]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/g_damage.qc
Merge branch 'master' into Mario/monsters
[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
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(targ != attacker) // not for suicides
124         if(g_weaponarena_random)
125         {
126                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
127                 float culprit;
128                 culprit = DEATH_WEAPONOF(deathtype);
129                 if(!culprit)
130                         culprit = attacker.weapon;
131                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
132                         culprit = attacker.weapon;
133
134                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
135                 {
136                         // no exchange
137                 }
138                 else
139                 {
140                         if(!GiveFrags_randomweapons)
141                         {
142                                 GiveFrags_randomweapons = spawn();
143                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
144                         }
145
146                         if(inWarmupStage)
147                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
148                         else
149                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
150
151                         // all others (including the culprit): remove
152                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
153                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
154
155                         // among the remaining ones, choose one by random
156                         W_RandomWeapons(GiveFrags_randomweapons, 1);
157
158                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
159                         {
160                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
161                                 WEPSET_ANDNOT_EW(attacker, culprit);
162                         }
163                 }
164
165                 // after a frag, choose another random weapon set
166                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
167                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
168         }
169
170         // FIXME fix the mess this is (we have REAL points now!)
171         entity oldself;
172         oldself = self;
173         self = attacker;
174         frag_attacker = attacker;
175         frag_target = targ;
176         frag_score = f;
177         if(MUTATOR_CALLHOOK(GiveFragsForKill))
178         {
179                 f = frag_score;
180                 self = oldself;
181         }
182         else
183         {
184                 self = oldself;
185         }
186
187         attacker.totalfrags += f;
188
189         if(f)
190                 UpdateFrags(attacker, f);
191 }
192
193 string AppendItemcodes(string s, entity player)
194 {
195         float w;
196         w = player.weapon;
197         //if(w == 0)
198         //      w = player.switchweapon;
199         if(w == 0)
200                 w = player.cnt; // previous weapon!
201         s = strcat(s, ftos(w));
202         if(time < player.strength_finished)
203                 s = strcat(s, "S");
204         if(time < player.invincible_finished)
205                 s = strcat(s, "I");
206         if(player.flagcarried != world)
207                 s = strcat(s, "F");
208         if(player.BUTTON_CHAT)
209                 s = strcat(s, "T");
210         if(player.kh_next)
211                 s = strcat(s, "K");
212         return s;
213 }
214
215 void LogDeath(string mode, float deathtype, entity killer, entity killed)
216 {
217         string s;
218         if(!autocvar_sv_eventlog)
219                 return;
220         s = strcat(":kill:", mode);
221         s = strcat(s, ":", ftos(killer.playerid));
222         s = strcat(s, ":", ftos(killed.playerid));
223         s = strcat(s, ":type=", Deathtype_Name(deathtype));
224         s = strcat(s, ":items=");
225         s = AppendItemcodes(s, killer);
226         if(killed != killer)
227         {
228                 s = strcat(s, ":victimitems=");
229                 s = AppendItemcodes(s, killed);
230         }
231         GameLogEcho(s);
232 }
233
234 void Obituary_SpecialDeath(
235         entity notif_target,
236         float murder,
237         float deathtype,
238         string s1, string s2, string s3,
239         float f1, float f2, float f3)
240 {
241         if(DEATH_ISSPECIAL(deathtype))
242         {
243                 entity deathent = deathtypes[(deathtype - DT_FIRST)];
244                 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
245
246                 if(murder)
247                 {
248                         if(deathent.death_msgmurder)
249                         {
250                                 Send_Notification_WOVA(
251                                         NOTIF_ONE,
252                                         notif_target,
253                                         MSG_MULTI,
254                                         deathent.death_msgmurder.nent_id,
255                                         s1, s2, s3, "",
256                                         f1, f2, f3, 0
257                                 );
258                                 Send_Notification_WOVA(
259                                         NOTIF_ALL_EXCEPT,
260                                         notif_target,
261                                         MSG_INFO,
262                                         deathent.death_msgmurder.nent_msginfo.nent_id,
263                                         s1, s2, s3, "",
264                                         f1, f2, f3, 0
265                                 );
266                         }
267                 }
268                 else
269                 {
270                         if(deathent.death_msgself)
271                         {
272                                 Send_Notification_WOVA(
273                                         NOTIF_ONE,
274                                         notif_target,
275                                         MSG_MULTI,
276                                         deathent.death_msgself.nent_id,
277                                         s1, s2, s3, "",
278                                         f1, f2, f3, 0
279                                 );
280                                 Send_Notification_WOVA(
281                                         NOTIF_ALL_EXCEPT,
282                                         notif_target,
283                                         MSG_INFO,
284                                         deathent.death_msgself.nent_msginfo.nent_id,
285                                         s1, s2, s3, "",
286                                         f1, f2, f3, 0
287                                 );
288                         }
289                 }
290         }
291         else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
292 }
293
294 float w_deathtype;
295 float Obituary_WeaponDeath(
296         entity notif_target,
297         float murder,
298         float deathtype,
299         string s1, string s2, string s3,
300         float f1, float f2)
301 {
302         float death_weapon = DEATH_WEAPONOF(deathtype);
303         if(death_weapon)
304         {
305                 w_deathtype = deathtype;
306                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
307                 w_deathtype = FALSE;
308
309                 if(death_message)
310                 {
311                         Send_Notification_WOVA(
312                                 NOTIF_ONE,
313                                 notif_target,
314                                 MSG_MULTI,
315                                 death_message,
316                                 s1, s2, s3, "",
317                                 f1, f2, 0, 0
318                         );
319                         Send_Notification_WOVA(
320                                 NOTIF_ALL_EXCEPT,
321                                 notif_target,
322                                 MSG_INFO,
323                                 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
324                                 s1, s2, s3, "",
325                                 f1, f2, 0, 0
326                         );
327                 }
328                 else
329                 {
330                         dprint(sprintf(
331                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
332                                 deathtype,
333                                 death_weapon
334                         ));
335                 }
336
337                 return TRUE;
338         }
339         return FALSE;
340 }
341
342 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
343 {
344         // Sanity check
345         if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
346
347         // Declarations
348         float notif_firstblood = FALSE;
349         float kill_count_to_attacker, kill_count_to_target;
350
351         // Set final information for the death
352         targ.death_origin = targ.origin;
353         if(targ != attacker) { targ.killer_origin = attacker.origin; }
354         string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
355
356         #ifdef NOTIFICATIONS_DEBUG
357         Debug_Notification(
358                 sprintf(
359                         "Obituary(%s, %s, %s, %s = %d);\n",
360                         attacker.netname,
361                         inflictor.netname,
362                         targ.netname,
363                         Deathtype_Name(deathtype),
364                         deathtype
365                 )
366         );
367         #endif
368         
369         // =======
370         // SUICIDE
371         // =======
372         if(targ == attacker)
373         {
374                 if(DEATH_ISSPECIAL(deathtype))
375                 {
376                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
377                         {
378                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
379                         }
380                         else
381                         {
382                                 switch(deathtype)
383                                 {
384                                         case DEATH_MIRRORDAMAGE:
385                                         {
386                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
387                                                 break;
388                                         }
389                                         
390                                         default:
391                                         {
392                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
393                                                 break;
394                                         }
395                                 }
396                         }
397                 }
398                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
399                 {
400                         backtrace("SUICIDE: what the hell happened here?\n");
401                         return;
402                 }
403                 LogDeath("suicide", deathtype, targ, targ);
404                 GiveFrags(attacker, targ, -1, deathtype);
405         }
406
407         // ======
408         // MURDER
409         // ======
410         else if(IS_PLAYER(attacker))
411         {
412                 if(!IsDifferentTeam(attacker, targ))
413                 {
414                         LogDeath("tk", deathtype, attacker, targ);
415                         GiveFrags(attacker, targ, -1, deathtype);
416
417                         attacker.killcount = 0;
418                         
419                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
420                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
421                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
422
423                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
424                         // No need for specific death/weapon messages...
425                 }
426                 else
427                 {
428                         LogDeath("frag", deathtype, attacker, targ);
429                         GiveFrags(attacker, targ, 1, deathtype);
430
431                         attacker.taunt_soundtime = time + 1;
432                         attacker.killcount = attacker.killcount + 1;
433
434                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
435                                 case counta: \
436                                 { \
437                                         Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
438                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
439                                         break; \
440                                 }
441                         switch(attacker.killcount)
442                         {
443                                 KILL_SPREE_LIST
444                                 default: break;
445                         }
446                         #undef SPREE_ITEM
447
448                         if(!checkrules_firstblood)
449                         {
450                                 checkrules_firstblood = TRUE;
451                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
452                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
453                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
454
455                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
456                                 kill_count_to_attacker = -1;
457                                 kill_count_to_target = -2;
458                         }
459                         else
460                         {
461                                 kill_count_to_attacker = attacker.killcount;
462                                 kill_count_to_target = 0;
463                         }
464
465                         float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
466                         if(targ.istypefrag)
467                         {
468                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
469                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
470                                 else
471                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
472
473                                 if(targ.FRAG_VERBOSE && verbose_allowed)
474                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
475                                 else
476                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
477                         }
478                         else
479                         {
480                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
481                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
482                                 else
483                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
484
485                                 if(targ.FRAG_VERBOSE && verbose_allowed)
486                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
487                                 else
488                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
489                         }
490
491                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
492                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
493                 }
494         }
495
496         // =============
497         // ACCIDENT/TRAP
498         // =============
499         else
500         {
501                 switch(deathtype)
502                 {
503                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
504                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
505                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
506                         /*case DEATH_HURTTRIGGER:
507                         {
508                                 s1 = targ.netname;
509                                 s2 = inflictor.message;
510                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
511                                 break;
512                         }*/
513
514                         case DEATH_CUSTOM:
515                         {
516                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
517                                         targ.netname,
518                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
519                                         deathlocation,
520                                         targ.killcount,
521                                         0,
522                                         0);
523                                 break;
524                         }
525                         
526                         default:
527                         {
528                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
529                                 break;
530                         }
531                 }
532
533                 LogDeath("accident", deathtype, targ, targ);
534                 GiveFrags(targ, targ, -1, deathtype);
535
536                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
537                 {
538                         Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
539                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
540                 }
541         }
542
543         // reset target kill count
544         if(targ.killcount) { targ.killcount = 0; }
545 }
546
547 void Ice_Think()
548 {
549         setorigin(self, self.owner.origin - '0 0 16');
550         self.nextthink = time;
551 }
552
553 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
554 {
555         float monster = (targ.flags & FL_MONSTER);
556         float player = (targ.flags & FL_CLIENT);
557         
558         if(!player && !monster) // only specified entities can be freezed
559                 return;
560                 
561         if(targ.frozen)
562                 return;
563                 
564         targ.frozen = frozen_type;
565         targ.revive_progress = 0;
566         targ.health = 1;
567         targ.revive_speed = freeze_time;
568
569         entity ice;
570         ice = spawn();
571         ice.owner = targ;
572         ice.classname = "ice";
573         ice.scale = targ.scale;
574         ice.think = Ice_Think;
575         ice.nextthink = time;
576         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
577         setmodel(ice, "models/ice/ice.md3");
578         ice.alpha = 1;
579         ice.colormod = Team_ColorRGB(self.team);
580         ice.glowmod = ice.colormod;
581         targ.iceblock = ice;
582
583         entity oldself;
584         oldself = self;
585         self = ice;
586         Ice_Think();
587         self = oldself;
588
589         RemoveGrapplingHook(targ);
590         
591         // add waypoint
592         if(show_waypoint)       
593                 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
594 }
595
596 void Unfreeze (entity targ)
597 {
598         targ.frozen = 0;
599         targ.revive_progress = 0;
600         targ.health = ((targ.classname == STR_PLAYER) ? autocvar_g_balance_health_start : targ.max_health);
601         
602         WaypointSprite_Kill(targ.waypointsprite_attached);
603
604         // remove the ice block
605         remove(targ.iceblock);
606         targ.iceblock = world;
607 }
608
609 // these are updated by each Damage call for use in button triggering and such
610 entity damage_targ;
611 entity damage_inflictor;
612 entity damage_attacker;
613
614 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
615 {
616         float mirrordamage;
617         float mirrorforce;
618         float complainteamdamage = 0; 
619         entity attacker_save;
620         mirrordamage = 0;
621         mirrorforce = 0;
622
623         if (gameover || targ.killcount == -666)
624                 return;
625
626         entity oldself;
627         oldself = self;
628         self = targ;
629         damage_targ = targ;
630         damage_inflictor = inflictor;
631         damage_attacker = attacker;
632                 attacker_save = attacker;
633
634         if(IS_PLAYER(targ))
635                 if(targ.hook)
636                         if(targ.hook.aiment)
637                                 if(targ.hook.aiment == attacker)
638                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
639
640         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
641         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
642         {
643                 if(IS_PLAYER(targ))
644                         if not(IsDifferentTeam(targ, attacker))
645                         {
646                                 self = oldself;
647                                 return;
648                         }
649         }
650
651         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
652         {
653                 // These are ALWAYS lethal
654                 // No damage modification here
655                 // Instead, prepare the victim for his death...
656                 targ.armorvalue = 0;
657                 targ.spawnshieldtime = 0;
658                 targ.health = 0.9; // this is < 1
659                 targ.flags -= targ.flags & FL_GODMODE;
660                 damage = 100000;
661         }
662         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
663         {
664                 // no processing
665         }
666         else
667         {
668                 // nullify damage if teamplay is on
669                 if(deathtype != DEATH_TELEFRAG)
670                 if(IS_PLAYER(attacker))
671                 {
672                         if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
673                         {
674                                 damage = 0;
675                                 force = '0 0 0';
676                         }
677                         else if(!IsDifferentTeam(attacker, targ))
678                         {
679                                 if(autocvar_teamplay_mode == 1)
680                                         damage = 0;
681                                 else if(attacker != targ)
682                                 {
683                                         if(autocvar_teamplay_mode == 3)
684                                                 damage = 0;
685                                         else if(autocvar_teamplay_mode == 4)
686                                         {
687                                                 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
688                                                 {
689                                                         attacker.dmg_team = attacker.dmg_team + damage;
690                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
691                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
692                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
693                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
694                                                         if(g_ca)
695                                                                 damage = 0;
696                                                         else
697                                                                 damage = autocvar_g_friendlyfire * damage;
698                                                         // mirrordamage will be used LATER
699
700                                                         if(autocvar_g_mirrordamage_virtual)
701                                                         {
702                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
703                                                                 attacker.dmg_take += v_x;
704                                                                 attacker.dmg_save += v_y;
705                                                                 attacker.dmg_inflictor = inflictor;
706                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
707                                                                 mirrorforce = 0;
708                                                         }
709
710                                                         if(autocvar_g_friendlyfire_virtual)
711                                                         {
712                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
713                                                                 targ.dmg_take += v_x;
714                                                                 targ.dmg_save += v_y;
715                                                                 targ.dmg_inflictor = inflictor;
716                                                                 damage = 0;
717                                                                 if(!autocvar_g_friendlyfire_virtual_force)
718                                                                         force = '0 0 0';
719                                                         }
720                                                 }
721                                                 else
722                                                         damage = 0;
723                                         }
724                                 }
725                         }
726                 }
727
728                 if not(DEATH_ISSPECIAL(deathtype))
729                 {
730                         damage *= g_weapondamagefactor;
731                         mirrordamage *= g_weapondamagefactor;
732                         complainteamdamage *= g_weapondamagefactor;
733                         force = force * g_weaponforcefactor;
734                         mirrorforce *= g_weaponforcefactor;
735                 }
736                 
737                 if(((targ.frozen == 2 && attacker.monsterid != MONSTER_SPIDER) || (targ.frozen == 1)) && deathtype != DEATH_HURTTRIGGER)
738                 {
739                         damage = 0;
740                         force *= 0.2;
741                 }
742                 
743                 // should this be changed at all? If so, in what way?
744                 frag_attacker = attacker;
745                 frag_target = targ;
746                 frag_damage = damage;
747                 frag_force = force;
748         frag_deathtype = deathtype;
749                 frag_mirrordamage = mirrordamage;
750                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
751                 damage = frag_damage;
752                 mirrordamage = frag_mirrordamage;
753                 force = frag_force;
754                 
755                 if not(g_minstagib)
756                 {
757                         // apply strength multiplier
758                         if (attacker.items & IT_STRENGTH)
759                         {
760                                 if(targ == attacker)
761                                 {
762                                         damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
763                                         force = force * autocvar_g_balance_powerup_strength_selfforce;
764                                 }
765                                 else
766                                 {
767                                         damage = damage * autocvar_g_balance_powerup_strength_damage;
768                                         force = force * autocvar_g_balance_powerup_strength_force;
769                                 }
770                         }
771
772                         // apply invincibility multiplier
773                         if (targ.items & IT_INVINCIBLE)
774                                 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
775                 }
776
777                 if (targ == attacker)
778                 {
779                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
780                                 damage = 0;
781                         else
782                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
783                 }
784
785                 // count the damage
786                 if(attacker)
787                 if(!targ.deadflag)
788                 if(targ.takedamage == DAMAGE_AIM)
789                 if(targ != attacker)
790                 {
791                         entity victim;
792                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
793                                 victim = targ.owner;
794                         else
795                                 victim = targ;
796
797                         if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
798                         {
799                                 if(IsDifferentTeam(victim, attacker))
800                                 {
801                                         if(damage > 0)
802                                         {
803                                                 if(deathtype != DEATH_FIRE)
804                                                 {
805                                                         if(victim.BUTTON_CHAT)
806                                                                 attacker.typehitsound += 1;
807                                                         else
808                                                                 attacker.hitsound += 1;
809                                                 }
810
811                                                 damage_goodhits += 1;
812                                                 damage_gooddamage += damage;
813
814                                                 if not(DEATH_ISSPECIAL(deathtype))
815                                                 {
816                                                         if(IS_PLAYER(targ)) // don't do this for vehicles
817                                                         if(IsFlying(victim))
818                                                                 yoda = 1;
819                                                 }
820                                         }
821                                 }
822                                 else
823                                 {
824                                         if(deathtype != DEATH_FIRE)
825                                         {
826                                                 attacker.typehitsound += 1;
827                                         }
828                                         if(complainteamdamage > 0)
829                                                 if(time > attacker.teamkill_complain)
830                                                 {
831                                                         attacker.teamkill_complain = time + 5;
832                                                         attacker.teamkill_soundtime = time + 0.4;
833                                                         attacker.teamkill_soundsource = targ;
834                                                 }
835                                 }
836                         }
837                 }
838         }
839
840         // apply push
841         if (self.damageforcescale)
842         if (vlen(force))
843         if (!IS_PLAYER(self) || time >= self.spawnshieldtime || g_midair)
844         {
845                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
846                 if(self.movetype == MOVETYPE_PHYSICS)
847                 {
848                         entity farcent;
849                         farcent = spawn();
850                         farcent.classname = "farce";
851                         farcent.enemy = self;
852                         farcent.movedir = farce * 10;
853                         if(self.mass)
854                                 farcent.movedir = farcent.movedir * self.mass;
855                         farcent.origin = hitloc;
856                         farcent.forcetype = FORCETYPE_FORCEATPOS;
857                         farcent.nextthink = time + 0.1;
858                         farcent.think = SUB_Remove;
859                 }
860                 else
861                         self.velocity = self.velocity + farce;
862                 self.flags &~= FL_ONGROUND;
863                 UpdateCSQCProjectile(self);
864         }
865         // apply damage
866         if (damage != 0 || (self.damageforcescale && vlen(force)))
867         if (self.event_damage)
868                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
869         self = oldself;
870
871         // apply mirror damage if any
872         if(mirrordamage > 0 || mirrorforce > 0)
873         {
874                 attacker = attacker_save;
875
876                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
877                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
878         }
879 }
880
881 float RadiusDamage_running;
882 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
883         // Returns total damage applies to creatures
884 {
885         entity  targ;
886         vector  blastorigin;
887         vector  force;
888         float   total_damage_to_creatures;
889         entity  next;
890         float   tfloordmg;
891         float   tfloorforce;
892
893         float stat_damagedone;
894
895         if(RadiusDamage_running)
896         {
897                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
898                 return 0;
899         }
900
901         RadiusDamage_running = 1;
902
903         tfloordmg = autocvar_g_throughfloor_damage;
904         tfloorforce = autocvar_g_throughfloor_force;
905
906         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
907         total_damage_to_creatures = 0;
908
909         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
910                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
911                 {
912                         force = inflictor.velocity;
913                         if(vlen(force) == 0)
914                                 force = '0 0 -1';
915                         else
916                                 force = normalize(force);
917                         if(forceintensity >= 0)
918                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
919                         else
920                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
921                 }
922
923         stat_damagedone = 0;
924
925         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
926         while (targ)
927         {
928                 next = targ.chain;
929                 if (targ != inflictor)
930                         if (ignore != targ) if(targ.takedamage)
931                         {
932                                 vector nearest;
933                                 vector diff;
934                                 float power;
935
936                                 // LordHavoc: measure distance to nearest point on target (not origin)
937                                 // (this guarentees 100% damage on a touch impact)
938                                 nearest = targ.WarpZone_findradius_nearest;
939                                 diff = targ.WarpZone_findradius_dist;
940                                 // round up a little on the damage to ensure full damage on impacts
941                                 // and turn the distance into a fraction of the radius
942                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
943                                 //bprint(" ");
944                                 //bprint(ftos(power));
945                                 //if (targ == attacker)
946                                 //      print(ftos(power), "\n");
947                                 if (power > 0)
948                                 {
949                                         float finaldmg;
950                                         if (power > 1)
951                                                 power = 1;
952                                         finaldmg = coredamage * power + edgedamage * (1 - power);
953                                         if (finaldmg > 0)
954                                         {
955                                                 float a;
956                                                 float c;
957                                                 vector hitloc;
958                                                 vector myblastorigin;
959                                                 vector center;
960
961                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
962
963                                                 // if it's a player, use the view origin as reference
964                                                 center = CENTER_OR_VIEWOFS(targ);
965
966                                                 force = normalize(center - myblastorigin);
967                                                 force = force * (finaldmg / coredamage) * forceintensity;
968                                                 hitloc = nearest;
969
970                                                 if(targ != directhitentity)
971                                                 {
972                                                         float hits;
973                                                         float total;
974                                                         float hitratio;
975                                                         float mininv_f, mininv_d;
976
977                                                         // test line of sight to multiple positions on box,
978                                                         // and do damage if any of them hit
979                                                         hits = 0;
980
981                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
982                                                         // so for a given max stddev:
983                                                         // n = (1 / (2 * max stddev of hitratio))^2
984
985                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
986                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
987
988                                                         if(autocvar_g_throughfloor_debug)
989                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
990
991                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
992
993                                                         if(autocvar_g_throughfloor_debug)
994                                                                 print(sprintf(" steps=%f", total));
995
996                                                         if (IS_PLAYER(targ))
997                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
998                                                         else
999                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1000
1001                                                         if(autocvar_g_throughfloor_debug)
1002                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1003
1004                                                         for(c = 0; c < total; ++c)
1005                                                         {
1006                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1007                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1008                                                                 if (trace_fraction == 1 || trace_ent == targ)
1009                                                                 {
1010                                                                         ++hits;
1011                                                                         if (hits > 1)
1012                                                                                 hitloc = hitloc + nearest;
1013                                                                         else
1014                                                                                 hitloc = nearest;
1015                                                                 }
1016                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1017                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1018                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1019                                                         }
1020
1021                                                         nearest = hitloc * (1 / max(1, hits));
1022                                                         hitratio = (hits / total);
1023                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1024                                                         finaldmg = finaldmg * a;
1025                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1026                                                         force = force * a;
1027
1028                                                         if(autocvar_g_throughfloor_debug)
1029                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1030                                                 }
1031
1032                                                 // laser force adjustments :P
1033                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1034                                                 {
1035                                                         if (targ == attacker)
1036                                                         {
1037                                                                 vector vel;
1038
1039                                                                 float force_zscale;
1040                                                                 float force_velocitybiasramp;
1041                                                                 float force_velocitybias;
1042
1043                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1044                                                                 if(deathtype & HITTYPE_SECONDARY)
1045                                                                 {
1046                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1047                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1048                                                                 }
1049                                                                 else
1050                                                                 {
1051                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1052                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1053                                                                 }
1054
1055                                                                 vel = targ.velocity;
1056                                                                 vel_z = 0;
1057                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1058                                                                 force =
1059                                                                         vlen(force)
1060                                                                         *
1061                                                                         normalize(normalize(force) + vel);
1062
1063                                                                 force_z *= force_zscale;
1064                                                         }
1065                                                         else
1066                                                         {
1067                                                                 if(deathtype & HITTYPE_SECONDARY)
1068                                                                 {
1069                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1070                                                                 }
1071                                                                 else
1072                                                                 {
1073                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1074                                                                 }
1075                                                         }
1076                                                 }
1077
1078                                                 //if (targ == attacker)
1079                                                 //{
1080                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1081                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1082                                                 //      print(" (", ftos(a), ")\n");
1083                                                 //}
1084                                                 if(finaldmg || vlen(force))
1085                                                 {
1086                                                         if(targ.iscreature)
1087                                                         {
1088                                                                 total_damage_to_creatures += finaldmg;
1089
1090                                                                 if(accuracy_isgooddamage(attacker, targ))
1091                                                                         stat_damagedone += finaldmg;
1092                                                         }
1093
1094                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1095                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1096                                                         else
1097                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1098                                                 }
1099                                         }
1100                                 }
1101                         }
1102                 targ = next;
1103         }
1104
1105         RadiusDamage_running = 0;
1106
1107         if(!DEATH_ISSPECIAL(deathtype))
1108                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1109
1110         return total_damage_to_creatures;
1111 }
1112
1113 .float fire_damagepersec;
1114 .float fire_endtime;
1115 .float fire_deathtype;
1116 .entity fire_owner;
1117 .float fire_hitsound;
1118 .entity fire_burner;
1119
1120 void fireburner_think();
1121
1122 float Fire_IsBurning(entity e)
1123 {
1124         return (time < e.fire_endtime);
1125 }
1126
1127 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1128 {
1129         float dps;
1130         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1131
1132         if(IS_PLAYER(e))
1133         {
1134                 if(e.deadflag)
1135                         return -1;
1136         }
1137         else
1138         {
1139                 if(!e.fire_burner)
1140                 {
1141                         // print("adding a fire burner to ", e.classname, "\n");
1142                         e.fire_burner = spawn();
1143                         e.fire_burner.classname = "fireburner";
1144                         e.fire_burner.think = fireburner_think;
1145                         e.fire_burner.nextthink = time;
1146                         e.fire_burner.owner = e;
1147                 }
1148         }
1149
1150         t = max(t, 0.1);
1151         dps = d / t;
1152         if(Fire_IsBurning(e))
1153         {
1154                 mintime = e.fire_endtime - time;
1155                 maxtime = max(mintime, t);
1156
1157                 mindps = e.fire_damagepersec;
1158                 maxdps = max(mindps, dps);
1159
1160                 if(maxtime > mintime || maxdps > mindps)
1161                 {
1162                         // Constraints:
1163                         
1164                         // damage we have right now
1165                         mindamage = mindps * mintime;
1166
1167                         // damage we want to get
1168                         maxdamage = mindamage + d;
1169
1170                         // but we can't exceed maxtime * maxdps!
1171                         totaldamage = min(maxdamage, maxtime * maxdps);
1172
1173                         // LEMMA:
1174                         // Look at:
1175                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1176                         // We see:
1177                         // totaldamage <= maxtime * maxdps
1178                         // ==> totaldamage / maxdps <= maxtime.
1179                         // We also see:
1180                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1181                         //                     >= min(mintime, maxtime)
1182                         // ==> totaldamage / maxdps >= mintime.
1183
1184                         /*
1185                         // how long do we damage then?
1186                         // at least as long as before
1187                         // but, never exceed maxdps
1188                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1189                         */
1190
1191                         // alternate:
1192                         // at most as long as maximum allowed
1193                         // but, never below mindps
1194                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1195
1196                         // assuming t > mintime, dps > mindps:
1197                         // we get d = t * dps = maxtime * maxdps
1198                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1199                         // totaldamage / maxdps = maxtime
1200                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1201                         // FROM THIS:
1202                         // a) totaltime = max(mintime, maxtime) = maxtime
1203                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1204
1205                         // assuming t <= mintime:
1206                         // we get maxtime = mintime
1207                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1208                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1209
1210                         // assuming dps <= mindps:
1211                         // we get mindps = maxdps.
1212                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1213                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1214                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1215
1216                         e.fire_damagepersec = totaldamage / totaltime;
1217                         e.fire_endtime = time + totaltime;
1218                         if(totaldamage > 1.2 * mindamage)
1219                         {
1220                                 e.fire_deathtype = dt;
1221                                 if(e.fire_owner != o)
1222                                 {
1223                                         e.fire_owner = o;
1224                                         e.fire_hitsound = FALSE;
1225                                 }
1226                         }
1227                         if(accuracy_isgooddamage(o, e))
1228                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1229                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1230                 }
1231                 else
1232                         return 0;
1233         }
1234         else
1235         {
1236                 e.fire_damagepersec = dps;
1237                 e.fire_endtime = time + t;
1238                 e.fire_deathtype = dt;
1239                 e.fire_owner = o;
1240                 e.fire_hitsound = FALSE;
1241                 if(accuracy_isgooddamage(o, e))
1242                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1243                 return d;
1244         }
1245 }
1246
1247 void Fire_ApplyDamage(entity e)
1248 {
1249         float t, d, hi, ty;
1250         entity o;
1251
1252         if not(Fire_IsBurning(e))
1253                 return;
1254
1255         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1256         if(IS_NOT_A_CLIENT(o))
1257                 o = e.fire_owner;
1258
1259         // water and slime stop fire
1260         if(e.waterlevel)
1261         if(e.watertype != CONTENT_LAVA)
1262                 e.fire_endtime = 0;
1263
1264         // ice stops fire
1265         if(e.frozen)
1266                 e.fire_endtime = 0;
1267
1268         t = min(frametime, e.fire_endtime - time);
1269         d = e.fire_damagepersec * t;
1270
1271         hi = e.fire_owner.hitsound;
1272         ty = e.fire_owner.typehitsound;
1273         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1274         if(e.fire_hitsound && e.fire_owner)
1275         {
1276                 e.fire_owner.hitsound = hi;
1277                 e.fire_owner.typehitsound = ty;
1278         }
1279         e.fire_hitsound = TRUE;
1280
1281         if not(IS_INDEPENDENT_PLAYER(e))
1282         FOR_EACH_PLAYER(other) if(e != other)
1283         {
1284                 if(IS_PLAYER(other))
1285                 if(other.deadflag == DEAD_NO)
1286                 if not(IS_INDEPENDENT_PLAYER(other))
1287                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1288                 {
1289                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1290                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1291                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1292                 }
1293         }
1294 }
1295
1296 void Fire_ApplyEffect(entity e)
1297 {
1298         if(Fire_IsBurning(e))
1299                 e.effects |= EF_FLAME;
1300         else
1301                 e.effects &~= EF_FLAME;
1302 }
1303
1304 void fireburner_think()
1305 {
1306         // for players, this is done in the regular loop
1307         if(wasfreed(self.owner))
1308         {
1309                 remove(self);
1310                 return;
1311         }
1312         Fire_ApplyEffect(self.owner);
1313         if(!Fire_IsBurning(self.owner))
1314         {
1315                 self.owner.fire_burner = world;
1316                 remove(self);
1317                 return;
1318         }
1319         Fire_ApplyDamage(self.owner);
1320         self.nextthink = time;
1321 }