEPENDENT_PLAYER(e))
1261         FOR_EACH_PLAYER(other) if(e != other)
1262         {
1263                 if(other.classname == "player")
1264                 if(other.deadflag == DEAD_NO)
1265                 if not(IS_INDEPENDENT_PLAYER(other))
1266                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1267                 {
1268                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1269                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1270                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1271                 }
1272         }
1273 }
1274
1275 void Fire_ApplyEffect(entity e)
1276 {
1277         if(Fire_IsBurning(e))
1278                 e.effects |= EF_FLAME;
1279         else
1280                 e.effects &~= EF_FLAME;
1281 }
1282
1283 void fireburner_think()
1284 {
1285         // for players, this is done in the regular loop
1286         if(wasfreed(self.owner))
1287         {
1288                 remove(self);
1289                 return;
1290         }
1291         Fire_ApplyEffect(self.owner);
1292         if(!Fire_IsBurning(self.owner))
1293         {
1294                 self.owner.fire_burner = world;
1295                 remove(self);
1296                 return;
1297         }
1298         Fire_ApplyDamage(self.owner);
1299         self.nextthink = time;
1300 }