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