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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(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_lms)
190                 {
191                         // remove a life
192                         float tl;
193                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
194                         if(tl < lms_lowest_lives)
195                                 lms_lowest_lives = tl;
196                         if(tl <= 0)
197                         {
198                                 if(!lms_next_place)
199                                         lms_next_place = player_count;
200                                 else
201                                         lms_next_place = min(lms_next_place, player_count);
202                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
203                                 --lms_next_place;
204                         }
205                         f = 0;
206                 }
207         }
208
209         attacker.totalfrags += f;
210
211         if(f)
212                 UpdateFrags(attacker, f);
213 }
214
215 string AppendItemcodes(string s, entity player)
216 {
217         float w;
218         w = player.weapon;
219         //if(w == 0)
220         //      w = player.switchweapon;
221         if(w == 0)
222                 w = player.cnt; // previous weapon!
223         s = strcat(s, ftos(w));
224         if(time < player.strength_finished)
225                 s = strcat(s, "S");
226         if(time < player.invincible_finished)
227                 s = strcat(s, "I");
228         if(player.flagcarried != world)
229                 s = strcat(s, "F");
230         if(player.BUTTON_CHAT)
231                 s = strcat(s, "T");
232         if(player.kh_next)
233                 s = strcat(s, "K");
234         return s;
235 }
236
237 void LogDeath(string mode, float deathtype, entity killer, entity killed)
238 {
239         string s;
240         if(!autocvar_sv_eventlog)
241                 return;
242         s = strcat(":kill:", mode);
243         s = strcat(s, ":", ftos(killer.playerid));
244         s = strcat(s, ":", ftos(killed.playerid));
245         s = strcat(s, ":type=", Deathtype_Name(deathtype));
246         s = strcat(s, ":items=");
247         s = AppendItemcodes(s, killer);
248         if(killed != killer)
249         {
250                 s = strcat(s, ":victimitems=");
251                 s = AppendItemcodes(s, killed);
252         }
253         GameLogEcho(s);
254 }
255
256 void Obituary_SpecialDeath(
257         entity notif_target,
258         float murder,
259         float deathtype,
260         string s1, string s2, string s3,
261         float f1, float f2, float f3)
262 {
263         if(DEATH_ISSPECIAL(deathtype))
264         {
265                 entity deathent = deathtypes[(deathtype - DT_FIRST) - 1];
266                 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
267
268                 if(murder)
269                 {
270                         if(deathent.death_msgmurder)
271                         {
272                                 Send_Notification_WOVA(
273                                         NOTIF_ONE,
274                                         notif_target,
275                                         MSG_MULTI,
276                                         deathent.death_msgmurder.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_msgmurder.nent_msginfo.nent_id,
285                                         s1, s2, s3, "",
286                                         f1, f2, f3, 0
287                                 );
288                         }
289                 }
290                 else
291                 {
292                         if(deathent.death_msgself)
293                         {
294                                 Send_Notification_WOVA(
295                                         NOTIF_ONE,
296                                         notif_target,
297                                         MSG_MULTI,
298                                         deathent.death_msgself.nent_id,
299                                         s1, s2, s3, "",
300                                         f1, f2, f3, 0
301                                 );
302                                 Send_Notification_WOVA(
303                                         NOTIF_ALL_EXCEPT,
304                                         notif_target,
305                                         MSG_INFO,
306                                         deathent.death_msgself.nent_msginfo.nent_id,
307                                         s1, s2, s3, "",
308                                         f1, f2, f3, 0
309                                 );
310                         }
311                 }
312         }
313         else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
314 }
315
316 float w_deathtype;
317 float Obituary_WeaponDeath(
318         entity notif_target,
319         float murder,
320         float deathtype,
321         string s1, string s2, string s3,
322         float f1, float f2)
323 {
324         float death_weapon = DEATH_WEAPONOF(deathtype);
325         if(death_weapon)
326         {
327                 w_deathtype = deathtype;
328                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
329                 w_deathtype = FALSE;
330
331                 if(death_message)
332                 {
333                         Send_Notification_WOVA(
334                                 NOTIF_ONE,
335                                 notif_target,
336                                 MSG_MULTI,
337                                 death_message,
338                                 s1, s2, s3, "",
339                                 f1, f2, 0, 0
340                         );
341                         Send_Notification_WOVA(
342                                 NOTIF_ALL_EXCEPT,
343                                 notif_target,
344                                 MSG_INFO,
345                                 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
346                                 s1, s2, s3, "",
347                                 f1, f2, 0, 0
348                         );
349                 }
350                 else
351                 {
352                         dprint(sprintf(
353                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
354                                 deathtype,
355                                 death_weapon
356                         ));
357                 }
358
359                 return TRUE;
360         }
361         return FALSE;
362 }
363
364 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
365 {
366         // Sanity check
367         if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
368
369         // Declarations
370         float notif_firstblood = FALSE;
371         float kill_count_to_attacker, kill_count_to_target;
372
373         // Set final information for the death
374         targ.death_origin = targ.origin;
375         if(targ != attacker) { targ.killer_origin = attacker.origin; }
376         string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
377
378         #ifdef NOTIFICATIONS_DEBUG
379         Debug_Notification(
380                 sprintf(
381                         "Obituary(%s, %s, %s, %s = %d);\n",
382                         attacker.netname,
383                         inflictor.netname,
384                         targ.netname,
385                         Deathtype_Name(deathtype),
386                         deathtype
387                 )
388         );
389         #endif
390         
391         // =======
392         // SUICIDE
393         // =======
394         if(targ == attacker)
395         {
396                 if(DEATH_ISSPECIAL(deathtype))
397                 {
398                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
399                         {
400                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
401                         }
402                         else
403                         {
404                                 switch(deathtype)
405                                 {
406                                         case DEATH_MIRRORDAMAGE:
407                                         {
408                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
409                                                 break;
410                                         }
411                                         
412                                         default:
413                                         {
414                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
415                                                 break;
416                                         }
417                                 }
418                         }
419                 }
420                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
421                 {
422                         backtrace("SUICIDE: what the hell happened here?\n");
423                         return;
424                 }
425                 LogDeath("suicide", deathtype, targ, targ);
426                 GiveFrags(attacker, targ, -1, deathtype);
427         }
428
429         // ======
430         // MURDER
431         // ======
432         else if(IS_PLAYER(attacker))
433         {
434                 if(!IsDifferentTeam(attacker, targ))
435                 {
436                         LogDeath("tk", deathtype, attacker, targ);
437                         GiveFrags(attacker, targ, -1, deathtype);
438
439                         attacker.killcount = 0;
440                         
441                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
442                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
443                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
444
445                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
446                         // No need for specific death/weapon messages...
447                 }
448                 else
449                 {
450                         LogDeath("frag", deathtype, attacker, targ);
451                         GiveFrags(attacker, targ, 1, deathtype);
452
453                         attacker.taunt_soundtime = time + 1;
454                         attacker.killcount = attacker.killcount + 1;
455
456                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
457                                 case counta: \
458                                 { \
459                                         Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
460                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
461                                         break; \
462                                 }
463                         switch(attacker.killcount)
464                         {
465                                 KILL_SPREE_LIST
466                                 default: break;
467                         }
468                         #undef SPREE_ITEM
469
470                         if(!checkrules_firstblood)
471                         {
472                                 checkrules_firstblood = TRUE;
473                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
474                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
475                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
476
477                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
478                                 kill_count_to_attacker = -1;
479                                 kill_count_to_target = -2;
480                         }
481                         else
482                         {
483                                 kill_count_to_attacker = attacker.killcount;
484                                 kill_count_to_target = 0;
485                         }
486
487                         float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
488                         if(targ.istypefrag)
489                         {
490                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
491                                         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));
492                                 else
493                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
494
495                                 if(targ.FRAG_VERBOSE && verbose_allowed)
496                                         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));
497                                 else
498                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
499                         }
500                         else
501                         {
502                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
503                                         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));
504                                 else
505                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
506
507                                 if(targ.FRAG_VERBOSE && verbose_allowed)
508                                         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));
509                                 else
510                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
511                         }
512
513                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
514                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
515                 }
516         }
517
518         // =============
519         // ACCIDENT/TRAP
520         // =============
521         else
522         {
523                 switch(deathtype)
524                 {
525                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
526                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
527                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
528                         /*case DEATH_HURTTRIGGER:
529                         {
530                                 s1 = targ.netname;
531                                 s2 = inflictor.message;
532                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
533                                 break;
534                         }*/
535
536                         case DEATH_CUSTOM:
537                         {
538                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
539                                         targ.netname,
540                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
541                                         deathlocation,
542                                         targ.killcount,
543                                         0,
544                                         0);
545                                 break;
546                         }
547                         
548                         default:
549                         {
550                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
551                                 break;
552                         }
553                 }
554
555                 LogDeath("accident", deathtype, targ, targ);
556                 GiveFrags(targ, targ, -1, deathtype);
557
558                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
559                 {
560                         Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
561                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
562                 }
563         }
564
565         // reset target kill count
566         if(targ.killcount) { targ.killcount = 0; }
567 }
568
569 void Ice_Think()
570 {
571         setorigin(self, self.owner.origin - '0 0 16');
572         self.nextthink = time;
573 }
574
575 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
576 {
577         float monster = (targ.flags & FL_MONSTER);
578         float player = (targ.flags & FL_CLIENT);
579         
580         if(!player && !monster) // only specified entities can be freezed
581                 return;
582                 
583         if(targ.frozen)
584                 return;
585                 
586         targ.frozen = frozen_type;
587         targ.revive_progress = 0;
588         targ.health = 1;
589         targ.revive_speed = freeze_time;
590
591         entity ice;
592         ice = spawn();
593         ice.owner = targ;
594         ice.classname = "ice";
595         ice.scale = targ.scale;
596         ice.think = Ice_Think;
597         ice.nextthink = time;
598         ice.frame = floor(random() * 21); // ice model has 20 different looking frames
599         setmodel(ice, "models/ice/ice.md3");
600
601         entity oldself;
602         oldself = self;
603         self = ice;
604         Ice_Think();
605         self = oldself;
606
607         RemoveGrapplingHook(targ);
608         
609         // add waypoint
610         if(show_waypoint)       
611                 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1');
612 }
613
614 void Unfreeze (entity targ)
615 {
616         targ.frozen = 0;
617         targ.revive_progress = 0;
618         targ.health = ((targ.classname == STR_PLAYER) ? autocvar_g_balance_health_start : targ.max_health);
619         
620         WaypointSprite_Kill(targ.waypointsprite_attached);
621
622         // remove the ice block
623         entity ice;
624         for(ice = world; (ice = find(ice, classname, "ice")); ) if(ice.owner == targ)
625         {
626                 remove(ice);
627                 break;
628         }
629 }
630
631 // these are updated by each Damage call for use in button triggering and such
632 entity damage_targ;
633 entity damage_inflictor;
634 entity damage_attacker;
635
636 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
637 {
638         float mirrordamage;
639         float mirrorforce;
640         float complainteamdamage = 0; 
641         entity attacker_save;
642         mirrordamage = 0;
643         mirrorforce = 0;
644
645         if (gameover || targ.killcount == -666)
646                 return;
647
648         entity oldself;
649         oldself = self;
650         self = targ;
651         damage_targ = targ;
652         damage_inflictor = inflictor;
653         damage_attacker = attacker;
654                 attacker_save = attacker;
655
656         if(targ.classname == "player")
657                 if(targ.hook)
658                         if(targ.hook.aiment)
659                                 if(targ.hook.aiment == attacker)
660                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
661
662         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
663         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
664         {
665                 if(targ.classname == "player")
666                         if not(IsDifferentTeam(targ, attacker))
667                         {
668                                 self = oldself;
669                                 return;
670                         }
671         }
672
673         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
674         {
675                 // These are ALWAYS lethal
676                 // No damage modification here
677                 // Instead, prepare the victim for his death...
678                 targ.armorvalue = 0;
679                 targ.spawnshieldtime = 0;
680                 targ.health = 0.9; // this is < 1
681                 targ.flags -= targ.flags & FL_GODMODE;
682                 damage = 100000;
683         }
684         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
685         {
686                 // no processing
687         }
688         else
689         {
690                 /*
691                 skill based bot damage? gtfo. (tZork)
692                 if (targ.classname == "player")
693                 if (attacker.classname == "player")
694                 if (!targ.isbot)
695                 if (attacker.isbot)
696                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
697         */
698         
699                 // nullify damage if teamplay is on
700                 if(deathtype != DEATH_TELEFRAG)
701                 if(attacker.classname == "player")
702                 {
703                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
704                         {
705                                 damage = 0;
706                                 force = '0 0 0';
707                         }
708                         else if(!IsDifferentTeam(attacker, targ))
709                         {
710                                 if(autocvar_teamplay_mode == 1)
711                                         damage = 0;
712                                 else if(attacker != targ)
713                                 {
714                                         if(autocvar_teamplay_mode == 3)
715                                                 damage = 0;
716                                         else if(autocvar_teamplay_mode == 4)
717                                         {
718                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
719                                                 {
720                                                         attacker.dmg_team = attacker.dmg_team + damage;
721                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
722                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
723                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
724                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
725                                                         if(g_minstagib)
726                                                         {
727                                                                 if(autocvar_g_friendlyfire == 0)
728                                                                         damage = 0;
729                                                         }
730                                                         else if(g_ca)
731                                                                 damage = 0;
732                                                         else
733                                                                 damage = autocvar_g_friendlyfire * damage;
734                                                         // mirrordamage will be used LATER
735
736                                                         if(autocvar_g_mirrordamage_virtual)
737                                                         {
738                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
739                                                                 attacker.dmg_take += v_x;
740                                                                 attacker.dmg_save += v_y;
741                                                                 attacker.dmg_inflictor = inflictor;
742                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
743                                                                 mirrorforce = 0;
744                                                         }
745
746                                                         if(autocvar_g_friendlyfire_virtual)
747                                                         {
748                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
749                                                                 targ.dmg_take += v_x;
750                                                                 targ.dmg_save += v_y;
751                                                                 targ.dmg_inflictor = inflictor;
752                                                                 damage = 0;
753                                                                 if(!autocvar_g_friendlyfire_virtual_force)
754                                                                         force = '0 0 0';
755                                                         }
756                                                 }
757                                                 else
758                                                         damage = 0;
759                                         }
760                                 }
761                         }
762                 }
763
764                 if(targ.classname == "player")
765                 if(attacker.classname == "player")
766                 if(attacker != targ)
767                 {
768                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
769                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
770                 }
771
772                 if(targ.classname == "player")
773                 if (g_minstagib)
774                 {
775                         if ((deathtype == DEATH_FALL)  ||
776                                 (deathtype == DEATH_DROWN) ||
777                                 (deathtype == DEATH_SLIME) ||
778                                 (deathtype == DEATH_LAVA)  ||
779                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
780                         {
781                                 self = oldself;
782                                 return;
783                         }
784                         if(damage > 0)
785                             damage = 10000;
786                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
787                         {
788                                 targ.armorvalue -= 1;
789                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
790                                 damage = 0;
791                                 targ.hitsound += 1;
792                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
793                         }
794                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
795                         {
796                                 damage = 0;
797                                 mirrordamage = 0;
798                                 complainteamdamage = 0;
799                                 if (targ != attacker)
800                                 {
801                                         if ((targ.health >= 1) && (targ.classname == "player"))
802                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
803                                         force = '0 0 0';
804                                         // keep mirrorforce
805                                         attacker = targ;
806                                 }
807                         }
808                 }
809
810                 if not(DEATH_ISSPECIAL(deathtype))
811                 {
812                         damage *= g_weapondamagefactor;
813                         mirrordamage *= g_weapondamagefactor;
814                         complainteamdamage *= g_weapondamagefactor;
815                         force = force * g_weaponforcefactor;
816                         mirrorforce *= g_weaponforcefactor;
817                 }
818                 
819                 if(((targ.frozen == 2 && attacker.monsterid != MONSTER_SPIDER) || (targ.frozen == 1)) && deathtype != DEATH_HURTTRIGGER)
820                 {
821                         damage = 0;
822                         force *= 0.2;
823                 }
824                 
825                 // should this be changed at all? If so, in what way?
826                 frag_attacker = attacker;
827                 frag_target = targ;
828                 frag_damage = damage;
829                 frag_force = force;
830         frag_deathtype = deathtype;
831                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
832                 damage = frag_damage;
833                 force = frag_force;
834                 
835                 // apply strength multiplier
836                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
837                 {
838                         if(targ == attacker)
839                         {
840                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
841                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
842                         }
843                         else
844                         {
845                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
846                                 force = force * autocvar_g_balance_powerup_strength_force;
847                         }
848                 }
849
850                 // apply invincibility multiplier
851                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
852                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
853
854                 if (targ == attacker)
855                 {
856                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
857                                 damage = 0;
858                         else
859                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
860                 }
861
862                 // count the damage
863                 if(attacker)
864                 if(!targ.deadflag)
865                 if(targ.takedamage == DAMAGE_AIM)
866                 if(targ != attacker)
867                 {
868                         entity victim;
869                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
870                                 victim = targ.owner;
871                         else
872                                 victim = targ;
873
874                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
875                         {
876                                 if(IsDifferentTeam(victim, attacker))
877                                 {
878                                         if(damage > 0)
879                                         {
880                                                 if(deathtype != DEATH_FIRE)
881                                                 {
882                                                         if(victim.BUTTON_CHAT)
883                                                                 attacker.typehitsound += 1;
884                                                         else
885                                                                 attacker.hitsound += 1;
886                                                 }
887
888                                                 damage_goodhits += 1;
889                                                 damage_gooddamage += damage;
890
891                                                 if not(DEATH_ISSPECIAL(deathtype))
892                                                 {
893                                                         if(targ.classname == "player") // don't do this for vehicles
894                                                         if(!g_minstagib)
895                                                         if(IsFlying(victim))
896                                                                 yoda = 1;
897
898                                                         if(g_minstagib)
899                                                         if(victim.items & IT_STRENGTH)
900                                                                 yoda = 1;
901                                                 }
902                                         }
903                                 }
904                                 else
905                                 {
906                                         if(deathtype != DEATH_FIRE)
907                                         {
908                                                 attacker.typehitsound += 1;
909                                         }
910                                         if(complainteamdamage > 0)
911                                                 if(time > attacker.teamkill_complain)
912                                                 {
913                                                         attacker.teamkill_complain = time + 5;
914                                                         attacker.teamkill_soundtime = time + 0.4;
915                                                         attacker.teamkill_soundsource = targ;
916                                                 }
917                                 }
918                         }
919                 }
920         }
921
922         // apply push
923         if (self.damageforcescale)
924         if (vlen(force))
925         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
926         {
927                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
928                 if(self.movetype == MOVETYPE_PHYSICS)
929                 {
930                         entity farcent;
931                         farcent = spawn();
932                         farcent.classname = "farce";
933                         farcent.enemy = self;
934                         farcent.movedir = farce * 10;
935                         if(self.mass)
936                                 farcent.movedir = farcent.movedir * self.mass;
937                         farcent.origin = hitloc;
938                         farcent.forcetype = FORCETYPE_FORCEATPOS;
939                         farcent.nextthink = time + 0.1;
940                         farcent.think = SUB_Remove;
941                 }
942                 else
943                         self.velocity = self.velocity + farce;
944                 self.flags &~= FL_ONGROUND;
945                 UpdateCSQCProjectile(self);
946         }
947         // apply damage
948         if (damage != 0 || (self.damageforcescale && vlen(force)))
949         if (self.event_damage)
950                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
951         self = oldself;
952
953         // apply mirror damage if any
954         if(mirrordamage > 0 || mirrorforce > 0)
955         {
956                 attacker = attacker_save;
957                 if(g_minstagib)
958                 if(mirrordamage > 0)
959                 {
960                         // just lose extra LIVES, don't kill the player for mirror damage
961                         if(attacker.armorvalue > 0)
962                         {
963                                 attacker.armorvalue = attacker.armorvalue - 1;
964                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
965                                 attacker.hitsound += 1;
966                         }
967                         mirrordamage = 0;
968                 }
969
970                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
971                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
972         }
973 }
974
975 float RadiusDamage_running;
976 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
977         // Returns total damage applies to creatures
978 {
979         entity  targ;
980         vector  blastorigin;
981         vector  force;
982         float   total_damage_to_creatures;
983         entity  next;
984         float   tfloordmg;
985         float   tfloorforce;
986
987         float stat_damagedone;
988
989         if(RadiusDamage_running)
990         {
991                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
992                 return 0;
993         }
994
995         RadiusDamage_running = 1;
996
997         tfloordmg = autocvar_g_throughfloor_damage;
998         tfloorforce = autocvar_g_throughfloor_force;
999
1000         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1001         total_damage_to_creatures = 0;
1002
1003         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1004                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1005                 {
1006                         force = inflictor.velocity;
1007                         if(vlen(force) == 0)
1008                                 force = '0 0 -1';
1009                         else
1010                                 force = normalize(force);
1011                         if(forceintensity >= 0)
1012                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1013                         else
1014                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1015                 }
1016
1017         stat_damagedone = 0;
1018
1019         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1020         while (targ)
1021         {
1022                 next = targ.chain;
1023                 if (targ != inflictor)
1024                         if (ignore != targ) if(targ.takedamage)
1025                         {
1026                                 vector nearest;
1027                                 vector diff;
1028                                 float power;
1029
1030                                 // LordHavoc: measure distance to nearest point on target (not origin)
1031                                 // (this guarentees 100% damage on a touch impact)
1032                                 nearest = targ.WarpZone_findradius_nearest;
1033                                 diff = targ.WarpZone_findradius_dist;
1034                                 // round up a little on the damage to ensure full damage on impacts
1035                                 // and turn the distance into a fraction of the radius
1036                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1037                                 //bprint(" ");
1038                                 //bprint(ftos(power));
1039                                 //if (targ == attacker)
1040                                 //      print(ftos(power), "\n");
1041                                 if (power > 0)
1042                                 {
1043                                         float finaldmg;
1044                                         if (power > 1)
1045                                                 power = 1;
1046                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1047                                         if (finaldmg > 0)
1048                                         {
1049                                                 float a;
1050                                                 float c;
1051                                                 vector hitloc;
1052                                                 vector myblastorigin;
1053                                                 vector center;
1054
1055                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1056
1057                                                 // if it's a player, use the view origin as reference
1058                                                 center = CENTER_OR_VIEWOFS(targ);
1059
1060                                                 force = normalize(center - myblastorigin);
1061                                                 force = force * (finaldmg / coredamage) * forceintensity;
1062                                                 hitloc = nearest;
1063
1064                                                 if(targ != directhitentity)
1065                                                 {
1066                                                         float hits;
1067                                                         float total;
1068                                                         float hitratio;
1069                                                         float mininv_f, mininv_d;
1070
1071                                                         // test line of sight to multiple positions on box,
1072                                                         // and do damage if any of them hit
1073                                                         hits = 0;
1074
1075                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1076                                                         // so for a given max stddev:
1077                                                         // n = (1 / (2 * max stddev of hitratio))^2
1078
1079                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1080                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1081
1082                                                         if(autocvar_g_throughfloor_debug)
1083                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1084
1085                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1086
1087                                                         if(autocvar_g_throughfloor_debug)
1088                                                                 print(sprintf(" steps=%f", total));
1089
1090                                                         if (targ.classname == "player")
1091                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1092                                                         else
1093                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1094
1095                                                         if(autocvar_g_throughfloor_debug)
1096                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1097
1098                                                         for(c = 0; c < total; ++c)
1099                                                         {
1100                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1101                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1102                                                                 if (trace_fraction == 1 || trace_ent == targ)
1103                                                                 {
1104                                                                         ++hits;
1105                                                                         if (hits > 1)
1106                                                                                 hitloc = hitloc + nearest;
1107                                                                         else
1108                                                                                 hitloc = nearest;
1109                                                                 }
1110                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1111                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1112                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1113                                                         }
1114
1115                                                         nearest = hitloc * (1 / max(1, hits));
1116                                                         hitratio = (hits / total);
1117                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1118                                                         finaldmg = finaldmg * a;
1119                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1120                                                         force = force * a;
1121
1122                                                         if(autocvar_g_throughfloor_debug)
1123                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1124                                                 }
1125
1126                                                 // laser force adjustments :P
1127                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1128                                                 {
1129                                                         if (targ == attacker)
1130                                                         {
1131                                                                 vector vel;
1132
1133                                                                 float force_zscale;
1134                                                                 float force_velocitybiasramp;
1135                                                                 float force_velocitybias;
1136
1137                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1138                                                                 if(deathtype & HITTYPE_SECONDARY)
1139                                                                 {
1140                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1141                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1142                                                                 }
1143                                                                 else
1144                                                                 {
1145                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1146                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1147                                                                 }
1148
1149                                                                 vel = targ.velocity;
1150                                                                 vel_z = 0;
1151                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1152                                                                 force =
1153                                                                         vlen(force)
1154                                                                         *
1155                                                                         normalize(normalize(force) + vel);
1156
1157                                                                 force_z *= force_zscale;
1158                                                         }
1159                                                         else
1160                                                         {
1161                                                                 if(deathtype & HITTYPE_SECONDARY)
1162                                                                 {
1163                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1164                                                                 }
1165                                                                 else
1166                                                                 {
1167                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1168                                                                 }
1169                                                         }
1170                                                 }
1171
1172                                                 //if (targ == attacker)
1173                                                 //{
1174                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1175                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1176                                                 //      print(" (", ftos(a), ")\n");
1177                                                 //}
1178                                                 if(finaldmg || vlen(force))
1179                                                 {
1180                                                         if(targ.iscreature)
1181                                                         {
1182                                                                 total_damage_to_creatures += finaldmg;
1183
1184                                                                 if(accuracy_isgooddamage(attacker, targ))
1185                                                                         stat_damagedone += finaldmg;
1186                                                         }
1187
1188                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1189                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1190                                                         else
1191                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1192                                                 }
1193                                         }
1194                                 }
1195                         }
1196                 targ = next;
1197         }
1198
1199         RadiusDamage_running = 0;
1200
1201         if(!DEATH_ISSPECIAL(deathtype))
1202                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1203
1204         return total_damage_to_creatures;
1205 }
1206
1207 .float fire_damagepersec;
1208 .float fire_endtime;
1209 .float fire_deathtype;
1210 .entity fire_owner;
1211 .float fire_hitsound;
1212 .entity fire_burner;
1213
1214 void fireburner_think();
1215
1216 float Fire_IsBurning(entity e)
1217 {
1218         return (time < e.fire_endtime);
1219 }
1220
1221 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1222 {
1223         float dps;
1224         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1225
1226         if(e.classname == "player")
1227         {
1228                 if(e.deadflag)
1229                         return -1;
1230         }
1231         else
1232         {
1233                 if(!e.fire_burner)
1234                 {
1235                         // print("adding a fire burner to ", e.classname, "\n");
1236                         e.fire_burner = spawn();
1237                         e.fire_burner.classname = "fireburner";
1238                         e.fire_burner.think = fireburner_think;
1239                         e.fire_burner.nextthink = time;
1240                         e.fire_burner.owner = e;
1241                 }
1242         }
1243
1244         t = max(t, 0.1);
1245         dps = d / t;
1246         if(Fire_IsBurning(e))
1247         {
1248                 mintime = e.fire_endtime - time;
1249                 maxtime = max(mintime, t);
1250
1251                 mindps = e.fire_damagepersec;
1252                 maxdps = max(mindps, dps);
1253
1254                 if(maxtime > mintime || maxdps > mindps)
1255                 {
1256                         // Constraints:
1257                         
1258                         // damage we have right now
1259                         mindamage = mindps * mintime;
1260
1261                         // damage we want to get
1262                         maxdamage = mindamage + d;
1263
1264                         // but we can't exceed maxtime * maxdps!
1265                         totaldamage = min(maxdamage, maxtime * maxdps);
1266
1267                         // LEMMA:
1268                         // Look at:
1269                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1270                         // We see:
1271                         // totaldamage <= maxtime * maxdps
1272                         // ==> totaldamage / maxdps <= maxtime.
1273                         // We also see:
1274                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1275                         //                     >= min(mintime, maxtime)
1276                         // ==> totaldamage / maxdps >= mintime.
1277
1278                         /*
1279                         // how long do we damage then?
1280                         // at least as long as before
1281                         // but, never exceed maxdps
1282                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1283                         */
1284
1285                         // alternate:
1286                         // at most as long as maximum allowed
1287                         // but, never below mindps
1288                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1289
1290                         // assuming t > mintime, dps > mindps:
1291                         // we get d = t * dps = maxtime * maxdps
1292                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1293                         // totaldamage / maxdps = maxtime
1294                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1295                         // FROM THIS:
1296                         // a) totaltime = max(mintime, maxtime) = maxtime
1297                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1298
1299                         // assuming t <= mintime:
1300                         // we get maxtime = mintime
1301                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1302                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1303
1304                         // assuming dps <= mindps:
1305                         // we get mindps = maxdps.
1306                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1307                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1308                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1309
1310                         e.fire_damagepersec = totaldamage / totaltime;
1311                         e.fire_endtime = time + totaltime;
1312                         if(totaldamage > 1.2 * mindamage)
1313                         {
1314                                 e.fire_deathtype = dt;
1315                                 if(e.fire_owner != o)
1316                                 {
1317                                         e.fire_owner = o;
1318                                         e.fire_hitsound = FALSE;
1319                                 }
1320                         }
1321                         if(accuracy_isgooddamage(o, e))
1322                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1323                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1324                 }
1325                 else
1326                         return 0;
1327         }
1328         else
1329         {
1330                 e.fire_damagepersec = dps;
1331                 e.fire_endtime = time + t;
1332                 e.fire_deathtype = dt;
1333                 e.fire_owner = o;
1334                 e.fire_hitsound = FALSE;
1335                 if(accuracy_isgooddamage(o, e))
1336                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1337                 return d;
1338         }
1339 }
1340
1341 void Fire_ApplyDamage(entity e)
1342 {
1343         float t, d, hi, ty;
1344         entity o;
1345
1346         if not(Fire_IsBurning(e))
1347                 return;
1348
1349         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1350         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1351                 o = e.fire_owner;
1352
1353         // water and slime stop fire
1354         if(e.waterlevel)
1355         if(e.watertype != CONTENT_LAVA)
1356                 e.fire_endtime = 0;
1357
1358         // ice stops fire
1359         if(e.frozen)
1360                 e.fire_endtime = 0;
1361
1362         t = min(frametime, e.fire_endtime - time);
1363         d = e.fire_damagepersec * t;
1364
1365         hi = e.fire_owner.hitsound;
1366         ty = e.fire_owner.typehitsound;
1367         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1368         if(e.fire_hitsound && e.fire_owner)
1369         {
1370                 e.fire_owner.hitsound = hi;
1371                 e.fire_owner.typehitsound = ty;
1372         }
1373         e.fire_hitsound = TRUE;
1374
1375         if not(IS_INDEPENDENT_PLAYER(e))
1376         FOR_EACH_PLAYER(other) if(e != other)
1377         {
1378                 if(other.classname == "player")
1379                 if(other.deadflag == DEAD_NO)
1380                 if not(IS_INDEPENDENT_PLAYER(other))
1381                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1382                 {
1383                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1384                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1385                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1386                 }
1387         }
1388 }
1389
1390 void Fire_ApplyEffect(entity e)
1391 {
1392         if(Fire_IsBurning(e))
1393                 e.effects |= EF_FLAME;
1394         else
1395                 e.effects &~= EF_FLAME;
1396 }
1397
1398 void fireburner_think()
1399 {
1400         // for players, this is done in the regular loop
1401         if(wasfreed(self.owner))
1402         {
1403                 remove(self);
1404                 return;
1405         }
1406         Fire_ApplyEffect(self.owner);
1407         if(!Fire_IsBurning(self.owner))
1408         {
1409                 self.owner.fire_burner = world;
1410                 remove(self);
1411                 return;
1412         }
1413         Fire_ApplyDamage(self.owner);
1414         self.nextthink = time;
1415 }