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);
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
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?
27 if(!sound_allowed(MSG_BROADCAST, dmgowner))
32 e.projectiledeathtype = deathtype;
34 e.dmg_edge = edgedamage;
36 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
41 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
46 float checkrules_firstblood;
49 float damage_goodhits;
50 float damage_gooddamage;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
59 .float taunt_soundtime;
62 float IsDifferentTeam(entity a, entity b)
77 float IsFlying(entity a)
79 if(a.flags & FL_ONGROUND)
81 if(a.waterlevel >= WATERLEVEL_SWIMMING)
83 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84 if(trace_fraction < 1)
89 vector GetHeadshotMins(entity targ)
91 return '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
98 void UpdateFrags(entity player, float f)
100 PlayerTeamScore_AddScore(player, f);
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)
109 // TODO route through PlayerScores instead
117 PlayerScore_Add(attacker, SP_SUICIDES, 1);
122 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
128 PlayerScore_Add(attacker, SP_KILLS, 1);
131 PlayerScore_Add(targ, SP_DEATHS, 1);
134 if(cvar("g_arena_roundbased"))
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, choose another random weapon set
142 w = warmup_start_weapons;
146 attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
147 if(attacker.weapons < 0)
149 // error from randombits: no weapon available
150 // this means we can just give ALL weapons
151 attacker.weapons = w;
153 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
154 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
157 // FIXME fix the mess this is (we have REAL points now!)
161 frag_attacker = attacker;
164 if(MUTATOR_CALLHOOK(GiveFragsForKill))
174 f = RunematchHandleFrags(attacker, targ, f);
180 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
181 if(tl < lms_lowest_lives)
182 lms_lowest_lives = tl;
186 lms_next_place = player_count;
187 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
194 if(g_ctf_ignore_frags)
199 attacker.totalfrags += f;
202 UpdateFrags(attacker, f);
205 string AppendItemcodes(string s, entity player)
210 // w = player.switchweapon;
212 w = player.cnt; // previous weapon!
213 s = strcat(s, ftos(w));
214 if(time < player.strength_finished)
216 if(time < player.invincible_finished)
218 if(player.flagcarried != world)
220 if(player.BUTTON_CHAT)
225 s = strcat(s, "|", ftos(player.runes));
229 void LogDeath(string mode, float deathtype, entity killer, entity killed)
232 if(!cvar("sv_eventlog"))
234 s = strcat(":kill:", mode);
235 s = strcat(s, ":", ftos(killer.playerid));
236 s = strcat(s, ":", ftos(killed.playerid));
237 s = strcat(s, ":type=", ftos(deathtype));
238 s = strcat(s, ":items=");
239 s = AppendItemcodes(s, killer);
242 s = strcat(s, ":victimitems=");
243 s = AppendItemcodes(s, killed);
248 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
250 WriteByte(MSG_ALL, SVC_TEMPENTITY);
251 WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
252 WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
253 WriteString(MSG_ALL, s1);
254 WriteString(MSG_ALL, s2);
255 WriteString(MSG_ALL, s3);
256 WriteShort(MSG_ALL, msg);
257 WriteByte(MSG_ALL, type);
260 // TODO: writespectatable?
261 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
262 void Send_CSQC_Centerprint(entity e, string s1, float deathtype)
265 WriteByte(MSG_ONE, SVC_TEMPENTITY);
266 WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
267 WriteByte(MSG_ONE, CSQC_CENTERPRINT);
268 WriteString(MSG_ONE, s1);
269 WriteByte(MSG_ONE, deathtype);
272 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
277 if (targ.classname == "player" || targ.classname == "corpse")
279 if (targ.classname == "corpse")
284 a = attacker.netname;
286 if (targ == attacker) // suicides
288 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
289 msg = ColoredTeamName(targ.team); // TODO: check if needed?
291 if (deathtype == DEATH_TEAMCHANGE) {
292 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You are now on: ", ColoredTeamName(targ.team)));
293 } else if (deathtype == DEATH_AUTOTEAMCHANGE) {
294 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You have been moved into a different team to improve team balance\nYou are now on: ", ColoredTeamName(targ.team)));
296 } else if (deathtype == DEATH_CAMP) {
298 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Reconsider your tactics, camper!"));
300 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Die camper!"));
301 } else if (deathtype == DEATH_NOAMMO) {
303 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You are reinserted into the game for running out of ammo..."));
305 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You were killed for running out of ammo..."));
306 } else if (deathtype == DEATH_ROT) {
308 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to preserve your health"));
310 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You grew too old without taking your medicine"));
311 } else if (deathtype == DEATH_MIRRORDAMAGE) {
313 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't go against team mates!"));
315 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't shoot your team mates!"));
316 } else if (deathtype == DEATH_QUIET) {
320 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to be more careful!"));
322 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You killed your own dumb self!"));
325 Send_CSQC_Centerprint(targ, msg, deathtype);
330 if (deathtype == DEATH_CAMP)
331 bprint ("^1",s, "^1 thought they found a nice camping ground\n");
332 else if (deathtype == DEATH_MIRRORDAMAGE)
333 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
335 bprint ("^1",s, "^1 will be reinserted into the game due to their own actions\n");
337 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
339 LogDeath("suicide", deathtype, targ, targ);
340 GiveFrags(attacker, targ, -1);
342 if (targ.killcount > 2)
343 bprint ("^1",s,"^1 faded after a ",ftos(targ.killcount)," point spree\n");
345 else if (deathtype == DEATH_KILL)
346 bprint ("^1",s, "^1 couldn't take it anymore\n");
347 else if (deathtype == DEATH_ROT)
348 bprint ("^1",s, "^1 died\n");
349 else if (deathtype == DEATH_NOAMMO)
350 bprint ("^7",s, "^7 committed suicide. What's the point of living without ammo?\n");
351 else if (deathtype == DEATH_CAMP)
352 bprint ("^1",s, "^1 thought they found a nice camping ground\n");
353 else if (deathtype == DEATH_MIRRORDAMAGE)
354 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
355 else if (deathtype == DEATH_CHEAT)
356 bprint ("^1",s, "^1 unfairly eliminated themself\n");
357 else if (deathtype == DEATH_FIRE)
358 bprint ("^1",s, "^1 burned to death\n");
359 else if (deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
360 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
362 bprint ("^1",s,"^1 ended it all after a ",ftos(targ.killcount)," kill spree\n");
366 // TODO: wut is this?
367 // givefrags for logging apparently?
368 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
370 LogDeath("suicide", deathtype, targ, targ);
371 GiveFrags(attacker, targ, -1);
374 if (targ.killcount > 2)
375 msg = ftos(targ.killcount);
376 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
378 else if (attacker.classname == "player" || attacker.classname == "gib")
380 if(teams_matter && attacker.team == targ.team)
385 // TODO: the centerprint!
386 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You went against a team mate!"));
387 bprint ("^1", a, "^1 took action against a team mate\n");
389 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You fragged ", s, ", a team mate!"));
390 bprint ("^1", a, "^1 mows down a team mate\n");
393 GiveFrags(attacker, targ, -1);
395 if (targ.killcount > 2) {
397 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," scoring spree was ended by a team mate!\n");
399 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a team mate!\n");
401 if (attacker.killcount > 2) {
403 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," scoring spree by going against a team mate\n");
405 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a team mate\n");
409 if (targ.killcount > 2) {
410 msg = ftos(targ.killcount);
413 if (attacker.killcount > 2) {
414 msg = ftos(attacker.killcount);
415 type = KILL_TEAM_SPREE;
418 attacker.killcount = 0;
420 LogDeath("tk", deathtype, attacker, targ);
421 Send_CSQC_Centerprint(attacker, s, MSG_KILL);
422 Send_KillNotification(a, msg, "", type, MSG_KILL);
426 string blood_message, victim_message;
427 if (!checkrules_firstblood)
429 checkrules_firstblood = TRUE;
430 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
431 //bprint("^1",a, "^1 drew first blood", "\n");
432 // TODO: make these print at newline if they dont
433 Send_CSQC_Centerprint(attacker, "", KILL_FIRST_BLOOD);
434 Send_CSQC_Centerprint(targ, "", KILL_FIRST_VICTIM);
435 //blood_message = "^1First blood\n";
436 //victim_message = "^1First victim\n"; // or First casualty
438 //if(sv_gentle > 0) {
439 // centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You scored against ^7", s, GetAdvancedDeathReports(targ)));
440 // centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 scored against you ^7", GetAdvancedDeathReports(attacker)));
442 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
443 Send_CSQC_Centerprint(attacker, s, KILL_TYPEFRAG);
444 //centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You typefragged ^7", s, GetAdvancedDeathReports(targ)));
445 Send_CSQC_Centerprint(targ, a, KILL_TYPEFRAGGED);
446 //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were typefragged by ^7", a, GetAdvancedDeathReports(attacker)));
448 Send_CSQC_Centerprint(attacker, s, KILL_FRAG);
449 //centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You fragged ^7", s, GetAdvancedDeathReports(targ)));
450 Send_CSQC_Centerprint(targ, a, KILL_FRAGGED);
451 //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were fragged by ^7", a, GetAdvancedDeathReports(attacker)));
453 attacker.taunt_soundtime = time + 1;
457 // bprint ("^1",s, "^1 needs a restart thanks to ", a, "\n");
460 w = DEATH_WEAPONOF(deathtype);
463 w_deathtypestring = "was blasted by";
464 w_deathtype = deathtype;
465 weapon_action(w, WR_KILLMESSAGE);
466 p = strstrofs(w_deathtypestring, "#", 0);
468 bprint("^1", s, "^1 ", w_deathtypestring, " ", a, "\n");
470 bprint("^1", s, "^1 ", substring(w_deathtypestring, 0, p), a, "^1", substring(w_deathtypestring, p+1, strlen(w_deathtypestring) - (p+1)), "\n");
472 else if (deathtype == DEATH_TELEFRAG)
473 bprint ("^1",s, "^1 was telefragged by ", a, "\n");
474 else if (deathtype == DEATH_DROWN)
475 bprint ("^1",s, "^1 was drowned by ", a, "\n");
476 else if (deathtype == DEATH_SLIME)
477 bprint ("^1",s, "^1 was slimed by ", a, "\n");
478 else if (deathtype == DEATH_LAVA)
479 bprint ("^1",s, "^1 was cooked by ", a, "\n");
480 else if (deathtype == DEATH_FALL)
481 bprint ("^1",s, "^1 was grounded by ", a, "\n");
482 else if (deathtype == DEATH_SHOOTING_STAR)
483 bprint ("^1",s, "^1 was shot into space by ", a, "\n");
484 else if (deathtype == DEATH_SWAMP)
485 bprint ("^1",s, "^1 was conserved by ", a, "\n");
486 else if(deathtype == DEATH_SBCRUSH)
487 bprint ("^1",s, "^1 was crushed by ^1", a, "\n");
488 else if(deathtype == DEATH_SBMINIGUN)
489 bprint ("^1",s, "^1 got shredded by ^1", a, "\n");
490 else if(deathtype == DEATH_SBROCKET)
491 bprint ("^1",s, "^1 was blased to bits by ^1", a, "\n");
492 else if(deathtype == DEATH_SBBLOWUP)
494 bprint ("^1",s, "^1 got cought in the destruction of ^1", a, "'s vehicle\n");
496 else if(deathtype == DEATH_WAKIGUN)
497 bprint ("^1",s, "^1 was bolted down by ^1", a, "\n");
498 else if(deathtype == DEATH_WAKIROCKET)
499 bprint ("^1",s, "^1 could find no shelter from ^1", a, "'s rockets\n");
500 else if(deathtype == DEATH_WAKIBLOWUP)
501 bprint ("^1",s, "^1 dies when ^1", a, "'s wakizashi dies.\n");
503 else if(deathtype == DEATH_TURRET)
504 bprint ("^1",s, "^1 was pushed into the line of fire by ^1", a, "\n");
505 else if(deathtype == DEATH_TOUCHEXPLODE)
506 bprint ("^1",s, "^1 was pushed into an accident by ^1", a, "\n");
507 else if(deathtype == DEATH_CHEAT)
508 bprint ("^1",s, "^1 was unfairly eliminated by ^1", a, "\n");
509 else if (deathtype == DEATH_FIRE)
510 bprint ("^1",s, "^1 was burnt to death by ^1", a, "\n");
511 else if (deathtype == DEATH_CUSTOM)
512 bprint ("^1",s, "^1 ", deathmessage, " by ^1", a, "\n");
514 bprint ("^1",s, "^1 was fragged by ", a, "\n");
517 //w = DEATH_WEAPONOF(deathtype);
519 if (deathtype == DEATH_CUSTOM)
520 msg = strcat(deathmessage, " by ^1", msg);
521 else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
523 msg = strstrofs(inflictor.message2, "#", 0);
525 Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
528 if(g_ctf && targ.flagcarried)
530 UpdateFrags(attacker, ctf_score_value("score_kill"));
531 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
532 GiveFrags(attacker, targ, 0); // for logging
535 GiveFrags(attacker, targ, 1);
537 if (targ.killcount > 2) {
540 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " scoring spree was ended by ", a, "\n");
542 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");
544 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
547 attacker.killcount = attacker.killcount + 1;
549 if (attacker.killcount > 2) {
552 bprint ("^1",a,"^1 made ",ftos(attacker.killcount)," scores in a row\n");
554 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
556 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
559 LogDeath("frag", deathtype, attacker, targ);
561 if (attacker.killcount == 3)
564 // bprint (a,"^7 made a ^1TRIPLE SCORE\n");
566 // bprint (a,"^7 made a ^1TRIPLE FRAG\n");
568 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
569 AnnounceTo(attacker, "03kills");
573 else if (attacker.killcount == 5)
576 // bprint (a,"^7 unleashes ^1SCORING RAGE\n");
578 // bprint (a,"^7 unleashes ^1RAGE\n");
579 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
580 AnnounceTo(attacker, "05kills");
583 else if (attacker.killcount == 10)
586 // bprint (a,"^7 made ^1TEN SCORES IN A ROW!\n");
588 // bprint (a,"^7 starts the ^1MASSACRE!\n");
589 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
590 AnnounceTo(attacker, "10kills");
593 else if (attacker.killcount == 15)
597 bprint (a,"^7 made ^1FIFTEEN SCORES IN A ROW!\n");
599 bprint (a,"^7 executes ^1MAYHEM!\n");
600 AnnounceTo(attacker, "15kills");
603 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
604 AnnounceTo(attacker, "15kills");
606 else if (attacker.killcount == 20)
610 bprint (a,"^7 made ^1TWENTY SCORES IN A ROW!\n");
612 bprint (a,"^7 is a ^1BERSERKER!\n");
613 AnnounceTo(attacker, "20kills");
616 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
617 AnnounceTo(attacker, "20kills");
619 else if (attacker.killcount == 25)
623 bprint (a,"^7 made ^1TWENTY FIFE SCORES IN A ROW!\n");
625 bprint (a,"^7 inflicts ^1CARNAGE!\n");
626 AnnounceTo(attacker, "25kills");
628 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
629 AnnounceTo(attacker, "25kills");
631 else if (attacker.killcount == 30)
635 bprint (a,"^7 made ^1THIRTY SCORES IN A ROW!\n");
637 bprint (a,"^7 unleashes ^1ARMAGEDDON!\n");
638 AnnounceTo(attacker, "30kills");
641 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
642 AnnounceTo(attacker, "30kills");
648 //centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Watch your step!"));
649 Send_CSQC_Centerprint(targ, "", MSG_KILL_ACTION);
650 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
651 msg = inflictor.message;
652 else if (deathtype == DEATH_CUSTOM)
654 //bprint ("^1",s, "^1 ", inflictor.message, "\n");
655 /*else if (deathtype == DEATH_DROWN)
657 bprint ("^1",s, "^1 was in the water for too long\n");
659 bprint ("^1",s, "^1 drowned\n");
660 else if (deathtype == DEATH_SLIME)
661 bprint ("^1",s, "^1 was slimed\n");
662 else if (deathtype == DEATH_LAVA)
664 bprint ("^1",s, "^1 found a hot place\n");
666 bprint ("^1",s, "^1 turned into hot slag\n");
667 else if (deathtype == DEATH_FALL)
669 bprint ("^1",s, "^1 tested gravity (and it worked)\n");
671 bprint ("^1",s, "^1 hit the ground with a crunch\n");
672 else if (deathtype == DEATH_SHOOTING_STAR)
673 bprint ("^1",s, "^1 became a shooting star\n");
674 else if (deathtype == DEATH_SWAMP)
676 bprint ("^1",s, "^1 discovered a swamp\n");
678 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
679 else if(deathtype == DEATH_TURRET)
680 bprint ("^1",s, "^1 was mowed down by a turret \n");
681 else if (deathtype == DEATH_CUSTOM)
682 bprint ("^1",s, "^1 ", deathmessage, "\n");
683 else if(deathtype == DEATH_TOUCHEXPLODE)
684 bprint ("^1",s, "^1 died in an accident\n");
685 else if(deathtype == DEATH_CHEAT)
686 bprint ("^1",s, "^1 was unfairly eliminated\n");
687 else if(deathtype == DEATH_FIRE)
689 bprint ("^1",s, "^1 felt a little hot\n");
691 bprint ("^1",s, "^1 burnt to death\n");
694 bprint ("^1",s, "^1 needs a restart\n");
696 bprint ("^1",s, "^1 died\n");
698 GiveFrags(targ, targ, -1);
699 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
700 AnnounceTo(targ, "botlike");
702 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
704 if (targ.killcount > 2)
705 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
707 // bprint ("^1",s,"^1 needs a restart after a ",ftos(targ.killcount)," scoring spree\n");
709 // bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
711 LogDeath("accident", deathtype, targ, targ);
714 targ.death_origin = targ.origin;
716 targ.killer_origin = attacker.origin;
718 // FIXME: this should go in PutClientInServer
724 // these are updated by each Damage call for use in button triggering and such
726 entity damage_inflictor;
727 entity damage_attacker;
729 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
734 entity attacker_save;
738 if (gameover || targ.killcount == -666)
741 local entity oldself;
745 damage_inflictor = inflictor;
746 damage_attacker = attacker;
747 attacker_save = attacker;
749 if(targ.classname == "player")
752 if(targ.hook.aiment == attacker)
753 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
755 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
756 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
758 if(targ.classname == "player")
759 if not(IsDifferentTeam(targ, attacker))
766 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
768 // These are ALWAYS lethal
769 // No damage modification here
770 // Instead, prepare the victim for his death...
772 targ.spawnshieldtime = 0;
773 targ.health = 0.9; // this is < 1
774 targ.flags -= targ.flags & FL_GODMODE;
777 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
783 if (targ.classname == "player")
784 if (attacker.classname == "player")
787 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
789 // nullify damage if teamplay is on
790 if(deathtype != DEATH_TELEFRAG)
791 if(attacker.classname == "player")
793 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
798 else if(attacker.team == targ.team)
802 else if(attacker != targ)
806 else if(teamplay == 4)
808 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
810 teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
811 attacker.dmg_team = attacker.dmg_team + damage;
812 if(attacker.dmg_team > teamdamage0 && !g_ca)
813 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
814 mirrorforce = cvar("g_mirrordamage") * vlen(force);
817 if(cvar("g_friendlyfire") == 0)
823 damage = cvar("g_friendlyfire") * damage;
824 // mirrordamage will be used LATER
833 if(targ.classname == "player")
834 if(attacker.classname == "player")
837 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
838 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
841 if(targ.classname == "player")
844 if ((deathtype == DEATH_FALL) ||
845 (deathtype == DEATH_DROWN) ||
846 (deathtype == DEATH_SLIME) ||
847 (deathtype == DEATH_LAVA) ||
848 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
855 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
857 targ.armorvalue -= 1;
858 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
861 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
863 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
866 if (targ != attacker)
868 if ((targ.health >= 1) && (targ.classname == "player"))
869 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
879 if not(DEATH_ISSPECIAL(deathtype))
881 damage *= g_weapondamagefactor;
882 mirrordamage *= g_weapondamagefactor;
883 force = force * g_weaponforcefactor;
884 mirrorforce *= g_weaponforcefactor;
887 // apply strength multiplier
888 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
892 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
893 force = force * cvar("g_balance_powerup_strength_selfforce");
897 damage = damage * cvar("g_balance_powerup_strength_damage");
898 force = force * cvar("g_balance_powerup_strength_force");
902 // apply invincibility multiplier
903 if (targ.items & IT_INVINCIBLE && !g_minstagib)
904 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
906 if (targ == attacker)
908 if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
911 damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
914 // CTF: reduce damage/force
919 damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
920 force = force * cvar("g_ctf_flagcarrier_selfforce");
925 // apply strength rune
926 if (attacker.runes & RUNE_STRENGTH)
928 if(attacker.runes & CURSE_WEAK) // have both curse & rune
930 damage = damage * cvar("g_balance_rune_strength_combo_damage");
931 force = force * cvar("g_balance_rune_strength_combo_force");
935 damage = damage * cvar("g_balance_rune_strength_damage");
936 force = force * cvar("g_balance_rune_strength_force");
939 else if (attacker.runes & CURSE_WEAK)
941 damage = damage * cvar("g_balance_curse_weak_damage");
942 force = force * cvar("g_balance_curse_weak_force");
945 // apply defense rune
946 if (targ.runes & RUNE_DEFENSE)
948 if (targ.runes & CURSE_VULNER) // have both curse & rune
949 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
951 damage = damage * cvar("g_balance_rune_defense_takedamage");
953 else if (targ.runes & CURSE_VULNER)
954 damage = damage * cvar("g_balance_curse_vulner_takedamage");
960 if(targ.takedamage == DAMAGE_AIM)
963 if(targ.classname == "player")
966 // find height of hit on player axis
967 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
968 vector headmins, headmaxs, org;
969 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
970 headmins = org + GetHeadshotMins(targ);
971 headmaxs = org + GetHeadshotMaxs(targ);
972 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
974 deathtype |= HITTYPE_HEADSHOT;
977 else if(targ.classname == "turret_head")
979 deathtype |= HITTYPE_HEADSHOT;
981 if(deathtype & HITTYPE_HEADSHOT)
982 damage *= 1 + damage_headshotbonus;
984 if(targ.classname == "player")
986 if(IsDifferentTeam(targ, attacker))
991 attacker.typehitsound += 1;
993 attacker.hitsound += 1;
995 damage_goodhits += 1;
996 damage_gooddamage += damage;
998 if not(DEATH_ISSPECIAL(deathtype))
1005 if(targ.items & IT_STRENGTH)
1008 if(deathtype & HITTYPE_HEADSHOT)
1015 if(deathtype != DEATH_FIRE)
1016 attacker.typehitsound += 1;
1017 if(mirrordamage > 0)
1018 if(time > attacker.teamkill_complain)
1020 attacker.teamkill_complain = time + 5;
1021 attacker.teamkill_soundtime = time + 0.4;
1022 attacker.teamkill_soundsource = targ;
1030 if (self.damageforcescale)
1032 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
1034 self.velocity = self.velocity + self.damageforcescale * force;
1035 self.flags &~= FL_ONGROUND;
1036 UpdateCSQCProjectile(self);
1039 if (damage != 0 || (self.damageforcescale && vlen(force)))
1040 if (self.event_damage)
1041 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
1044 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
1046 // Savage: vampire mode
1049 if (time >= self.spawnshieldtime)
1051 attacker.health += damage;
1055 if (attacker.runes & RUNE_VAMPIRE)
1057 // apply vampire rune
1058 if (attacker.runes & CURSE_EMPATHY) // have the curse too
1060 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
1061 attacker.health = bound(
1062 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
1063 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
1064 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
1068 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
1069 attacker.health = bound(
1070 attacker.health, // LA: was 3, but changed so that you can't lose health
1071 // empathy won't let you gain health in the same way...
1072 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
1073 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
1076 // apply empathy curse
1077 else if (attacker.runes & CURSE_EMPATHY)
1079 attacker.health = bound(
1080 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
1081 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
1087 // apply mirror damage if any
1088 if(mirrordamage > 0 || mirrorforce > 0)
1090 attacker = attacker_save;
1092 if(mirrordamage > 0)
1094 // just lose extra LIVES, don't kill the player for mirror damage
1095 if(attacker.armorvalue > 0)
1097 attacker.armorvalue = attacker.armorvalue - 1;
1098 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1099 attacker.hitsound += 1;
1103 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1104 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1108 vector NearestPointOnBox(entity box, vector org)
1110 vector m1, m2, nearest;
1112 m1 = box.mins + box.origin;
1113 m2 = box.maxs + box.origin;
1115 nearest_x = bound(m1_x, org_x, m2_x);
1116 nearest_y = bound(m1_y, org_y, m2_y);
1117 nearest_z = bound(m1_z, org_z, m2_z);
1122 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
1125 weaponid = DEATH_WEAPONOF(deathtype);
1127 if not(inWarmupStage)
1129 if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
1130 attacker.stats_hit[weaponid - 1] += damage;
1131 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
1135 float RadiusDamage_running;
1136 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1137 // Returns total damage applies to creatures
1147 float total_damage_to_creatures;
1152 float stat_damagedone;
1153 float stat_maxdamage;
1155 if(RadiusDamage_running)
1158 print("RadiusDamage called recursively!\n");
1159 print("Expect stuff to go HORRIBLY wrong.\n");
1160 print("Causing a stack trace...\n");
1161 save = cvar_string("prvm_backtraceforwarnings");
1162 cvar_set("prvm_backtraceforwarnings", "1");
1163 fclose(-1); // calls VM_Warning
1164 cvar_set("prvm_backtraceforwarnings", save);
1168 RadiusDamage_running = 1;
1170 tfloordmg = cvar("g_throughfloor_damage");
1171 tfloorforce = cvar("g_throughfloor_force");
1173 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1174 total_damage_to_creatures = 0;
1176 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1177 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1179 force = inflictor.velocity;
1180 if(vlen(force) == 0)
1183 force = normalize(force);
1184 if(forceintensity >= 0)
1185 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
1187 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
1190 stat_damagedone = 0;
1193 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
1197 if (targ != inflictor)
1198 if (ignore != targ) if(targ.takedamage)
1200 // LordHavoc: measure distance to nearest point on target (not origin)
1201 // (this guarentees 100% damage on a touch impact)
1202 nearest = targ.WarpZone_findradius_nearest;
1203 diff = targ.WarpZone_findradius_dist;
1204 // round up a little on the damage to ensure full damage on impacts
1205 // and turn the distance into a fraction of the radius
1206 power = 1 - ((vlen (diff) - 2) / rad);
1208 //bprint(ftos(power));
1209 //if (targ == attacker)
1210 // print(ftos(power), "\n");
1215 finaldmg = coredamage * power + edgedamage * (1 - power);
1222 local float hitratio;
1223 local vector hitloc;
1224 local vector myblastorigin;
1225 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1226 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1227 // if it's a player, use the view origin as reference
1228 if (targ.classname == "player")
1229 center = targ.origin + targ.view_ofs;
1230 force = normalize(center - myblastorigin);
1231 force = force * (finaldmg / coredamage) * forceintensity;
1232 // test line of sight to multiple positions on box,
1233 // and do damage if any of them hit
1235 if (targ.classname == "player")
1236 total = ceil(bound(1, finaldmg, 50));
1238 total = ceil(bound(1, finaldmg/10, 5));
1243 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1244 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1245 if (trace_fraction == 1 || trace_ent == targ)
1249 hitloc = hitloc + nearest;
1253 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1254 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1255 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1258 nearest = hitloc * (1 / max(1, hits));
1259 hitratio = (hits / total);
1260 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1261 finaldmg = finaldmg * a;
1262 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1264 //if (targ == attacker)
1266 // print("hits ", ftos(hits), " / ", ftos(total));
1267 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1268 // print(" (", ftos(a), ")\n");
1270 if(hits || tfloordmg || tfloorforce)
1274 total_damage_to_creatures += finaldmg;
1276 if(targ.flags & FL_CLIENT)
1277 if(targ.deadflag == DEAD_NO)
1278 if(targ != attacker)
1279 if(!teamplay || targ.team != attacker.team)
1281 stat_damagedone += finaldmg;
1282 stat_maxdamage += coredamage;
1286 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1287 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1289 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1297 RadiusDamage_running = 0;
1299 Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1301 return total_damage_to_creatures;
1304 .float fire_damagepersec;
1305 .float fire_endtime;
1306 .float fire_deathtype;
1308 .float fire_hitsound;
1309 .entity fire_burner;
1311 void fireburner_think();
1313 float Fire_IsBurning(entity e)
1315 return (time < e.fire_endtime);
1318 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1321 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1323 if(e.classname == "player")
1332 // print("adding a fire burner to ", e.classname, "\n");
1333 e.fire_burner = spawn();
1334 e.fire_burner.classname = "fireburner";
1335 e.fire_burner.think = fireburner_think;
1336 e.fire_burner.nextthink = time;
1337 e.fire_burner.owner = e;
1343 if(Fire_IsBurning(e))
1345 mintime = e.fire_endtime - time;
1346 maxtime = max(mintime, t);
1348 mindps = e.fire_damagepersec;
1349 maxdps = max(mindps, dps);
1351 if(maxtime > mintime || maxdps > mindps)
1353 mindamage = mindps * mintime;
1354 maxdamage = mindamage + d;
1356 // interval [mintime, maxtime] * [mindps, maxdps]
1358 // [mindamage, maxdamage]
1361 if(maxdamage >= maxtime * maxdps)
1363 totaltime = maxtime;
1364 totaldamage = maxtime * maxdps;
1366 // this branch increases totaldamage if either t > mintime, or dps > mindps
1370 // maxdamage is inside the interval!
1371 // first, try to use mindps; only if this fails, increase dps as needed
1372 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1373 totaldamage = maxdamage;
1374 // can totaldamage / totaltime be >= maxdps?
1375 // max(mindps, maxdamage / maxtime) >= maxdps?
1376 // we know maxdamage < maxtime * maxdps
1379 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1382 // total conditions for increasing:
1383 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1385 // if maxtime = mintime, maxdps = mindps
1387 // maxdamage = mindamage + d
1388 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1389 // so the last condition is not needed
1391 e.fire_damagepersec = totaldamage / totaltime;
1392 e.fire_endtime = time + totaltime;
1393 if(totaldamage > 1.2 * mindamage)
1395 e.fire_deathtype = dt;
1396 if(e.fire_owner != o)
1399 e.fire_hitsound = FALSE;
1402 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1409 e.fire_damagepersec = dps;
1410 e.fire_endtime = time + t;
1411 e.fire_deathtype = dt;
1413 e.fire_hitsound = FALSE;
1418 void Fire_ApplyDamage(entity e)
1423 if not(Fire_IsBurning(e))
1429 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1432 // water and slime stop fire
1434 if(e.watertype != CONTENT_LAVA)
1437 t = min(frametime, e.fire_endtime - time);
1438 d = e.fire_damagepersec * t;
1440 hi = e.fire_owner.hitsound;
1441 ty = e.fire_owner.typehitsound;
1442 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1443 if(e.fire_hitsound && e.fire_owner)
1445 e.fire_owner.hitsound = hi;
1446 e.fire_owner.typehitsound = ty;
1448 e.fire_hitsound = TRUE;
1450 Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1452 if not(IS_INDEPENDENT_PLAYER(e))
1453 FOR_EACH_PLAYER(other) if(e != other)
1455 if(other.classname == "player")
1456 if(other.deadflag == DEAD_NO)
1457 if not(IS_INDEPENDENT_PLAYER(other))
1458 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1460 t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1461 d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1462 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1467 void Fire_ApplyEffect(entity e)
1469 if(Fire_IsBurning(e))
1470 e.effects |= EF_FLAME;
1472 e.effects &~= EF_FLAME;
1475 void fireburner_think()
1477 // for players, this is done in the regular loop
1478 if(wasfreed(self.owner))
1483 Fire_ApplyEffect(self.owner);
1484 if(!Fire_IsBurning(self.owner))
1486 self.owner.fire_burner = world;
1490 Fire_ApplyDamage(self.owner);
1491 self.nextthink = time;