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Add some more debug info, trying to hunt down an annoying bug
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_runematch)
190                 {
191                         f = RunematchHandleFrags(attacker, targ, f);
192                 }
193                 else if(g_lms)
194                 {
195                         // remove a life
196                         float tl;
197                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198                         if(tl < lms_lowest_lives)
199                                 lms_lowest_lives = tl;
200                         if(tl <= 0)
201                         {
202                                 if(!lms_next_place)
203                                         lms_next_place = player_count;
204                                 else
205                                         lms_next_place = min(lms_next_place, player_count);
206                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211         }
212
213         attacker.totalfrags += f;
214
215         if(f)
216                 UpdateFrags(attacker, f);
217 }
218
219 string AppendItemcodes(string s, entity player)
220 {
221         float w;
222         w = player.weapon;
223         //if(w == 0)
224         //      w = player.switchweapon;
225         if(w == 0)
226                 w = player.cnt; // previous weapon!
227         s = strcat(s, ftos(w));
228         if(time < player.strength_finished)
229                 s = strcat(s, "S");
230         if(time < player.invincible_finished)
231                 s = strcat(s, "I");
232         if(player.flagcarried != world)
233                 s = strcat(s, "F");
234         if(player.BUTTON_CHAT)
235                 s = strcat(s, "T");
236         if(player.kh_next)
237                 s = strcat(s, "K");
238         if(player.runes)
239                 s = strcat(s, "|", ftos(player.runes));
240         return s;
241 }
242
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
244 {
245         string s;
246         if(!autocvar_sv_eventlog)
247                 return;
248         s = strcat(":kill:", mode);
249         s = strcat(s, ":", ftos(killer.playerid));
250         s = strcat(s, ":", ftos(killed.playerid));
251         s = strcat(s, ":type=", Deathtype_Name(deathtype));
252         s = strcat(s, ":items=");
253         s = AppendItemcodes(s, killer);
254         if(killed != killer)
255         {
256                 s = strcat(s, ":victimitems=");
257                 s = AppendItemcodes(s, killed);
258         }
259         GameLogEcho(s);
260 }
261
262 #define INFO_NO_MSG 0
263
264 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
265 {
266         float handled = 0, hits = 0;
267         if(DEATH_ISSPECIAL(deathtype))
268         {
269                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
270                         { if(deathtype == max(0, name)) \
271                         { \
272                                 #if msg_death != NO_MSG \
273                                         if not(murder) \
274                                         { \
275                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
276                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
277                                                 ++handled; \
278                                         } \
279                                 #endif \
280                                 #if msg_death_by != NO_MSG \
281                                         if(murder) \
282                                         { \
283                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
284                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
285                                                 ++handled; \
286                                         } \
287                                 #endif \
288                                 ++hits; \
289                         } }
290
291                 DEATHTYPES
292                 #undef DEATHTYPE
293                 
294                 if not(hits)
295                 {
296                         backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
297                 }
298                 if not(handled)
299                 {
300                         dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
301                         return;
302                 }
303         }
304 }
305
306 float w_deathtype;
307 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
308 {
309         float death_weapon = DEATH_WEAPONOF(deathtype);
310
311         print(sprintf("foobar: '%s' '%s' '%s', %d, %d\n", s1, s2, s3, f1, f2)); 
312         if(death_weapon)
313         {
314                 w_deathtype = deathtype;
315                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
316                 w_deathtype = FALSE;
317
318                 if(death_message)
319                 {
320                         Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_WEAPON, death_message, s1, s2, s3, "", f1, f2, 0, 0);
321                         Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_weapon_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
322                         //print(Get_Field_Value(F_INFVAL, MSG_WEAPON, death_message), "\n");
323                 }
324                 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
325
326                 return TRUE;
327         }
328         return FALSE;
329 }
330
331 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
332 {
333         // Sanity check
334         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
335
336         // Declarations
337         float notif_firstblood = FALSE;
338         float kill_count_to_attacker, kill_count_to_target;
339
340         // Set final information for the death
341         targ.death_origin = targ.origin;
342         if(targ != attacker) { targ.killer_origin = attacker.origin; }
343         string deathlocation = NearestLocation(targ.death_origin);
344
345         #ifdef NOTIFICATIONS_DEBUG
346         dprint(
347                 sprintf("Obituary(%s, %s, %s, %s = %d);\n",
348                         attacker.netname,
349                         inflictor.netname,
350                         targ.netname,
351                         Deathtype_Name(deathtype),
352                         deathtype
353                 )
354         );
355         #endif
356         
357         // =======
358         // SUICIDE
359         // =======
360         if(targ == attacker)
361         {
362                 if(DEATH_ISSPECIAL(deathtype))
363                 {
364                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
365                         {
366                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
367                         }
368                         else
369                         {
370                                 switch(deathtype)
371                                 {
372                                         case DEATH_MIRRORDAMAGE:
373                                         {
374                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
375                                                 break;
376                                         }
377                                         
378                                         default:
379                                         {
380                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
381                                                 break;
382                                         }
383                                 }
384                                 LogDeath("suicide", deathtype, targ, targ);
385                                 GiveFrags(attacker, targ, -1, deathtype);
386                         }
387                 }
388                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
389                 {
390                         backtrace("SUICIDE: what the hell happened here?\n");
391                 }
392         }
393
394         // ======
395         // MURDER
396         // ======
397         else if(attacker.classname == "player")
398         {
399                 if(!IsDifferentTeam(attacker, targ))
400                 {
401                         LogDeath("tk", deathtype, attacker, targ);
402                         GiveFrags(attacker, targ, -1, deathtype);
403
404                         attacker.killcount = 0;
405                         
406                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
407                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
408                         Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
409
410                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
411                         // No need for specific death/weapon messages...
412                 }
413                 else
414                 {
415                         LogDeath("frag", deathtype, attacker, targ);
416                         GiveFrags(attacker, targ, 1, deathtype);
417
418                         attacker.taunt_soundtime = time + 1;
419                         attacker.killcount = attacker.killcount + 1;
420
421                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
422                                 case counta: \
423                                 { \
424                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
425                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
426                                         break; \
427                                 }
428                         switch(attacker.killcount)
429                         {
430                                 KILL_SPREE_LIST
431                                 default: break;
432                         }
433                         #undef SPREE_ITEM
434
435                         if(!checkrules_firstblood)
436                         {
437                                 checkrules_firstblood = TRUE;
438                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
439                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
440                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
441
442                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
443                                 kill_count_to_attacker = -1;
444                                 kill_count_to_target = -2;
445                         }
446                         else
447                         {
448                                 kill_count_to_attacker = attacker.killcount;
449                                 kill_count_to_target = 0;
450                         }
451
452                         if(targ.istypefrag)
453                         {
454                                 if(attacker.FRAG_VERBOSE)
455                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
456                                 else
457                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
458
459                                 if(targ.FRAG_VERBOSE)
460                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
461                                 else
462                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
463                         }
464                         else
465                         {
466                                 if(attacker.FRAG_VERBOSE)
467                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
468                                 else
469                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
470
471                                 if(targ.FRAG_VERBOSE)
472                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
473                                 else
474                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
475                         }
476
477                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
478                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
479                 }
480         }
481
482         // =============
483         // ACCIDENT/TRAP
484         // =============
485         else
486         {
487                 switch(deathtype)
488                 {
489                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
490                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
491                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
492                         /*case DEATH_HURTTRIGGER:
493                         {
494                                 s1 = targ.netname;
495                                 s2 = inflictor.message;
496                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
497                                 break;
498                         }*/
499
500                         case DEATH_CUSTOM:
501                         {
502                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
503                                         targ.netname,
504                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
505                                         deathlocation,
506                                         targ.killcount,
507                                         0,
508                                         0);
509                                 break;
510                         }
511                         
512                         default:
513                         {
514                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
515                                 break;
516                         }
517                 }
518
519                 LogDeath("accident", deathtype, targ, targ);
520                 GiveFrags(targ, targ, -1, deathtype);
521
522                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
523                 {
524                         AnnounceTo(targ, "botlike");
525                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
526                 }
527         }
528
529         // reset target kill count
530         if(targ.killcount) { targ.killcount = 0; }
531 }
532
533 // these are updated by each Damage call for use in button triggering and such
534 entity damage_targ;
535 entity damage_inflictor;
536 entity damage_attacker;
537
538 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
539 {
540         float mirrordamage;
541         float mirrorforce;
542         float complainteamdamage = 0; 
543         entity attacker_save;
544         mirrordamage = 0;
545         mirrorforce = 0;
546
547         if (gameover || targ.killcount == -666)
548                 return;
549
550         entity oldself;
551         oldself = self;
552         self = targ;
553         damage_targ = targ;
554         damage_inflictor = inflictor;
555         damage_attacker = attacker;
556                 attacker_save = attacker;
557
558         if(targ.classname == "player")
559                 if(targ.hook)
560                         if(targ.hook.aiment)
561                                 if(targ.hook.aiment == attacker)
562                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
563
564         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
565         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
566         {
567                 if(targ.classname == "player")
568                         if not(IsDifferentTeam(targ, attacker))
569                         {
570                                 self = oldself;
571                                 return;
572                         }
573         }
574
575         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
576         {
577                 // These are ALWAYS lethal
578                 // No damage modification here
579                 // Instead, prepare the victim for his death...
580                 targ.armorvalue = 0;
581                 targ.spawnshieldtime = 0;
582                 targ.health = 0.9; // this is < 1
583                 targ.flags -= targ.flags & FL_GODMODE;
584                 damage = 100000;
585         }
586         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
587         {
588                 // no processing
589         }
590         else
591         {
592                 /*
593                 skill based bot damage? gtfo. (tZork)
594                 if (targ.classname == "player")
595                 if (attacker.classname == "player")
596                 if (!targ.isbot)
597                 if (attacker.isbot)
598                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
599         */
600         
601                 // nullify damage if teamplay is on
602                 if(deathtype != DEATH_TELEFRAG)
603                 if(attacker.classname == "player")
604                 {
605                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
606                         {
607                                 damage = 0;
608                                 force = '0 0 0';
609                         }
610                         else if(!IsDifferentTeam(attacker, targ))
611                         {
612                                 if(autocvar_teamplay_mode == 1)
613                                         damage = 0;
614                                 else if(attacker != targ)
615                                 {
616                                         if(autocvar_teamplay_mode == 3)
617                                                 damage = 0;
618                                         else if(autocvar_teamplay_mode == 4)
619                                         {
620                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
621                                                 {
622                                                         attacker.dmg_team = attacker.dmg_team + damage;
623                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
624                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
625                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
626                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
627                                                         if(g_minstagib)
628                                                         {
629                                                                 if(autocvar_g_friendlyfire == 0)
630                                                                         damage = 0;
631                                                         }
632                                                         else if(g_ca)
633                                                                 damage = 0;
634                                                         else
635                                                                 damage = autocvar_g_friendlyfire * damage;
636                                                         // mirrordamage will be used LATER
637
638                                                         if(autocvar_g_mirrordamage_virtual)
639                                                         {
640                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
641                                                                 attacker.dmg_take += v_x;
642                                                                 attacker.dmg_save += v_y;
643                                                                 attacker.dmg_inflictor = inflictor;
644                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
645                                                                 mirrorforce = 0;
646                                                         }
647
648                                                         if(autocvar_g_friendlyfire_virtual)
649                                                         {
650                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
651                                                                 targ.dmg_take += v_x;
652                                                                 targ.dmg_save += v_y;
653                                                                 targ.dmg_inflictor = inflictor;
654                                                                 damage = 0;
655                                                                 if(!autocvar_g_friendlyfire_virtual_force)
656                                                                         force = '0 0 0';
657                                                         }
658                                                 }
659                                                 else
660                                                         damage = 0;
661                                         }
662                                 }
663                         }
664                 }
665
666                 if(targ.classname == "player")
667                 if(attacker.classname == "player")
668                 if(attacker != targ)
669                 {
670                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
671                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
672                 }
673
674                 if(targ.classname == "player")
675                 if (g_minstagib)
676                 {
677                         if ((deathtype == DEATH_FALL)  ||
678                                 (deathtype == DEATH_DROWN) ||
679                                 (deathtype == DEATH_SLIME) ||
680                                 (deathtype == DEATH_LAVA)  ||
681                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
682                         {
683                                 self = oldself;
684                                 return;
685                         }
686                         if(damage > 0)
687                             damage = 10000;
688                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
689                         {
690                                 targ.armorvalue -= 1;
691                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
692                                 damage = 0;
693                                 targ.hitsound += 1;
694                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
695                         }
696                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
697                         {
698                                 damage = 0;
699                                 mirrordamage = 0;
700                                 complainteamdamage = 0;
701                                 if (targ != attacker)
702                                 {
703                                         if ((targ.health >= 1) && (targ.classname == "player"))
704                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
705                                         force = '0 0 0';
706                                         // keep mirrorforce
707                                         attacker = targ;
708                                 }
709                         }
710                 }
711
712                 if not(DEATH_ISSPECIAL(deathtype))
713                 {
714                         damage *= g_weapondamagefactor;
715                         mirrordamage *= g_weapondamagefactor;
716                         complainteamdamage *= g_weapondamagefactor;
717                         force = force * g_weaponforcefactor;
718                         mirrorforce *= g_weaponforcefactor;
719                 }
720                 
721                 // should this be changed at all? If so, in what way?
722                 frag_attacker = attacker;
723                 frag_target = targ;
724                 frag_damage = damage;
725                 frag_force = force;
726         frag_deathtype = deathtype;
727                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
728                 damage = frag_damage;
729                 force = frag_force;
730                 
731                 // apply strength multiplier
732                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
733                 {
734                         if(targ == attacker)
735                         {
736                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
737                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
738                         }
739                         else
740                         {
741                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
742                                 force = force * autocvar_g_balance_powerup_strength_force;
743                         }
744                 }
745
746                 // apply invincibility multiplier
747                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
748                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
749
750                 if (targ == attacker)
751                 {
752                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
753                                 damage = 0;
754                         else
755                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
756                 }
757
758                 if(g_runematch)
759                 {
760                         // apply strength rune
761                         if (attacker.runes & RUNE_STRENGTH)
762                         {
763                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
764                                 {
765                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
766                                         force = force * autocvar_g_balance_rune_strength_combo_force;
767                                 }
768                                 else
769                                 {
770                                         damage = damage * autocvar_g_balance_rune_strength_damage;
771                                         force = force * autocvar_g_balance_rune_strength_force;
772                                 }
773                         }
774                         else if (attacker.runes & CURSE_WEAK)
775                         {
776                                 damage = damage * autocvar_g_balance_curse_weak_damage;
777                                 force = force * autocvar_g_balance_curse_weak_force;
778                         }
779
780                         // apply defense rune
781                         if (targ.runes & RUNE_DEFENSE)
782                         {
783                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
784                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
785                                 else
786                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
787                         }
788                         else if (targ.runes & CURSE_VULNER)
789                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
790                 }
791
792                 // count the damage
793                 if(attacker)
794                 if(!targ.deadflag)
795                 if(targ.takedamage == DAMAGE_AIM)
796                 if(targ != attacker)
797                 {
798                         entity victim;
799                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
800                                 victim = targ.owner;
801                         else
802                                 victim = targ;
803
804                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
805                         {
806                                 if(IsDifferentTeam(victim, attacker))
807                                 {
808                                         if(damage > 0)
809                                         {
810                                                 if(deathtype != DEATH_FIRE)
811                                                 {
812                                                         if(victim.BUTTON_CHAT)
813                                                                 attacker.typehitsound += 1;
814                                                         else
815                                                                 attacker.hitsound += 1;
816                                                 }
817
818                                                 damage_goodhits += 1;
819                                                 damage_gooddamage += damage;
820
821                                                 if not(DEATH_ISSPECIAL(deathtype))
822                                                 {
823                                                         if(targ.classname == "player") // don't do this for vehicles
824                                                         if(!g_minstagib)
825                                                         if(IsFlying(victim))
826                                                                 yoda = 1;
827
828                                                         if(g_minstagib)
829                                                         if(victim.items & IT_STRENGTH)
830                                                                 yoda = 1;
831                                                 }
832                                         }
833                                 }
834                                 else
835                                 {
836                                         if(deathtype != DEATH_FIRE)
837                                         {
838                                                 attacker.typehitsound += 1;
839                                         }
840                                         if(complainteamdamage > 0)
841                                                 if(time > attacker.teamkill_complain)
842                                                 {
843                                                         attacker.teamkill_complain = time + 5;
844                                                         attacker.teamkill_soundtime = time + 0.4;
845                                                         attacker.teamkill_soundsource = targ;
846                                                 }
847                                 }
848                         }
849                 }
850         }
851
852         // apply push
853         if (self.damageforcescale)
854         if (vlen(force))
855         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
856         {
857                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
858                 if(self.movetype == MOVETYPE_PHYSICS)
859                 {
860                         entity farcent;
861                         farcent = spawn();
862                         farcent.classname = "farce";
863                         farcent.enemy = self;
864                         farcent.movedir = farce * 10;
865                         if(self.mass)
866                                 farcent.movedir = farcent.movedir * self.mass;
867                         farcent.origin = hitloc;
868                         farcent.forcetype = FORCETYPE_FORCEATPOS;
869                         farcent.nextthink = time + 0.1;
870                         farcent.think = SUB_Remove;
871                 }
872                 else
873                         self.velocity = self.velocity + farce;
874                 self.flags &~= FL_ONGROUND;
875                 UpdateCSQCProjectile(self);
876         }
877         // apply damage
878         if (damage != 0 || (self.damageforcescale && vlen(force)))
879         if (self.event_damage)
880                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
881         self = oldself;
882
883         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
884         {
885                 if(g_runematch)
886                 {
887                         if (attacker.runes & RUNE_VAMPIRE)
888                         {
889                         // apply vampire rune
890                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
891                                 {
892                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
893                                         attacker.health = bound(
894                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
895                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
896                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
897                                 }
898                                 else
899                                 {
900                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
901                                         attacker.health = bound(
902                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
903                                                                                         // empathy won't let you gain health in the same way...
904                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
905                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
906                                         }
907                         }
908                         // apply empathy curse
909                         else if (attacker.runes & CURSE_EMPATHY)
910                         {
911                                 attacker.health = bound(
912                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
913                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
914                                         attacker.health);
915                         }
916                 }
917         }
918
919         // apply mirror damage if any
920         if(mirrordamage > 0 || mirrorforce > 0)
921         {
922                 attacker = attacker_save;
923                 if(g_minstagib)
924                 if(mirrordamage > 0)
925                 {
926                         // just lose extra LIVES, don't kill the player for mirror damage
927                         if(attacker.armorvalue > 0)
928                         {
929                                 attacker.armorvalue = attacker.armorvalue - 1;
930                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
931                                 attacker.hitsound += 1;
932                         }
933                         mirrordamage = 0;
934                 }
935
936                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
937                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
938         }
939 }
940
941 float RadiusDamage_running;
942 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
943         // Returns total damage applies to creatures
944 {
945         entity  targ;
946         vector  blastorigin;
947         vector  force;
948         float   total_damage_to_creatures;
949         entity  next;
950         float   tfloordmg;
951         float   tfloorforce;
952
953         float stat_damagedone;
954
955         if(RadiusDamage_running)
956         {
957                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
958                 return 0;
959         }
960
961         RadiusDamage_running = 1;
962
963         tfloordmg = autocvar_g_throughfloor_damage;
964         tfloorforce = autocvar_g_throughfloor_force;
965
966         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
967         total_damage_to_creatures = 0;
968
969         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
970                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
971                 {
972                         force = inflictor.velocity;
973                         if(vlen(force) == 0)
974                                 force = '0 0 -1';
975                         else
976                                 force = normalize(force);
977                         if(forceintensity >= 0)
978                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
979                         else
980                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
981                 }
982
983         stat_damagedone = 0;
984
985         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
986         while (targ)
987         {
988                 next = targ.chain;
989                 if (targ != inflictor)
990                         if (ignore != targ) if(targ.takedamage)
991                         {
992                                 vector nearest;
993                                 vector diff;
994                                 float power;
995
996                                 // LordHavoc: measure distance to nearest point on target (not origin)
997                                 // (this guarentees 100% damage on a touch impact)
998                                 nearest = targ.WarpZone_findradius_nearest;
999                                 diff = targ.WarpZone_findradius_dist;
1000                                 // round up a little on the damage to ensure full damage on impacts
1001                                 // and turn the distance into a fraction of the radius
1002                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1003                                 //bprint(" ");
1004                                 //bprint(ftos(power));
1005                                 //if (targ == attacker)
1006                                 //      print(ftos(power), "\n");
1007                                 if (power > 0)
1008                                 {
1009                                         float finaldmg;
1010                                         if (power > 1)
1011                                                 power = 1;
1012                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1013                                         if (finaldmg > 0)
1014                                         {
1015                                                 float a;
1016                                                 float c;
1017                                                 vector hitloc;
1018                                                 vector myblastorigin;
1019                                                 vector center;
1020
1021                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1022
1023                                                 // if it's a player, use the view origin as reference
1024                                                 center = CENTER_OR_VIEWOFS(targ);
1025
1026                                                 force = normalize(center - myblastorigin);
1027                                                 force = force * (finaldmg / coredamage) * forceintensity;
1028                                                 hitloc = nearest;
1029
1030                                                 if(targ != directhitentity)
1031                                                 {
1032                                                         float hits;
1033                                                         float total;
1034                                                         float hitratio;
1035                                                         float mininv_f, mininv_d;
1036
1037                                                         // test line of sight to multiple positions on box,
1038                                                         // and do damage if any of them hit
1039                                                         hits = 0;
1040
1041                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1042                                                         // so for a given max stddev:
1043                                                         // n = (1 / (2 * max stddev of hitratio))^2
1044
1045                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1046                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1047
1048                                                         if(autocvar_g_throughfloor_debug)
1049                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1050
1051                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1052
1053                                                         if(autocvar_g_throughfloor_debug)
1054                                                                 print(sprintf(" steps=%f", total));
1055
1056                                                         if (targ.classname == "player")
1057                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1058                                                         else
1059                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1060
1061                                                         if(autocvar_g_throughfloor_debug)
1062                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1063
1064                                                         for(c = 0; c < total; ++c)
1065                                                         {
1066                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1067                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1068                                                                 if (trace_fraction == 1 || trace_ent == targ)
1069                                                                 {
1070                                                                         ++hits;
1071                                                                         if (hits > 1)
1072                                                                                 hitloc = hitloc + nearest;
1073                                                                         else
1074                                                                                 hitloc = nearest;
1075                                                                 }
1076                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1077                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1078                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1079                                                         }
1080
1081                                                         nearest = hitloc * (1 / max(1, hits));
1082                                                         hitratio = (hits / total);
1083                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1084                                                         finaldmg = finaldmg * a;
1085                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1086                                                         force = force * a;
1087
1088                                                         if(autocvar_g_throughfloor_debug)
1089                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1090                                                 }
1091
1092                                                 // laser force adjustments :P
1093                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1094                                                 {
1095                                                         if (targ == attacker)
1096                                                         {
1097                                                                 vector vel;
1098
1099                                                                 float force_zscale;
1100                                                                 float force_velocitybiasramp;
1101                                                                 float force_velocitybias;
1102
1103                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1104                                                                 if(deathtype & HITTYPE_SECONDARY)
1105                                                                 {
1106                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1107                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1108                                                                 }
1109                                                                 else
1110                                                                 {
1111                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1112                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1113                                                                 }
1114
1115                                                                 vel = targ.velocity;
1116                                                                 vel_z = 0;
1117                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1118                                                                 force =
1119                                                                         vlen(force)
1120                                                                         *
1121                                                                         normalize(normalize(force) + vel);
1122
1123                                                                 force_z *= force_zscale;
1124                                                         }
1125                                                         else
1126                                                         {
1127                                                                 if(deathtype & HITTYPE_SECONDARY)
1128                                                                 {
1129                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1130                                                                 }
1131                                                                 else
1132                                                                 {
1133                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1134                                                                 }
1135                                                         }
1136                                                 }
1137
1138                                                 //if (targ == attacker)
1139                                                 //{
1140                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1141                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1142                                                 //      print(" (", ftos(a), ")\n");
1143                                                 //}
1144                                                 if(finaldmg || vlen(force))
1145                                                 {
1146                                                         if(targ.iscreature)
1147                                                         {
1148                                                                 total_damage_to_creatures += finaldmg;
1149
1150                                                                 if(accuracy_isgooddamage(attacker, targ))
1151                                                                         stat_damagedone += finaldmg;
1152                                                         }
1153
1154                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1155                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1156                                                         else
1157                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1158                                                 }
1159                                         }
1160                                 }
1161                         }
1162                 targ = next;
1163         }
1164
1165         RadiusDamage_running = 0;
1166
1167         if(!DEATH_ISSPECIAL(deathtype))
1168                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1169
1170         return total_damage_to_creatures;
1171 }
1172
1173 .float fire_damagepersec;
1174 .float fire_endtime;
1175 .float fire_deathtype;
1176 .entity fire_owner;
1177 .float fire_hitsound;
1178 .entity fire_burner;
1179
1180 void fireburner_think();
1181
1182 float Fire_IsBurning(entity e)
1183 {
1184         return (time < e.fire_endtime);
1185 }
1186
1187 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1188 {
1189         float dps;
1190         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1191
1192         if(e.classname == "player")
1193         {
1194                 if(e.deadflag)
1195                         return -1;
1196         }
1197         else
1198         {
1199                 if(!e.fire_burner)
1200                 {
1201                         // print("adding a fire burner to ", e.classname, "\n");
1202                         e.fire_burner = spawn();
1203                         e.fire_burner.classname = "fireburner";
1204                         e.fire_burner.think = fireburner_think;
1205                         e.fire_burner.nextthink = time;
1206                         e.fire_burner.owner = e;
1207                 }
1208         }
1209
1210         t = max(t, 0.1);
1211         dps = d / t;
1212         if(Fire_IsBurning(e))
1213         {
1214                 mintime = e.fire_endtime - time;
1215                 maxtime = max(mintime, t);
1216
1217                 mindps = e.fire_damagepersec;
1218                 maxdps = max(mindps, dps);
1219
1220                 if(maxtime > mintime || maxdps > mindps)
1221                 {
1222                         // Constraints:
1223                         
1224                         // damage we have right now
1225                         mindamage = mindps * mintime;
1226
1227                         // damage we want to get
1228                         maxdamage = mindamage + d;
1229
1230                         // but we can't exceed maxtime * maxdps!
1231                         totaldamage = min(maxdamage, maxtime * maxdps);
1232
1233                         // LEMMA:
1234                         // Look at:
1235                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1236                         // We see:
1237                         // totaldamage <= maxtime * maxdps
1238                         // ==> totaldamage / maxdps <= maxtime.
1239                         // We also see:
1240                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1241                         //                     >= min(mintime, maxtime)
1242                         // ==> totaldamage / maxdps >= mintime.
1243
1244                         /*
1245                         // how long do we damage then?
1246                         // at least as long as before
1247                         // but, never exceed maxdps
1248                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1249                         */
1250
1251                         // alternate:
1252                         // at most as long as maximum allowed
1253                         // but, never below mindps
1254                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1255
1256                         // assuming t > mintime, dps > mindps:
1257                         // we get d = t * dps = maxtime * maxdps
1258                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1259                         // totaldamage / maxdps = maxtime
1260                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1261                         // FROM THIS:
1262                         // a) totaltime = max(mintime, maxtime) = maxtime
1263                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1264
1265                         // assuming t <= mintime:
1266                         // we get maxtime = mintime
1267                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1268                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1269
1270                         // assuming dps <= mindps:
1271                         // we get mindps = maxdps.
1272                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1273                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1274                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1275
1276                         e.fire_damagepersec = totaldamage / totaltime;
1277                         e.fire_endtime = time + totaltime;
1278                         if(totaldamage > 1.2 * mindamage)
1279                         {
1280                                 e.fire_deathtype = dt;
1281                                 if(e.fire_owner != o)
1282                                 {
1283                                         e.fire_owner = o;
1284                                         e.fire_hitsound = FALSE;
1285                                 }
1286                         }
1287                         if(accuracy_isgooddamage(o, e))
1288                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1289                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1290                 }
1291                 else
1292                         return 0;
1293         }
1294         else
1295         {
1296                 e.fire_damagepersec = dps;
1297                 e.fire_endtime = time + t;
1298                 e.fire_deathtype = dt;
1299                 e.fire_owner = o;
1300                 e.fire_hitsound = FALSE;
1301                 if(accuracy_isgooddamage(o, e))
1302                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1303                 return d;
1304         }
1305 }
1306
1307 void Fire_ApplyDamage(entity e)
1308 {
1309         float t, d, hi, ty;
1310         entity o;
1311
1312         if not(Fire_IsBurning(e))
1313                 return;
1314
1315         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1316         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1317                 o = e.fire_owner;
1318
1319         // water and slime stop fire
1320         if(e.waterlevel)
1321         if(e.watertype != CONTENT_LAVA)
1322                 e.fire_endtime = 0;
1323
1324         // ice stops fire
1325         if(e.freezetag_frozen)
1326                 e.fire_endtime = 0;
1327
1328         t = min(frametime, e.fire_endtime - time);
1329         d = e.fire_damagepersec * t;
1330
1331         hi = e.fire_owner.hitsound;
1332         ty = e.fire_owner.typehitsound;
1333         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1334         if(e.fire_hitsound && e.fire_owner)
1335         {
1336                 e.fire_owner.hitsound = hi;
1337                 e.fire_owner.typehitsound = ty;
1338         }
1339         e.fire_hitsound = TRUE;
1340
1341         if not(IS_INDEPENDENT_PLAYER(e))
1342         FOR_EACH_PLAYER(other) if(e != other)
1343         {
1344                 if(other.classname == "player")
1345                 if(other.deadflag == DEAD_NO)
1346                 if not(IS_INDEPENDENT_PLAYER(other))
1347                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1348                 {
1349                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1350                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1351                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1352                 }
1353         }
1354 }
1355
1356 void Fire_ApplyEffect(entity e)
1357 {
1358         if(Fire_IsBurning(e))
1359                 e.effects |= EF_FLAME;
1360         else
1361                 e.effects &~= EF_FLAME;
1362 }
1363
1364 void fireburner_think()
1365 {
1366         // for players, this is done in the regular loop
1367         if(wasfreed(self.owner))
1368         {
1369                 remove(self);
1370                 return;
1371         }
1372         Fire_ApplyEffect(self.owner);
1373         if(!Fire_IsBurning(self.owner))
1374         {
1375                 self.owner.fire_burner = world;
1376                 remove(self);
1377                 return;
1378         }
1379         Fire_ApplyDamage(self.owner);
1380         self.nextthink = time;
1381 }