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1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         return TRUE;
18 }
19
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
21 {
22         // TODO maybe call this from non-edgedamage too?
23         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
24
25         entity e;
26
27         if(!sound_allowed(MSG_BROADCAST, dmgowner))
28                 deathtype |= 0x8000;
29
30         e = spawn();
31         setorigin(e, org);
32         e.projectiledeathtype = deathtype;
33         e.dmg = coredamage;
34         e.dmg_edge = edgedamage;
35         e.dmg_radius = rad;
36         e.dmg_force = vlen(force);
37         e.velocity = force;
38
39         e.oldorigin_x = compressShortVector(e.velocity);
40
41         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
42 }
43
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
45
46 float checkrules_firstblood;
47
48 float yoda;
49 float damage_goodhits;
50 float damage_gooddamage;
51 float headshot;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
53
54 .float dmg_team;
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
58 .entity pusher;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teams_matter)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 void GiveFrags (entity attacker, entity targ, float f)
106 {
107         float w;
108
109         // TODO route through PlayerScores instead
110         if(gameover) return;
111
112         if(f < 0)
113         {
114                 if(targ == attacker)
115                 {
116                         // suicide
117                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
118                 }
119                 else
120                 {
121                         // teamkill
122                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
123                         PlayerStats_Event(attacker, PLAYERSTATS_KILLS, -1);
124                 }
125         }
126         else
127         {
128                 // regular frag
129                 PlayerScore_Add(attacker, SP_KILLS, 1);
130                 PlayerStats_Event(attacker, PLAYERSTATS_KILLS, 1);
131         }
132
133         PlayerScore_Add(targ, SP_DEATHS, 1);
134
135         if(g_arena || g_ca)
136                 if(autocvar_g_arena_roundbased)
137                         return;
138
139         if(targ != attacker) // not for suicides
140         if(g_weaponarena_random)
141         {
142                 // after a frag, choose another random weapon set
143                 if(inWarmupStage)
144                         w = warmup_start_weapons;
145                 else
146                         w = start_weapons;
147
148                 attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
149                 if(attacker.weapons < 0)
150                 {
151                         // error from randombits: no weapon available
152                         // this means we can just give ALL weapons
153                         attacker.weapons = w;
154                 }
155                 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
156                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
157         }
158
159         // FIXME fix the mess this is (we have REAL points now!)
160         entity oldself;
161         oldself = self;
162         self = attacker;
163         frag_attacker = attacker;
164         frag_target = targ;
165         frag_score = f;
166         if(MUTATOR_CALLHOOK(GiveFragsForKill))
167         {
168                 f = frag_score;
169                 self = oldself;
170         }
171         else
172         {
173                 self = oldself;
174                 if(g_runematch)
175                 {
176                         f = RunematchHandleFrags(attacker, targ, f);
177                 }
178                 else if(g_lms)
179                 {
180                         // remove a life
181                         float tl;
182                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
183                         if(tl < lms_lowest_lives)
184                                 lms_lowest_lives = tl;
185                         if(tl <= 0)
186                         {
187                                 if(!lms_next_place)
188                                         lms_next_place = player_count;
189                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
190                                 --lms_next_place;
191                         }
192                         f = 0;
193                 }
194                 else if(g_ctf)
195                 {
196                         if(g_ctf_ignore_frags)
197                                 f = 0;
198                 }
199         }
200
201         attacker.totalfrags += f;
202
203         if(f)
204                 UpdateFrags(attacker, f);
205 }
206
207 string AppendItemcodes(string s, entity player)
208 {
209         float w;
210         w = player.weapon;
211         //if(w == 0)
212         //      w = player.switchweapon;
213         if(w == 0)
214                 w = player.cnt; // previous weapon!
215         s = strcat(s, ftos(w));
216         if(time < player.strength_finished)
217                 s = strcat(s, "S");
218         if(time < player.invincible_finished)
219                 s = strcat(s, "I");
220         if(player.flagcarried != world)
221                 s = strcat(s, "F");
222         if(player.BUTTON_CHAT)
223                 s = strcat(s, "T");
224         if(player.kh_next)
225                 s = strcat(s, "K");
226         if(player.runes)
227                 s = strcat(s, "|", ftos(player.runes));
228         return s;
229 }
230
231 void LogDeath(string mode, float deathtype, entity killer, entity killed)
232 {
233         string s;
234         if(!autocvar_sv_eventlog)
235                 return;
236         s = strcat(":kill:", mode);
237         s = strcat(s, ":", ftos(killer.playerid));
238         s = strcat(s, ":", ftos(killed.playerid));
239         s = strcat(s, ":type=", ftos(deathtype));
240         s = strcat(s, ":items=");
241         s = AppendItemcodes(s, killer);
242         if(killed != killer)
243         {
244                 s = strcat(s, ":victimitems=");
245                 s = AppendItemcodes(s, killed);
246         }
247         GameLogEcho(s);
248 }
249
250 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
251 {
252         WriteByte(MSG_ALL, SVC_TEMPENTITY);
253         WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
254         WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
255         WriteString(MSG_ALL, s1);
256         WriteString(MSG_ALL, s2);
257         WriteString(MSG_ALL, s3);
258         WriteShort(MSG_ALL, msg);
259         WriteByte(MSG_ALL, type);
260 }
261
262 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
263 void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
264 {
265         if (clienttype(e) == CLIENTTYPE_REAL)
266         {
267                 msg_entity = e;
268                 WRITESPECTATABLE_MSG_ONE({
269                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
270                         WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
271                         WriteByte(MSG_ONE, CSQC_CENTERPRINT);
272                         WriteString(MSG_ONE, s1);
273                         WriteString(MSG_ONE, s2);
274                         WriteShort(MSG_ONE, msg);
275                         WriteByte(MSG_ONE, type);
276                 });
277         }
278 }
279
280 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
281 {
282         string  s, a, msg;
283         float w, type;
284
285         if (targ.classname == "player" || targ.classname == "corpse")
286         {
287                 if (targ.classname == "corpse")
288                         s = "A corpse";
289                 else
290                         s = targ.netname;
291
292                 a = attacker.netname;
293
294                 if (targ == attacker) // suicides
295                 {
296                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
297                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
298             if(!g_cts) // no "killed your own dumb self" message in CTS
299                 Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
300
301                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
302                         {
303                                 LogDeath("suicide", deathtype, targ, targ);
304                                 GiveFrags(attacker, targ, -1);
305                         }
306
307                         if (targ.killcount > 2)
308                                 msg = ftos(targ.killcount);
309                         if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
310                         {
311                                 if(attacker.team == COLOR_TEAM1)
312                                         deathtype = KILL_TEAM_RED;
313                                 else
314                                         deathtype = KILL_TEAM_BLUE;
315                         }
316
317                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
318                 }
319                 else if (attacker.classname == "player" || attacker.classname == "gib")
320                 {
321                         if(teams_matter && attacker.team == targ.team)
322                         {
323                                 if(attacker.team == COLOR_TEAM1)
324                                         type = KILL_TEAM_RED;
325                                 else
326                                         type = KILL_TEAM_BLUE;
327
328                                 GiveFrags(attacker, targ, -1);
329
330                                 Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
331
332                                 if (targ.killcount > 2) {
333                                         msg = ftos(targ.killcount);
334                                 }
335
336                                 if (attacker.killcount > 2) {
337                                         msg = ftos(attacker.killcount);
338                                         type = KILL_TEAM_SPREE;
339                                 }
340                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
341
342                                 attacker.killcount = 0;
343
344                                 LogDeath("tk", deathtype, attacker, targ);
345                         }
346                         else
347                         {
348                                 if (!checkrules_firstblood)
349                                 {
350                                         checkrules_firstblood = TRUE;
351                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
352                                         // TODO: make these print a newline if they dont
353                                         Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
354                                         Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
355                                 }
356
357                                 if((autocvar_sv_fragmessage_information_typefrag) && (targ.BUTTON_CHAT)) {
358                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
359                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
360                                 } else {
361                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
362                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
363                                 }
364
365                                 attacker.taunt_soundtime = time + 1;
366
367                                 // TODO: fix this?
368                                 if (deathtype == DEATH_CUSTOM)
369                                         msg = deathmessage;
370                                 else
371                                         msg = inflictor.message2;
372
373                                 if(strstrofs(msg, "%", 0) < 0)
374                                         msg = strcat("%s ", msg, " by %s");
375
376                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
377
378                                 if(g_ctf && targ.flagcarried)
379                                 {
380                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
381                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
382                                         GiveFrags(attacker, targ, 0); // for logging
383                                 }
384                                 else
385                                         GiveFrags(attacker, targ, 1);
386
387                                 if (targ.killcount > 2) {
388                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
389                                 }
390
391                                 attacker.killcount = attacker.killcount + 1;
392
393                                 if (attacker.killcount > 2) {
394                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
395                                 }
396                                 else if (attacker.killcount == 3)
397                                 {
398                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
399                                         AnnounceTo(attacker, "03kills");
400                                 }
401                                 else if (attacker.killcount == 5)
402                                 {
403                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
404                                         AnnounceTo(attacker, "05kills");
405                                 }
406                                 else if (attacker.killcount == 10)
407                                 {
408                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
409                                         AnnounceTo(attacker, "10kills");
410                                 }
411                                 else if (attacker.killcount == 15)
412                                 {
413                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
414                                         AnnounceTo(attacker, "15kills");
415                                 }
416                                 else if (attacker.killcount == 20)
417                                 {
418                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
419                                         AnnounceTo(attacker, "20kills");
420                                 }
421                                 else if (attacker.killcount == 25)
422                                 {
423                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
424                                         AnnounceTo(attacker, "25kills");
425                                 }
426                                 else if (attacker.killcount == 30)
427                                 {
428                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
429                                         AnnounceTo(attacker, "30kills");
430                                 }
431                                 LogDeath("frag", deathtype, attacker, targ);
432                         }
433                 }
434                 else
435                 {
436                         Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
437                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
438                                 msg = inflictor.message;
439                         else if (deathtype == DEATH_CUSTOM)
440                                 msg = deathmessage;
441                         if(strstrofs(msg, "%", 0) < 0)
442                                 msg = strcat("%s ", msg);
443
444                         GiveFrags(targ, targ, -1);
445                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
446                                 AnnounceTo(targ, "botlike");
447                         }
448                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
449
450                         if (targ.killcount > 2)
451                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
452
453                         LogDeath("accident", deathtype, targ, targ);
454                 }
455
456                 targ.death_origin = targ.origin;
457                 if(targ != attacker)
458                         targ.killer_origin = attacker.origin;
459
460                 // FIXME: this should go in PutClientInServer
461                 if (targ.killcount)
462                         targ.killcount = 0;
463         }
464 }
465
466 // these are updated by each Damage call for use in button triggering and such
467 entity damage_targ;
468 entity damage_inflictor;
469 entity damage_attacker;
470 .float prevhitsound;
471
472 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
473 {
474         float mirrordamage;
475         float mirrorforce;
476         float teamdamage0;
477         entity attacker_save;
478         mirrordamage = 0;
479         mirrorforce = 0;
480
481         if (gameover || targ.killcount == -666)
482                 return;
483
484         local entity oldself;
485         oldself = self;
486         self = targ;
487         damage_targ = targ;
488         damage_inflictor = inflictor;
489         damage_attacker = attacker;
490                 attacker_save = attacker;
491
492         if(targ.classname == "player")
493                 if(targ.hook)
494                         if(targ.hook.aiment)
495                                 if(targ.hook.aiment == attacker)
496                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
497
498         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
499         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
500         {
501                 if(targ.classname == "player")
502                         if not(IsDifferentTeam(targ, attacker))
503                         {
504                                 self = oldself;
505                                 return;
506                         }
507         }
508
509         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
510         {
511                 // These are ALWAYS lethal
512                 // No damage modification here
513                 // Instead, prepare the victim for his death...
514                 targ.armorvalue = 0;
515                 targ.spawnshieldtime = 0;
516                 targ.health = 0.9; // this is < 1
517                 targ.flags -= targ.flags & FL_GODMODE;
518                 damage = 100000;
519         }
520         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
521         {
522                 // no processing
523         }
524         else
525         {
526                 if (targ.classname == "player")
527                 if (attacker.classname == "player")
528                 if (!targ.isbot)
529                 if (attacker.isbot)
530                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
531
532                 // nullify damage if teamplay is on
533                 if(deathtype != DEATH_TELEFRAG)
534                 if(attacker.classname == "player")
535                 {
536                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
537                         {
538                                 damage = 0;
539                                 force = '0 0 0';
540                         }
541                         else if(teams_matter && attacker.team == targ.team)
542                         {
543                                 if(autocvar_teamplay_mode == 1)
544                                         damage = 0;
545                                 else if(attacker != targ)
546                                 {
547                                         if(autocvar_teamplay_mode == 3)
548                                                 damage = 0;
549                                         else if(autocvar_teamplay_mode == 4)
550                                         {
551                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
552                                                 {
553                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
554                                                         attacker.dmg_team = attacker.dmg_team + damage;
555                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
556                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
557                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
558                                                         if(g_minstagib)
559                                                         {
560                                                                 if(autocvar_g_friendlyfire == 0)
561                                                                         damage = 0;
562                                                         }
563                                                         else if(g_ca)
564                                                                 damage = 0;
565                                                         else
566                                                                 damage = autocvar_g_friendlyfire * damage;
567                                                         // mirrordamage will be used LATER
568
569                                                         if(autocvar_g_mirrordamage_virtual)
570                                                         {
571                                                                 vector v;
572                                                                 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
573                                                                 attacker.dmg_take += v_x;
574                                                                 attacker.dmg_save += v_y;
575                                                                 attacker.dmg_inflictor = inflictor;
576                                                                 mirrordamage = 0;
577                                                                 mirrorforce = 0;
578                                                         }
579
580                                                         if(autocvar_g_friendlyfire_virtual)
581                                                         {
582                                                                 vector v;
583                                                                 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
584                                                                 targ.dmg_take += v_x;
585                                                                 targ.dmg_save += v_y;
586                                                                 targ.dmg_inflictor = inflictor;
587                                                                 damage = 0;
588                                                                 force = '0 0 0';
589                                                         }
590                                                 }
591                                                 else
592                                                         damage = 0;
593                                         }
594                                 }
595                         }
596                 }
597
598                 if(targ.classname == "player")
599                 if(attacker.classname == "player")
600                 if(attacker != targ)
601                 {
602                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
603                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
604                 }
605
606                 if(targ.classname == "player")
607                 if (g_minstagib)
608                 {
609                         if ((deathtype == DEATH_FALL)  ||
610                                 (deathtype == DEATH_DROWN) ||
611                                 (deathtype == DEATH_SLIME) ||
612                                 (deathtype == DEATH_LAVA)  ||
613                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
614                         {
615                                 self = oldself;
616                                 return;
617                         }
618                         if(damage > 0)
619                             damage = 10000;
620                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
621                         {
622                                 targ.armorvalue -= 1;
623                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
624                                 damage = 0;
625                                 targ.hitsound += 1;
626                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
627                         }
628                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
629                         {
630                                 damage = 0;
631                                 mirrordamage = 0;
632                                 if (targ != attacker)
633                                 {
634                                         if ((targ.health >= 1) && (targ.classname == "player"))
635                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
636                                         force = '0 0 0';
637                                         // keep mirrorforce
638                                         attacker = targ;
639                                 }
640                         }
641                 }
642
643                 if not(DEATH_ISSPECIAL(deathtype))
644                 {
645                         damage *= g_weapondamagefactor;
646                         mirrordamage *= g_weapondamagefactor;
647                         force = force * g_weaponforcefactor;
648                         mirrorforce *= g_weaponforcefactor;
649                 }
650                 
651                 // should this be changed at all? If so, in what way?
652                 frag_attacker = attacker;
653                 frag_target = targ;
654                 frag_damage = damage;
655                 frag_force = force;
656         frag_deathtype = deathtype;
657                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
658                 damage = frag_damage;
659                 force = frag_force;
660                 
661                 // apply strength multiplier
662                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
663                 {
664                         if(targ == attacker)
665                         {
666                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
667                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
668                         }
669                         else
670                         {
671                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
672                                 force = force * autocvar_g_balance_powerup_strength_force;
673                         }
674                 }
675
676                 // apply invincibility multiplier
677                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
678                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
679
680                 if (targ == attacker)
681                 {
682                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
683                                 damage = 0;
684                         else
685                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
686                 }
687
688                 // CTF: reduce damage/force
689                 if(g_ctf)
690                 if(targ == attacker)
691                 if(targ.flagcarried)
692                 {
693                         damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
694                         force = force * autocvar_g_ctf_flagcarrier_selfforce;
695                 }
696
697                 if(g_runematch)
698                 {
699                         // apply strength rune
700                         if (attacker.runes & RUNE_STRENGTH)
701                         {
702                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
703                                 {
704                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
705                                         force = force * autocvar_g_balance_rune_strength_combo_force;
706                                 }
707                                 else
708                                 {
709                                         damage = damage * autocvar_g_balance_rune_strength_damage;
710                                         force = force * autocvar_g_balance_rune_strength_force;
711                                 }
712                         }
713                         else if (attacker.runes & CURSE_WEAK)
714                         {
715                                 damage = damage * autocvar_g_balance_curse_weak_damage;
716                                 force = force * autocvar_g_balance_curse_weak_force;
717                         }
718
719                         // apply defense rune
720                         if (targ.runes & RUNE_DEFENSE)
721                         {
722                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
723                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
724                                 else
725                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
726                         }
727                         else if (targ.runes & CURSE_VULNER)
728                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
729                 }
730
731                 // count the damage
732                 if(attacker)
733                 if(!targ.deadflag)
734                 if(targ.takedamage == DAMAGE_AIM)
735                 if(targ != attacker)
736                 {
737                         if(targ.classname == "player")
738                         {
739                                 // HEAD SHOT:
740                                 // find height of hit on player axis
741                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
742                                 vector headmins, headmaxs, org;
743                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
744                                 headmins = org + GetHeadshotMins(targ);
745                                 headmaxs = org + GetHeadshotMaxs(targ);
746                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
747                                 {
748                                         deathtype |= HITTYPE_HEADSHOT;
749                                 }
750                         }
751                         else if(targ.classname == "turret_head")
752                         {
753                                 deathtype |= HITTYPE_HEADSHOT;
754                         }
755                         if(deathtype & HITTYPE_HEADSHOT)
756                                 damage *= 1 + damage_headshotbonus;
757
758                         if(targ.classname == "player")
759                         {
760                                 if(IsDifferentTeam(targ, attacker))
761                                 {
762                                         if(damage > 0)
763                                         {
764                                                 if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && autocvar_g_balance_electro_lightning || attacker.weapon == WEP_LASER) && attacker.prevhitsound + autocvar_sv_hitsound_antispam_time < time))
765                                                 {
766                                                         if(targ.BUTTON_CHAT)
767                                                                 attacker.typehitsound += 1;
768                                                         else
769                                                                 attacker.hitsound += 1;
770                                                         attacker.prevhitsound = time;
771                                                 }
772
773                                                 damage_goodhits += 1;
774                                                 damage_gooddamage += damage;
775
776                                                 if not(DEATH_ISSPECIAL(deathtype))
777                                                 {
778                                                         if(!g_minstagib)
779                                                         if(IsFlying(targ))
780                                                                 yoda = 1;
781
782                                                         if(g_minstagib)
783                                                         if(targ.items & IT_STRENGTH)
784                                                                 yoda = 1;
785
786                                                         if(deathtype & HITTYPE_HEADSHOT)
787                                                                 headshot = 1;
788                                                 }
789                                                 if(g_ca)
790                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
791                                         }
792                                 }
793                                 else
794                                 {
795                                         if(deathtype != DEATH_FIRE)
796                                                 attacker.typehitsound += 1;
797                                         if(mirrordamage > 0)
798                                                 if(time > attacker.teamkill_complain)
799                                                 {
800                                                         attacker.teamkill_complain = time + 5;
801                                                         attacker.teamkill_soundtime = time + 0.4;
802                                                         attacker.teamkill_soundsource = targ;
803                                                 }
804                                 }
805                         }
806                 }
807         }
808
809         // apply push
810         if (self.damageforcescale)
811         if (vlen(force))
812         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
813         {
814                 self.velocity = self.velocity + self.damageforcescale * force;
815                 self.flags &~= FL_ONGROUND;
816                 UpdateCSQCProjectile(self);
817         }
818         // apply damage
819         if (damage != 0 || (self.damageforcescale && vlen(force)))
820         if (self.event_damage)
821                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
822         self = oldself;
823
824         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
825         {
826                 if(g_runematch)
827                 {
828                         if (attacker.runes & RUNE_VAMPIRE)
829                         {
830                         // apply vampire rune
831                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
832                                 {
833                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
834                                         attacker.health = bound(
835                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
836                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
837                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
838                                 }
839                                 else
840                                 {
841                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
842                                         attacker.health = bound(
843                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
844                                                                                         // empathy won't let you gain health in the same way...
845                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
846                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
847                                         }
848                         }
849                         // apply empathy curse
850                         else if (attacker.runes & CURSE_EMPATHY)
851                         {
852                                 attacker.health = bound(
853                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
854                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
855                                         attacker.health);
856                         }
857                 }
858         }
859
860         // apply mirror damage if any
861         if(mirrordamage > 0 || mirrorforce > 0)
862         {
863                 attacker = attacker_save;
864                 if(g_minstagib)
865                 if(mirrordamage > 0)
866                 {
867                         // just lose extra LIVES, don't kill the player for mirror damage
868                         if(attacker.armorvalue > 0)
869                         {
870                                 attacker.armorvalue = attacker.armorvalue - 1;
871                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
872                                 attacker.hitsound += 1;
873                         }
874                         mirrordamage = 0;
875                 }
876
877                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
878                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
879         }
880 }
881
882 float RadiusDamage_running;
883 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
884 // Returns total damage applies to creatures
885 {
886         entity  targ;
887         float   finaldmg;
888         float   power;
889         vector  blastorigin;
890         vector  force;
891         vector  diff;
892         vector  center;
893         vector  nearest;
894         float   total_damage_to_creatures;
895         entity  next;
896         float   tfloordmg;
897         float   tfloorforce;
898
899         float stat_damagedone;
900
901         if(RadiusDamage_running)
902         {
903                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
904                 return 0;
905         }
906
907         RadiusDamage_running = 1;
908
909         tfloordmg = autocvar_g_throughfloor_damage;
910         tfloorforce = autocvar_g_throughfloor_force;
911
912         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
913         total_damage_to_creatures = 0;
914
915         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
916         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
917         {
918                 force = inflictor.velocity;
919                 if(vlen(force) == 0)
920                         force = '0 0 -1';
921                 else
922                         force = normalize(force);
923                 if(forceintensity >= 0)
924                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
925                 else
926                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
927         }
928
929         stat_damagedone = 0;
930
931         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
932         while (targ)
933         {
934                 next = targ.chain;
935                 if (targ != inflictor)
936                         if (ignore != targ) if(targ.takedamage)
937                         {
938                                 // LordHavoc: measure distance to nearest point on target (not origin)
939                                 // (this guarentees 100% damage on a touch impact)
940                                 nearest = targ.WarpZone_findradius_nearest;
941                                 diff = targ.WarpZone_findradius_dist;
942                                 // round up a little on the damage to ensure full damage on impacts
943                                 // and turn the distance into a fraction of the radius
944                                 power = 1 - ((vlen (diff) - 2) / rad);
945                                 //bprint(" ");
946                                 //bprint(ftos(power));
947                                 //if (targ == attacker)
948                                 //      print(ftos(power), "\n");
949                                 if (power > 0)
950                                 {
951                                         if (power > 1)
952                                                 power = 1;
953                                         finaldmg = coredamage * power + edgedamage * (1 - power);
954                                         if (finaldmg > 0)
955                                         {
956                                                 local float a;
957                                                 local float c;
958                                                 local float hits;
959                                                 local float total;
960                                                 local float hitratio;
961                                                 local vector hitloc;
962                                                 local vector myblastorigin;
963                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
964                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
965                                                 // if it's a player, use the view origin as reference
966                                                 if (targ.classname == "player")
967                                                         center = targ.origin + targ.view_ofs;
968                                                 force = normalize(center - myblastorigin);
969                                                 force = force * (finaldmg / coredamage) * forceintensity;
970                                                 // test line of sight to multiple positions on box,
971                                                 // and do damage if any of them hit
972                                                 hits = 0;
973                                                 if (targ.classname == "player")
974                                                         total = ceil(bound(1, finaldmg, 50));
975                                                 else
976                                                         total = ceil(bound(1, finaldmg/10, 5));
977                                                 hitloc = nearest;
978                                                 c = 0;
979                                                 while (c < total)
980                                                 {
981                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
982                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
983                                                         if (trace_fraction == 1 || trace_ent == targ)
984                                                         {
985                                                                 hits = hits + 1;
986                                                                 if (hits > 1)
987                                                                         hitloc = hitloc + nearest;
988                                                                 else
989                                                                         hitloc = nearest;
990                                                         }
991                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
992                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
993                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
994                                                         c = c + 1;
995                                                 }
996                                                 nearest = hitloc * (1 / max(1, hits));
997                                                 hitratio = (hits / total);
998                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
999                                                 finaldmg = finaldmg * a;
1000                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1001                                                 force = force * a;
1002
1003                                                 // laser force adjustments :P
1004                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1005                                                 {
1006                                                         vector vel;
1007
1008                                                         float force_zscale;
1009                                                         float force_velocitybiasramp;
1010                                                         float force_velocitybias;
1011
1012                                                         force_velocitybiasramp = autocvar_sv_maxspeed;
1013                                                         if(deathtype & HITTYPE_SECONDARY)
1014                                                         {
1015                                                                 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1016                                                                 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1017                                                         }
1018                                                         else
1019                                                         {
1020                                                                 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1021                                                                 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1022                                                         }
1023
1024                                                         vel = targ.velocity;
1025                                                         vel_z = 0;
1026                                                         vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1027                                                         force =
1028                                                                 vlen(force)
1029                                                                 *
1030                                                                 normalize(normalize(force) + vel);
1031
1032                                                         force_z *= force_zscale;
1033                                                 }
1034
1035                                                 //if (targ == attacker)
1036                                                 //{
1037                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1038                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1039                                                 //      print(" (", ftos(a), ")\n");
1040                                                 //}
1041                                                 if(hits || tfloordmg || tfloorforce)
1042                                                 {
1043                                                         if(targ.iscreature)
1044                                                         {
1045                                                                 total_damage_to_creatures += finaldmg;
1046
1047                                                                 if(accuracy_isgooddamage(attacker, targ))
1048                                                                         stat_damagedone += finaldmg;
1049                                                         }
1050
1051                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1052                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1053                                                         else
1054                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1055                                                 }
1056                                         }
1057                                 }
1058                         }
1059                 targ = next;
1060         }
1061
1062         RadiusDamage_running = 0;
1063
1064         if(!DEATH_ISSPECIAL(deathtype))
1065                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1066
1067         return total_damage_to_creatures;
1068 }
1069
1070 .float fire_damagepersec;
1071 .float fire_endtime;
1072 .float fire_deathtype;
1073 .entity fire_owner;
1074 .float fire_hitsound;
1075 .entity fire_burner;
1076
1077 void fireburner_think();
1078
1079 float Fire_IsBurning(entity e)
1080 {
1081         return (time < e.fire_endtime);
1082 }
1083
1084 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1085 {
1086         float dps;
1087         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1088
1089         if(e.classname == "player")
1090         {
1091                 if(e.deadflag)
1092                         return -1;
1093         }
1094         else
1095         {
1096                 if(!e.fire_burner)
1097                 {
1098                         // print("adding a fire burner to ", e.classname, "\n");
1099                         e.fire_burner = spawn();
1100                         e.fire_burner.classname = "fireburner";
1101                         e.fire_burner.think = fireburner_think;
1102                         e.fire_burner.nextthink = time;
1103                         e.fire_burner.owner = e;
1104                 }
1105         }
1106
1107         t = max(t, 0.1);
1108         dps = d / t;
1109         if(Fire_IsBurning(e))
1110         {
1111                 mintime = e.fire_endtime - time;
1112                 maxtime = max(mintime, t);
1113
1114                 mindps = e.fire_damagepersec;
1115                 maxdps = max(mindps, dps);
1116
1117                 if(maxtime > mintime || maxdps > mindps)
1118                 {
1119                         mindamage = mindps * mintime;
1120                         maxdamage = mindamage + d;
1121
1122                         // interval [mintime, maxtime] * [mindps, maxdps]
1123                         // intersected with
1124                         // [mindamage, maxdamage]
1125                         // maximum of this!
1126
1127                         if(maxdamage >= maxtime * maxdps)
1128                         {
1129                                 totaltime = maxtime;
1130                                 totaldamage = maxtime * maxdps;
1131
1132                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1133                         }
1134                         else
1135                         {
1136                                 // maxdamage is inside the interval!
1137                                 // first, try to use mindps; only if this fails, increase dps as needed
1138                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1139                                 totaldamage = maxdamage;
1140                                 // can totaldamage / totaltime be >= maxdps?
1141                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1142                                 // we know maxdamage < maxtime * maxdps
1143                                 // so it cannot be
1144
1145                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1146                         }
1147
1148                         // total conditions for increasing:
1149                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1150                         // however:
1151                         //     if maxtime = mintime, maxdps = mindps
1152                         // then:
1153                         //     maxdamage = mindamage + d
1154                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1155                         // so the last condition is not needed
1156
1157                         e.fire_damagepersec = totaldamage / totaltime;
1158                         e.fire_endtime = time + totaltime;
1159                         if(totaldamage > 1.2 * mindamage)
1160                         {
1161                                 e.fire_deathtype = dt;
1162                                 if(e.fire_owner != o)
1163                                 {
1164                                         e.fire_owner = o;
1165                                         e.fire_hitsound = FALSE;
1166                                 }
1167                         }
1168                         if(accuracy_isgooddamage(o, e))
1169                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1170                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1171                 }
1172                 else
1173                         return 0;
1174         }
1175         else
1176         {
1177                 e.fire_damagepersec = dps;
1178                 e.fire_endtime = time + t;
1179                 e.fire_deathtype = dt;
1180                 e.fire_owner = o;
1181                 e.fire_hitsound = FALSE;
1182                 if(accuracy_isgooddamage(o, e))
1183                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1184                 return d;
1185         }
1186 }
1187
1188 void Fire_ApplyDamage(entity e)
1189 {
1190         float t, d, hi, ty;
1191         entity o;
1192
1193         if not(Fire_IsBurning(e))
1194                 return;
1195
1196         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1197         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1198                 o = e.fire_owner;
1199
1200         // water and slime stop fire
1201         if(e.waterlevel)
1202         if(e.watertype != CONTENT_LAVA)
1203                 e.fire_endtime = 0;
1204
1205         t = min(frametime, e.fire_endtime - time);
1206         d = e.fire_damagepersec * t;
1207
1208         hi = e.fire_owner.hitsound;
1209         ty = e.fire_owner.typehitsound;
1210         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1211         if(e.fire_hitsound && e.fire_owner)
1212         {
1213                 e.fire_owner.hitsound = hi;
1214                 e.fire_owner.typehitsound = ty;
1215         }
1216         e.fire_hitsound = TRUE;
1217
1218         if not(IS_INDEPENDENT_PLAYER(e))
1219         FOR_EACH_PLAYER(other) if(e != other)
1220         {
1221                 if(other.classname == "player")
1222                 if(other.deadflag == DEAD_NO)
1223                 if not(IS_INDEPENDENT_PLAYER(other))
1224                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1225                 {
1226                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1227                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1228                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1229                 }
1230         }
1231 }
1232
1233 void Fire_ApplyEffect(entity e)
1234 {
1235         if(Fire_IsBurning(e))
1236                 e.effects |= EF_FLAME;
1237         else
1238                 e.effects &~= EF_FLAME;
1239 }
1240
1241 void fireburner_think()
1242 {
1243         // for players, this is done in the regular loop
1244         if(wasfreed(self.owner))
1245         {
1246                 remove(self);
1247                 return;
1248         }
1249         Fire_ApplyEffect(self.owner);
1250         if(!Fire_IsBurning(self.owner))
1251         {
1252                 self.owner.fire_burner = world;
1253                 remove(self);
1254                 return;
1255         }
1256         Fire_ApplyDamage(self.owner);
1257         self.nextthink = time;
1258 }