6 float Damage_DamageInfo_SendEntity(entity to, float sf)
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);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
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?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
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)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
124 if(autocvar_g_arena_roundbased)
127 if(targ != attacker) // not for suicides
128 if(g_weaponarena_random)
130 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
132 culprit = DEATH_WEAPONOF(deathtype);
134 culprit = attacker.weapon;
135 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136 culprit = attacker.weapon;
138 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
144 if(!GiveFrags_randomweapons)
146 GiveFrags_randomweapons = spawn();
147 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
151 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
153 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
155 // all others (including the culprit): remove
156 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
159 // among the remaining ones, choose one by random
160 W_RandomWeapons(GiveFrags_randomweapons, 1);
162 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
164 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165 WEPSET_ANDNOT_EW(attacker, culprit);
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));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
191 f = RunematchHandleFrags(attacker, targ, f);
197 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198 if(tl < lms_lowest_lives)
199 lms_lowest_lives = tl;
203 lms_next_place = player_count;
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
213 attacker.totalfrags += f;
216 UpdateFrags(attacker, f);
219 string AppendItemcodes(string s, entity player)
224 // w = player.switchweapon;
226 w = player.cnt; // previous weapon!
227 s = strcat(s, ftos(w));
228 if(time < player.strength_finished)
230 if(time < player.invincible_finished)
232 if(player.flagcarried != world)
234 if(player.BUTTON_CHAT)
239 s = strcat(s, "|", ftos(player.runes));
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
246 if(!autocvar_sv_eventlog)
248 s = strcat(":kill:", mode);
249 s = strcat(s, ":", ftos(killer.playerid));
250 s = strcat(s, ":", ftos(killed.playerid));
251 s = strcat(s, ":type=", Deathtype_Name(deathtype));
252 s = strcat(s, ":items=");
253 s = AppendItemcodes(s, killer);
256 s = strcat(s, ":victimitems=");
257 s = AppendItemcodes(s, killed);
262 void Obituary_SpecialDeath(
266 string s1, string s2, string s3,
267 float f1, float f2, float f3)
269 if(DEATH_ISSPECIAL(deathtype))
271 entity deathent = deathtypes[(deathtype - DT_FIRST) - 1];
272 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
276 if(deathent.death_msgmurder)
278 Send_Notification_WOVA(
282 deathent.death_msgmurder.nent_id,
286 Send_Notification_WOVA(
290 deathent.death_msgmurder.nent_msginfo.nent_id,
298 if(deathent.death_msgself)
300 Send_Notification_WOVA(
304 deathent.death_msgself.nent_id,
308 Send_Notification_WOVA(
312 deathent.death_msgself.nent_msginfo.nent_id,
319 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
323 float Obituary_WeaponDeath(
327 string s1, string s2, string s3,
330 float death_weapon = DEATH_WEAPONOF(deathtype);
333 w_deathtype = deathtype;
334 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
339 Send_Notification_WOVA(
347 Send_Notification_WOVA(
351 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
359 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
370 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
373 if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
376 float notif_firstblood = FALSE;
377 float kill_count_to_attacker, kill_count_to_target;
379 // Set final information for the death
380 targ.death_origin = targ.origin;
381 if(targ != attacker) { targ.killer_origin = attacker.origin; }
382 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
384 #ifdef NOTIFICATIONS_DEBUG
387 "Obituary(%s, %s, %s, %s = %d);\n",
391 Deathtype_Name(deathtype),
402 if(DEATH_ISSPECIAL(deathtype))
404 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
406 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
412 case DEATH_MIRRORDAMAGE:
414 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
420 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
426 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
428 backtrace("SUICIDE: what the hell happened here?\n");
431 LogDeath("suicide", deathtype, targ, targ);
432 GiveFrags(attacker, targ, -1, deathtype);
438 else if(IS_PLAYER(attacker))
440 if(!IsDifferentTeam(attacker, targ))
442 LogDeath("tk", deathtype, attacker, targ);
443 GiveFrags(attacker, targ, -1, deathtype);
445 attacker.killcount = 0;
447 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
448 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
449 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
451 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
452 // No need for specific death/weapon messages...
456 LogDeath("frag", deathtype, attacker, targ);
457 GiveFrags(attacker, targ, 1, deathtype);
459 attacker.taunt_soundtime = time + 1;
460 attacker.killcount = attacker.killcount + 1;
462 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
465 AnnounceTo(attacker, strcat(#countb, "kills")); \
466 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
469 switch(attacker.killcount)
476 if(!checkrules_firstblood)
478 checkrules_firstblood = TRUE;
479 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
480 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
481 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
483 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
484 kill_count_to_attacker = -1;
485 kill_count_to_target = -2;
489 kill_count_to_attacker = attacker.killcount;
490 kill_count_to_target = 0;
493 float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
496 if(attacker.FRAG_VERBOSE && verbose_allowed)
497 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));
499 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
501 if(targ.FRAG_VERBOSE && verbose_allowed)
502 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));
504 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
508 if(attacker.FRAG_VERBOSE && verbose_allowed)
509 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));
511 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
513 if(targ.FRAG_VERBOSE && verbose_allowed)
514 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));
516 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
519 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
520 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
531 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
532 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
533 // and there will be a REAL DEATH_VOID implementation which mappers will use.
534 /*case DEATH_HURTTRIGGER:
537 s2 = inflictor.message;
538 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
544 Obituary_SpecialDeath(targ, FALSE, deathtype,
546 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
556 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
561 LogDeath("accident", deathtype, targ, targ);
562 GiveFrags(targ, targ, -1, deathtype);
564 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
566 AnnounceTo(targ, "botlike");
567 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
571 // reset target kill count
572 if(targ.killcount) { targ.killcount = 0; }
575 // these are updated by each Damage call for use in button triggering and such
577 entity damage_inflictor;
578 entity damage_attacker;
580 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
584 float complainteamdamage = 0;
585 entity attacker_save;
589 if (gameover || targ.killcount == -666)
596 damage_inflictor = inflictor;
597 damage_attacker = attacker;
598 attacker_save = attacker;
600 if(targ.classname == "player")
603 if(targ.hook.aiment == attacker)
604 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
606 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
607 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
609 if(targ.classname == "player")
610 if not(IsDifferentTeam(targ, attacker))
617 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
619 // These are ALWAYS lethal
620 // No damage modification here
621 // Instead, prepare the victim for his death...
623 targ.spawnshieldtime = 0;
624 targ.health = 0.9; // this is < 1
625 targ.flags -= targ.flags & FL_GODMODE;
628 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
635 skill based bot damage? gtfo. (tZork)
636 if (targ.classname == "player")
637 if (attacker.classname == "player")
640 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
643 // nullify damage if teamplay is on
644 if(deathtype != DEATH_TELEFRAG)
645 if(attacker.classname == "player")
647 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
652 else if(!IsDifferentTeam(attacker, targ))
654 if(autocvar_teamplay_mode == 1)
656 else if(attacker != targ)
658 if(autocvar_teamplay_mode == 3)
660 else if(autocvar_teamplay_mode == 4)
662 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
664 attacker.dmg_team = attacker.dmg_team + damage;
665 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
666 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
667 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
668 mirrorforce = autocvar_g_mirrordamage * vlen(force);
671 if(autocvar_g_friendlyfire == 0)
677 damage = autocvar_g_friendlyfire * damage;
678 // mirrordamage will be used LATER
680 if(autocvar_g_mirrordamage_virtual)
682 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
683 attacker.dmg_take += v_x;
684 attacker.dmg_save += v_y;
685 attacker.dmg_inflictor = inflictor;
686 mirrordamage = v_z; // = 0, to make fteqcc stfu
690 if(autocvar_g_friendlyfire_virtual)
692 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
693 targ.dmg_take += v_x;
694 targ.dmg_save += v_y;
695 targ.dmg_inflictor = inflictor;
697 if(!autocvar_g_friendlyfire_virtual_force)
708 if(targ.classname == "player")
709 if(attacker.classname == "player")
712 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
713 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
716 if(targ.classname == "player")
719 if ((deathtype == DEATH_FALL) ||
720 (deathtype == DEATH_DROWN) ||
721 (deathtype == DEATH_SLIME) ||
722 (deathtype == DEATH_LAVA) ||
723 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
730 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
732 targ.armorvalue -= 1;
733 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
736 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
738 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
742 complainteamdamage = 0;
743 if (targ != attacker)
745 if ((targ.health >= 1) && (targ.classname == "player"))
746 centerprint(attacker, "Secondary fire inflicts no damage!");
754 if not(DEATH_ISSPECIAL(deathtype))
756 damage *= g_weapondamagefactor;
757 mirrordamage *= g_weapondamagefactor;
758 complainteamdamage *= g_weapondamagefactor;
759 force = force * g_weaponforcefactor;
760 mirrorforce *= g_weaponforcefactor;
763 // should this be changed at all? If so, in what way?
764 frag_attacker = attacker;
766 frag_damage = damage;
768 frag_deathtype = deathtype;
769 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
770 damage = frag_damage;
773 // apply strength multiplier
774 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
778 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
779 force = force * autocvar_g_balance_powerup_strength_selfforce;
783 damage = damage * autocvar_g_balance_powerup_strength_damage;
784 force = force * autocvar_g_balance_powerup_strength_force;
788 // apply invincibility multiplier
789 if (targ.items & IT_INVINCIBLE && !g_minstagib)
790 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
792 if (targ == attacker)
794 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
797 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
802 // apply strength rune
803 if (attacker.runes & RUNE_STRENGTH)
805 if(attacker.runes & CURSE_WEAK) // have both curse & rune
807 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
808 force = force * autocvar_g_balance_rune_strength_combo_force;
812 damage = damage * autocvar_g_balance_rune_strength_damage;
813 force = force * autocvar_g_balance_rune_strength_force;
816 else if (attacker.runes & CURSE_WEAK)
818 damage = damage * autocvar_g_balance_curse_weak_damage;
819 force = force * autocvar_g_balance_curse_weak_force;
822 // apply defense rune
823 if (targ.runes & RUNE_DEFENSE)
825 if (targ.runes & CURSE_VULNER) // have both curse & rune
826 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
828 damage = damage * autocvar_g_balance_rune_defense_takedamage;
830 else if (targ.runes & CURSE_VULNER)
831 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
837 if(targ.takedamage == DAMAGE_AIM)
841 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
846 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
848 if(IsDifferentTeam(victim, attacker))
852 if(deathtype != DEATH_FIRE)
854 if(victim.BUTTON_CHAT)
855 attacker.typehitsound += 1;
857 attacker.hitsound += 1;
860 damage_goodhits += 1;
861 damage_gooddamage += damage;
863 if not(DEATH_ISSPECIAL(deathtype))
865 if(targ.classname == "player") // don't do this for vehicles
871 if(victim.items & IT_STRENGTH)
878 if(deathtype != DEATH_FIRE)
880 attacker.typehitsound += 1;
882 if(complainteamdamage > 0)
883 if(time > attacker.teamkill_complain)
885 attacker.teamkill_complain = time + 5;
886 attacker.teamkill_soundtime = time + 0.4;
887 attacker.teamkill_soundsource = targ;
895 if (self.damageforcescale)
897 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
899 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
900 if(self.movetype == MOVETYPE_PHYSICS)
904 farcent.classname = "farce";
905 farcent.enemy = self;
906 farcent.movedir = farce * 10;
908 farcent.movedir = farcent.movedir * self.mass;
909 farcent.origin = hitloc;
910 farcent.forcetype = FORCETYPE_FORCEATPOS;
911 farcent.nextthink = time + 0.1;
912 farcent.think = SUB_Remove;
915 self.velocity = self.velocity + farce;
916 self.flags &~= FL_ONGROUND;
917 UpdateCSQCProjectile(self);
920 if (damage != 0 || (self.damageforcescale && vlen(force)))
921 if (self.event_damage)
922 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
925 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
929 if (attacker.runes & RUNE_VAMPIRE)
931 // apply vampire rune
932 if (attacker.runes & CURSE_EMPATHY) // have the curse too
934 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
935 attacker.health = bound(
936 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
937 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
938 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
942 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
943 attacker.health = bound(
944 attacker.health, // LA: was 3, but changed so that you can't lose health
945 // empathy won't let you gain health in the same way...
946 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
947 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
950 // apply empathy curse
951 else if (attacker.runes & CURSE_EMPATHY)
953 attacker.health = bound(
954 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
955 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
961 // apply mirror damage if any
962 if(mirrordamage > 0 || mirrorforce > 0)
964 attacker = attacker_save;
968 // just lose extra LIVES, don't kill the player for mirror damage
969 if(attacker.armorvalue > 0)
971 attacker.armorvalue = attacker.armorvalue - 1;
972 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
973 attacker.hitsound += 1;
978 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
979 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
983 float RadiusDamage_running;
984 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
985 // Returns total damage applies to creatures
990 float total_damage_to_creatures;
995 float stat_damagedone;
997 if(RadiusDamage_running)
999 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1003 RadiusDamage_running = 1;
1005 tfloordmg = autocvar_g_throughfloor_damage;
1006 tfloorforce = autocvar_g_throughfloor_force;
1008 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1009 total_damage_to_creatures = 0;
1011 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1012 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1014 force = inflictor.velocity;
1015 if(vlen(force) == 0)
1018 force = normalize(force);
1019 if(forceintensity >= 0)
1020 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1022 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1025 stat_damagedone = 0;
1027 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1031 if (targ != inflictor)
1032 if (ignore != targ) if(targ.takedamage)
1038 // LordHavoc: measure distance to nearest point on target (not origin)
1039 // (this guarentees 100% damage on a touch impact)
1040 nearest = targ.WarpZone_findradius_nearest;
1041 diff = targ.WarpZone_findradius_dist;
1042 // round up a little on the damage to ensure full damage on impacts
1043 // and turn the distance into a fraction of the radius
1044 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1046 //bprint(ftos(power));
1047 //if (targ == attacker)
1048 // print(ftos(power), "\n");
1054 finaldmg = coredamage * power + edgedamage * (1 - power);
1060 vector myblastorigin;
1063 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1065 // if it's a player, use the view origin as reference
1066 center = CENTER_OR_VIEWOFS(targ);
1068 force = normalize(center - myblastorigin);
1069 force = force * (finaldmg / coredamage) * forceintensity;
1072 if(targ != directhitentity)
1077 float mininv_f, mininv_d;
1079 // test line of sight to multiple positions on box,
1080 // and do damage if any of them hit
1083 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1084 // so for a given max stddev:
1085 // n = (1 / (2 * max stddev of hitratio))^2
1087 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1088 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1090 if(autocvar_g_throughfloor_debug)
1091 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1093 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1095 if(autocvar_g_throughfloor_debug)
1096 print(sprintf(" steps=%f", total));
1098 if (targ.classname == "player")
1099 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1101 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1103 if(autocvar_g_throughfloor_debug)
1104 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1106 for(c = 0; c < total; ++c)
1108 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1109 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1110 if (trace_fraction == 1 || trace_ent == targ)
1114 hitloc = hitloc + nearest;
1118 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1119 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1120 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1123 nearest = hitloc * (1 / max(1, hits));
1124 hitratio = (hits / total);
1125 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1126 finaldmg = finaldmg * a;
1127 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1130 if(autocvar_g_throughfloor_debug)
1131 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1134 // laser force adjustments :P
1135 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1137 if (targ == attacker)
1142 float force_velocitybiasramp;
1143 float force_velocitybias;
1145 force_velocitybiasramp = autocvar_sv_maxspeed;
1146 if(deathtype & HITTYPE_SECONDARY)
1148 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1149 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1153 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1154 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1157 vel = targ.velocity;
1159 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1163 normalize(normalize(force) + vel);
1165 force_z *= force_zscale;
1169 if(deathtype & HITTYPE_SECONDARY)
1171 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1175 force *= autocvar_g_balance_laser_primary_force_other_scale;
1180 //if (targ == attacker)
1182 // print("hits ", ftos(hits), " / ", ftos(total));
1183 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1184 // print(" (", ftos(a), ")\n");
1186 if(finaldmg || vlen(force))
1190 total_damage_to_creatures += finaldmg;
1192 if(accuracy_isgooddamage(attacker, targ))
1193 stat_damagedone += finaldmg;
1196 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1197 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1199 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1207 RadiusDamage_running = 0;
1209 if(!DEATH_ISSPECIAL(deathtype))
1210 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1212 return total_damage_to_creatures;
1215 .float fire_damagepersec;
1216 .float fire_endtime;
1217 .float fire_deathtype;
1219 .float fire_hitsound;
1220 .entity fire_burner;
1222 void fireburner_think();
1224 float Fire_IsBurning(entity e)
1226 return (time < e.fire_endtime);
1229 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1232 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1234 if(e.classname == "player")
1243 // print("adding a fire burner to ", e.classname, "\n");
1244 e.fire_burner = spawn();
1245 e.fire_burner.classname = "fireburner";
1246 e.fire_burner.think = fireburner_think;
1247 e.fire_burner.nextthink = time;
1248 e.fire_burner.owner = e;
1254 if(Fire_IsBurning(e))
1256 mintime = e.fire_endtime - time;
1257 maxtime = max(mintime, t);
1259 mindps = e.fire_damagepersec;
1260 maxdps = max(mindps, dps);
1262 if(maxtime > mintime || maxdps > mindps)
1266 // damage we have right now
1267 mindamage = mindps * mintime;
1269 // damage we want to get
1270 maxdamage = mindamage + d;
1272 // but we can't exceed maxtime * maxdps!
1273 totaldamage = min(maxdamage, maxtime * maxdps);
1277 // totaldamage = min(mindamage + d, maxtime * maxdps)
1279 // totaldamage <= maxtime * maxdps
1280 // ==> totaldamage / maxdps <= maxtime.
1282 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1283 // >= min(mintime, maxtime)
1284 // ==> totaldamage / maxdps >= mintime.
1287 // how long do we damage then?
1288 // at least as long as before
1289 // but, never exceed maxdps
1290 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1294 // at most as long as maximum allowed
1295 // but, never below mindps
1296 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1298 // assuming t > mintime, dps > mindps:
1299 // we get d = t * dps = maxtime * maxdps
1300 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1301 // totaldamage / maxdps = maxtime
1302 // totaldamage / mindps > totaldamage / maxdps = maxtime
1304 // a) totaltime = max(mintime, maxtime) = maxtime
1305 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1307 // assuming t <= mintime:
1308 // we get maxtime = mintime
1309 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1310 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1312 // assuming dps <= mindps:
1313 // we get mindps = maxdps.
1314 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1315 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1316 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1318 e.fire_damagepersec = totaldamage / totaltime;
1319 e.fire_endtime = time + totaltime;
1320 if(totaldamage > 1.2 * mindamage)
1322 e.fire_deathtype = dt;
1323 if(e.fire_owner != o)
1326 e.fire_hitsound = FALSE;
1329 if(accuracy_isgooddamage(o, e))
1330 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1331 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1338 e.fire_damagepersec = dps;
1339 e.fire_endtime = time + t;
1340 e.fire_deathtype = dt;
1342 e.fire_hitsound = FALSE;
1343 if(accuracy_isgooddamage(o, e))
1344 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1349 void Fire_ApplyDamage(entity e)
1354 if not(Fire_IsBurning(e))
1357 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1358 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1361 // water and slime stop fire
1363 if(e.watertype != CONTENT_LAVA)
1367 if(e.freezetag_frozen)
1370 t = min(frametime, e.fire_endtime - time);
1371 d = e.fire_damagepersec * t;
1373 hi = e.fire_owner.hitsound;
1374 ty = e.fire_owner.typehitsound;
1375 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1376 if(e.fire_hitsound && e.fire_owner)
1378 e.fire_owner.hitsound = hi;
1379 e.fire_owner.typehitsound = ty;
1381 e.fire_hitsound = TRUE;
1383 if not(IS_INDEPENDENT_PLAYER(e))
1384 FOR_EACH_PLAYER(other) if(e != other)
1386 if(other.classname == "player")
1387 if(other.deadflag == DEAD_NO)
1388 if not(IS_INDEPENDENT_PLAYER(other))
1389 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1391 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1392 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1393 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1398 void Fire_ApplyEffect(entity e)
1400 if(Fire_IsBurning(e))
1401 e.effects |= EF_FLAME;
1403 e.effects &~= EF_FLAME;
1406 void fireburner_think()
1408 // for players, this is done in the regular loop
1409 if(wasfreed(self.owner))
1414 Fire_ApplyEffect(self.owner);
1415 if(!Fire_IsBurning(self.owner))
1417 self.owner.fire_burner = world;
1421 Fire_ApplyDamage(self.owner);
1422 self.nextthink = time;