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, float deathtype)
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 WriteByte(MSG_ALL, deathtype);
258 // TODO: writespectatable?
259 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
260 void Send_CSQC_Centerprint(entity e, string s1, float deathtype)
263 WriteByte(MSG_ONE, SVC_TEMPENTITY);
264 WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
265 WriteByte(MSG_ONE, CSQC_CENTERPRINT);
266 WriteString(MSG_ONE, s1);
267 WriteByte(MSG_ONE, deathtype);
270 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
275 if (targ.classname == "player" || targ.classname == "corpse")
277 if (targ.classname == "corpse")
282 a = attacker.netname;
284 if (targ == attacker) // suicides
286 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
287 msg = ColoredTeamName(targ.team); // TODO: check if needed?
289 if (deathtype == DEATH_TEAMCHANGE) {
290 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You are now on: ", ColoredTeamName(targ.team)));
291 } else if (deathtype == DEATH_AUTOTEAMCHANGE) {
292 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)));
294 } else if (deathtype == DEATH_CAMP) {
296 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Reconsider your tactics, camper!"));
298 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Die camper!"));
299 } else if (deathtype == DEATH_NOAMMO) {
301 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You are reinserted into the game for running out of ammo..."));
303 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You were killed for running out of ammo..."));
304 } else if (deathtype == DEATH_ROT) {
306 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to preserve your health"));
308 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You grew too old without taking your medicine"));
309 } else if (deathtype == DEATH_MIRRORDAMAGE) {
311 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't go against team mates!"));
313 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't shoot your team mates!"));
314 } else if (deathtype == DEATH_QUIET) {
318 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to be more careful!"));
320 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You killed your own dumb self!"));
323 Send_CSQC_Centerprint(targ, msg, deathtype);
328 if (deathtype == DEATH_CAMP)
329 bprint ("^1",s, "^1 thought they found a nice camping ground\n");
330 else if (deathtype == DEATH_MIRRORDAMAGE)
331 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
333 bprint ("^1",s, "^1 will be reinserted into the game due to their own actions\n");
335 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
337 LogDeath("suicide", deathtype, targ, targ);
338 GiveFrags(attacker, targ, -1);
340 if (targ.killcount > 2)
341 bprint ("^1",s,"^1 faded after a ",ftos(targ.killcount)," point spree\n");
343 w = DEATH_WEAPONOF(deathtype);
346 w_deathtypestring = "couldn't resist the urge to self-destruct";
347 w_deathtype = deathtype;
348 weapon_action(w, WR_SUICIDEMESSAGE);
349 bprint("^1", s, "^1 ", w_deathtypestring, "\n");
351 else if (deathtype == DEATH_KILL)
352 bprint ("^1",s, "^1 couldn't take it anymore\n");
353 else if (deathtype == DEATH_ROT)
354 bprint ("^1",s, "^1 died\n");
355 else if (deathtype == DEATH_NOAMMO)
356 bprint ("^7",s, "^7 committed suicide. What's the point of living without ammo?\n");
357 else if (deathtype == DEATH_CAMP)
358 bprint ("^1",s, "^1 thought they found a nice camping ground\n");
359 else if (deathtype == DEATH_MIRRORDAMAGE)
360 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
361 else if (deathtype == DEATH_CHEAT)
362 bprint ("^1",s, "^1 unfairly eliminated themself\n");
363 else if (deathtype == DEATH_FIRE)
364 bprint ("^1",s, "^1 burned to death\n");
365 else if (deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
366 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
368 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
370 LogDeath("suicide", deathtype, targ, targ);
371 GiveFrags(attacker, targ, -1);
373 if (targ.killcount > 2)
374 bprint ("^1",s,"^1 ended it all after a ",ftos(targ.killcount)," kill spree\n");
377 Send_KillNotification(s, msg, deathtype);
379 else if (attacker.classname == "player" || attacker.classname == "gib")
381 if(teams_matter && attacker.team == targ.team)
384 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You went against a team mate!"));
385 bprint ("^1", a, "^1 took action against a team mate\n");
387 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Moron! You fragged ", s, ", a team mate!"));
388 bprint ("^1", a, "^1 mows down a team mate\n");
390 GiveFrags(attacker, targ, -1);
391 if (targ.killcount > 2) {
393 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," scoring spree was ended by a team mate!\n");
395 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a team mate!\n");
397 if (attacker.killcount > 2) {
399 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," scoring spree by going against a team mate\n");
401 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a team mate\n");
403 attacker.killcount = 0;
405 LogDeath("tk", deathtype, attacker, targ);
409 string blood_message, victim_message;
410 if (!checkrules_firstblood)
412 checkrules_firstblood = TRUE;
415 bprint("^1",a, "^1 was the first to score", "\n");
416 blood_message = "^1First point\n";
417 //victim_message = "^1First victim\n"; // or First casualty
421 bprint("^1",a, "^1 drew first blood", "\n");
422 blood_message = "^1First blood\n";
423 victim_message = "^1First victim\n"; // or First casualty
427 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You scored against ^7", s, GetAdvancedDeathReports(targ)));
428 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 scored against you ^7", GetAdvancedDeathReports(attacker)));
430 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
431 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You typefragged ^7", s, GetAdvancedDeathReports(targ)));
432 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were typefragged by ^7", a, GetAdvancedDeathReports(attacker)));
434 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You fragged ^7", s, GetAdvancedDeathReports(targ)));
435 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were fragged by ^7", a, GetAdvancedDeathReports(attacker)));
437 attacker.taunt_soundtime = time + 1;
441 bprint ("^1",s, "^1 needs a restart thanks to ", a, "\n");
443 w = DEATH_WEAPONOF(deathtype);
446 w_deathtypestring = "was blasted by";
447 w_deathtype = deathtype;
448 weapon_action(w, WR_KILLMESSAGE);
449 p = strstrofs(w_deathtypestring, "#", 0);
451 bprint("^1", s, "^1 ", w_deathtypestring, " ", a, "\n");
453 bprint("^1", s, "^1 ", substring(w_deathtypestring, 0, p), a, "^1", substring(w_deathtypestring, p+1, strlen(w_deathtypestring) - (p+1)), "\n");
455 else if (deathtype == DEATH_TELEFRAG)
456 bprint ("^1",s, "^1 was telefragged by ", a, "\n");
457 else if (deathtype == DEATH_DROWN)
458 bprint ("^1",s, "^1 was drowned by ", a, "\n");
459 else if (deathtype == DEATH_SLIME)
460 bprint ("^1",s, "^1 was slimed by ", a, "\n");
461 else if (deathtype == DEATH_LAVA)
462 bprint ("^1",s, "^1 was cooked by ", a, "\n");
463 else if (deathtype == DEATH_FALL)
464 bprint ("^1",s, "^1 was grounded by ", a, "\n");
465 else if (deathtype == DEATH_SHOOTING_STAR)
466 bprint ("^1",s, "^1 was shot into space by ", a, "\n");
467 else if (deathtype == DEATH_SWAMP)
468 bprint ("^1",s, "^1 was conserved by ", a, "\n");
469 else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
471 p = strstrofs(inflictor.message2, "#", 0);
473 bprint("^1", s, "^1 ", inflictor.message2, " ", a, "\n");
475 bprint("^1", s, "^1 ", substring(inflictor.message2, 0, p), a, "^1", substring(inflictor.message2, p+1, strlen(inflictor.message2) - (p+1)), "\n");
477 else if(deathtype == DEATH_SBCRUSH)
478 bprint ("^1",s, "^1 was crushed by ^1", a, "\n");
479 else if(deathtype == DEATH_SBMINIGUN)
480 bprint ("^1",s, "^1 got shredded by ^1", a, "\n");
481 else if(deathtype == DEATH_SBROCKET)
482 bprint ("^1",s, "^1 was blased to bits by ^1", a, "\n");
483 else if(deathtype == DEATH_SBBLOWUP)
484 bprint ("^1",s, "^1 got cought in the destruction of ^1", a, "'s vehicle\n");
486 else if(deathtype == DEATH_WAKIGUN)
487 bprint ("^1",s, "^1 was bolted down by ^1", a, "\n");
488 else if(deathtype == DEATH_WAKIROCKET)
489 bprint ("^1",s, "^1 could find no shelter from ^1", a, "'s rockets\n");
490 else if(deathtype == DEATH_WAKIBLOWUP)
491 bprint ("^1",s, "^1 dies when ^1", a, "'s wakizashi dies.\n");
493 else if(deathtype == DEATH_TURRET)
494 bprint ("^1",s, "^1 was pushed into the line of fire by ^1", a, "\n");
495 else if(deathtype == DEATH_TOUCHEXPLODE)
496 bprint ("^1",s, "^1 was pushed into an accident by ^1", a, "\n");
497 else if(deathtype == DEATH_CHEAT)
498 bprint ("^1",s, "^1 was unfairly eliminated by ^1", a, "\n");
499 else if (deathtype == DEATH_FIRE)
500 bprint ("^1",s, "^1 was burnt to death by ^1", a, "\n");
501 else if (deathtype == DEATH_CUSTOM)
502 bprint ("^1",s, "^1 ", deathmessage, " by ^1", a, "\n");
504 bprint ("^1",s, "^1 was fragged by ", a, "\n");
507 if(g_ctf && targ.flagcarried)
509 UpdateFrags(attacker, ctf_score_value("score_kill"));
510 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
511 GiveFrags(attacker, targ, 0); // for logging
514 GiveFrags(attacker, targ, 1);
516 if (targ.killcount > 2) {
518 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " scoring spree was ended by ", a, "\n");
520 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");
523 attacker.killcount = attacker.killcount + 1;
525 if (attacker.killcount > 2) {
527 bprint ("^1",a,"^1 made ",ftos(attacker.killcount)," scores in a row\n");
529 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
532 LogDeath("frag", deathtype, attacker, targ);
534 if (attacker.killcount == 3)
537 bprint (a,"^7 made a ^1TRIPLE SCORE\n");
539 bprint (a,"^7 made a ^1TRIPLE FRAG\n");
540 AnnounceTo(attacker, "03kills");
543 else if (attacker.killcount == 5)
546 bprint (a,"^7 unleashes ^1SCORING RAGE\n");
548 bprint (a,"^7 unleashes ^1RAGE\n");
549 AnnounceTo(attacker, "05kills");
552 else if (attacker.killcount == 10)
555 bprint (a,"^7 made ^1TEN SCORES IN A ROW!\n");
557 bprint (a,"^7 starts the ^1MASSACRE!\n");
558 AnnounceTo(attacker, "10kills");
561 else if (attacker.killcount == 15)
564 bprint (a,"^7 made ^1FIFTEEN SCORES IN A ROW!\n");
566 bprint (a,"^7 executes ^1MAYHEM!\n");
567 AnnounceTo(attacker, "15kills");
570 else if (attacker.killcount == 20)
573 bprint (a,"^7 made ^1TWENTY SCORES IN A ROW!\n");
575 bprint (a,"^7 is a ^1BERSERKER!\n");
576 AnnounceTo(attacker, "20kills");
579 else if (attacker.killcount == 25)
582 bprint (a,"^7 made ^1TWENTY FIFE SCORES IN A ROW!\n");
584 bprint (a,"^7 inflicts ^1CARNAGE!\n");
585 AnnounceTo(attacker, "25kills");
588 else if (attacker.killcount == 30)
591 bprint (a,"^7 made ^1THIRTY SCORES IN A ROW!\n");
593 bprint (a,"^7 unleashes ^1ARMAGEDDON!\n");
594 AnnounceTo(attacker, "30kills");
601 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Watch your step!"));
602 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
603 bprint ("^1",s, "^1 ", inflictor.message, "\n");
604 else if (deathtype == DEATH_DROWN)
606 bprint ("^1",s, "^1 was in the water for too long\n");
608 bprint ("^1",s, "^1 drowned\n");
609 else if (deathtype == DEATH_SLIME)
610 bprint ("^1",s, "^1 was slimed\n");
611 else if (deathtype == DEATH_LAVA)
613 bprint ("^1",s, "^1 found a hot place\n");
615 bprint ("^1",s, "^1 turned into hot slag\n");
616 else if (deathtype == DEATH_FALL)
618 bprint ("^1",s, "^1 tested gravity (and it worked)\n");
620 bprint ("^1",s, "^1 hit the ground with a crunch\n");
621 else if (deathtype == DEATH_SHOOTING_STAR)
622 bprint ("^1",s, "^1 became a shooting star\n");
623 else if (deathtype == DEATH_SWAMP)
625 bprint ("^1",s, "^1 discovered a swamp\n");
627 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
628 else if(deathtype == DEATH_TURRET)
629 bprint ("^1",s, "^1 was mowed down by a turret \n");
630 else if (deathtype == DEATH_CUSTOM)
631 bprint ("^1",s, "^1 ", deathmessage, "\n");
632 else if(deathtype == DEATH_TOUCHEXPLODE)
633 bprint ("^1",s, "^1 died in an accident\n");
634 else if(deathtype == DEATH_CHEAT)
635 bprint ("^1",s, "^1 was unfairly eliminated\n");
636 else if(deathtype == DEATH_FIRE)
638 bprint ("^1",s, "^1 felt a little hot\n");
640 bprint ("^1",s, "^1 burnt to death\n");
643 bprint ("^1",s, "^1 needs a restart\n");
645 bprint ("^1",s, "^1 died\n");
646 GiveFrags(targ, targ, -1);
647 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
648 AnnounceTo(targ, "botlike");
651 if (targ.killcount > 2)
653 bprint ("^1",s,"^1 needs a restart after a ",ftos(targ.killcount)," scoring spree\n");
655 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
657 LogDeath("accident", deathtype, targ, targ);
660 targ.death_origin = targ.origin;
662 targ.killer_origin = attacker.origin;
664 // FIXME: this should go in PutClientInServer
670 // these are updated by each Damage call for use in button triggering and such
672 entity damage_inflictor;
673 entity damage_attacker;
675 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
680 entity attacker_save;
684 if (gameover || targ.killcount == -666)
687 local entity oldself;
691 damage_inflictor = inflictor;
692 damage_attacker = attacker;
693 attacker_save = attacker;
695 if(targ.classname == "player")
698 if(targ.hook.aiment == attacker)
699 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
701 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
702 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
704 if(targ.classname == "player")
705 if not(IsDifferentTeam(targ, attacker))
712 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
714 // These are ALWAYS lethal
715 // No damage modification here
716 // Instead, prepare the victim for his death...
718 targ.spawnshieldtime = 0;
719 targ.health = 0.9; // this is < 1
720 targ.flags -= targ.flags & FL_GODMODE;
723 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
729 if (targ.classname == "player")
730 if (attacker.classname == "player")
733 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
735 // nullify damage if teamplay is on
736 if(deathtype != DEATH_TELEFRAG)
737 if(attacker.classname == "player")
739 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
744 else if(attacker.team == targ.team)
748 else if(attacker != targ)
752 else if(teamplay == 4)
754 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
756 teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
757 attacker.dmg_team = attacker.dmg_team + damage;
758 if(attacker.dmg_team > teamdamage0 && !g_ca)
759 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
760 mirrorforce = cvar("g_mirrordamage") * vlen(force);
763 if(cvar("g_friendlyfire") == 0)
769 damage = cvar("g_friendlyfire") * damage;
770 // mirrordamage will be used LATER
779 if(targ.classname == "player")
780 if(attacker.classname == "player")
783 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
784 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
787 if(targ.classname == "player")
790 if ((deathtype == DEATH_FALL) ||
791 (deathtype == DEATH_DROWN) ||
792 (deathtype == DEATH_SLIME) ||
793 (deathtype == DEATH_LAVA) ||
794 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
801 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
803 targ.armorvalue -= 1;
804 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
807 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
809 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
812 if (targ != attacker)
814 if ((targ.health >= 1) && (targ.classname == "player"))
815 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
825 if not(DEATH_ISSPECIAL(deathtype))
827 damage *= g_weapondamagefactor;
828 mirrordamage *= g_weapondamagefactor;
829 force = force * g_weaponforcefactor;
830 mirrorforce *= g_weaponforcefactor;
833 // apply strength multiplier
834 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
838 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
839 force = force * cvar("g_balance_powerup_strength_selfforce");
843 damage = damage * cvar("g_balance_powerup_strength_damage");
844 force = force * cvar("g_balance_powerup_strength_force");
848 // apply invincibility multiplier
849 if (targ.items & IT_INVINCIBLE && !g_minstagib)
850 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
852 if (targ == attacker)
854 if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
857 damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
860 // CTF: reduce damage/force
865 damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
866 force = force * cvar("g_ctf_flagcarrier_selfforce");
871 // apply strength rune
872 if (attacker.runes & RUNE_STRENGTH)
874 if(attacker.runes & CURSE_WEAK) // have both curse & rune
876 damage = damage * cvar("g_balance_rune_strength_combo_damage");
877 force = force * cvar("g_balance_rune_strength_combo_force");
881 damage = damage * cvar("g_balance_rune_strength_damage");
882 force = force * cvar("g_balance_rune_strength_force");
885 else if (attacker.runes & CURSE_WEAK)
887 damage = damage * cvar("g_balance_curse_weak_damage");
888 force = force * cvar("g_balance_curse_weak_force");
891 // apply defense rune
892 if (targ.runes & RUNE_DEFENSE)
894 if (targ.runes & CURSE_VULNER) // have both curse & rune
895 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
897 damage = damage * cvar("g_balance_rune_defense_takedamage");
899 else if (targ.runes & CURSE_VULNER)
900 damage = damage * cvar("g_balance_curse_vulner_takedamage");
906 if(targ.takedamage == DAMAGE_AIM)
909 if(targ.classname == "player")
912 // find height of hit on player axis
913 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
914 vector headmins, headmaxs, org;
915 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
916 headmins = org + GetHeadshotMins(targ);
917 headmaxs = org + GetHeadshotMaxs(targ);
918 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
920 deathtype |= HITTYPE_HEADSHOT;
923 else if(targ.classname == "turret_head")
925 deathtype |= HITTYPE_HEADSHOT;
927 if(deathtype & HITTYPE_HEADSHOT)
928 damage *= 1 + damage_headshotbonus;
930 if(targ.classname == "player")
932 if(IsDifferentTeam(targ, attacker))
937 attacker.typehitsound += 1;
939 attacker.hitsound += 1;
941 damage_goodhits += 1;
942 damage_gooddamage += damage;
944 if not(DEATH_ISSPECIAL(deathtype))
951 if(targ.items & IT_STRENGTH)
954 if(deathtype & HITTYPE_HEADSHOT)
961 if(deathtype != DEATH_FIRE)
962 attacker.typehitsound += 1;
964 if(time > attacker.teamkill_complain)
966 attacker.teamkill_complain = time + 5;
967 attacker.teamkill_soundtime = time + 0.4;
968 attacker.teamkill_soundsource = targ;
976 if (self.damageforcescale)
978 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
980 self.velocity = self.velocity + self.damageforcescale * force;
981 self.flags &~= FL_ONGROUND;
982 UpdateCSQCProjectile(self);
985 if (damage != 0 || (self.damageforcescale && vlen(force)))
986 if (self.event_damage)
987 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
990 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
992 // Savage: vampire mode
995 if (time >= self.spawnshieldtime)
997 attacker.health += damage;
1001 if (attacker.runes & RUNE_VAMPIRE)
1003 // apply vampire rune
1004 if (attacker.runes & CURSE_EMPATHY) // have the curse too
1006 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
1007 attacker.health = bound(
1008 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
1009 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
1010 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
1014 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
1015 attacker.health = bound(
1016 attacker.health, // LA: was 3, but changed so that you can't lose health
1017 // empathy won't let you gain health in the same way...
1018 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
1019 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
1022 // apply empathy curse
1023 else if (attacker.runes & CURSE_EMPATHY)
1025 attacker.health = bound(
1026 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
1027 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
1033 // apply mirror damage if any
1034 if(mirrordamage > 0 || mirrorforce > 0)
1036 attacker = attacker_save;
1038 if(mirrordamage > 0)
1040 // just lose extra LIVES, don't kill the player for mirror damage
1041 if(attacker.armorvalue > 0)
1043 attacker.armorvalue = attacker.armorvalue - 1;
1044 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1045 attacker.hitsound += 1;
1049 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1050 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1054 vector NearestPointOnBox(entity box, vector org)
1056 vector m1, m2, nearest;
1058 m1 = box.mins + box.origin;
1059 m2 = box.maxs + box.origin;
1061 nearest_x = bound(m1_x, org_x, m2_x);
1062 nearest_y = bound(m1_y, org_y, m2_y);
1063 nearest_z = bound(m1_z, org_z, m2_z);
1068 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
1071 weaponid = DEATH_WEAPONOF(deathtype);
1073 if not(inWarmupStage)
1075 if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
1076 attacker.stats_hit[weaponid - 1] += damage;
1077 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
1081 float RadiusDamage_running;
1082 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1083 // Returns total damage applies to creatures
1093 float total_damage_to_creatures;
1098 float stat_damagedone;
1099 float stat_maxdamage;
1101 if(RadiusDamage_running)
1104 print("RadiusDamage called recursively!\n");
1105 print("Expect stuff to go HORRIBLY wrong.\n");
1106 print("Causing a stack trace...\n");
1107 save = cvar_string("prvm_backtraceforwarnings");
1108 cvar_set("prvm_backtraceforwarnings", "1");
1109 fclose(-1); // calls VM_Warning
1110 cvar_set("prvm_backtraceforwarnings", save);
1114 RadiusDamage_running = 1;
1116 tfloordmg = cvar("g_throughfloor_damage");
1117 tfloorforce = cvar("g_throughfloor_force");
1119 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1120 total_damage_to_creatures = 0;
1122 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1123 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1125 force = inflictor.velocity;
1126 if(vlen(force) == 0)
1129 force = normalize(force);
1130 if(forceintensity >= 0)
1131 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
1133 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
1136 stat_damagedone = 0;
1139 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
1143 if (targ != inflictor)
1144 if (ignore != targ) if(targ.takedamage)
1146 // LordHavoc: measure distance to nearest point on target (not origin)
1147 // (this guarentees 100% damage on a touch impact)
1148 nearest = targ.WarpZone_findradius_nearest;
1149 diff = targ.WarpZone_findradius_dist;
1150 // round up a little on the damage to ensure full damage on impacts
1151 // and turn the distance into a fraction of the radius
1152 power = 1 - ((vlen (diff) - 2) / rad);
1154 //bprint(ftos(power));
1155 //if (targ == attacker)
1156 // print(ftos(power), "\n");
1161 finaldmg = coredamage * power + edgedamage * (1 - power);
1168 local float hitratio;
1169 local vector hitloc;
1170 local vector myblastorigin;
1171 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1172 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1173 // if it's a player, use the view origin as reference
1174 if (targ.classname == "player")
1175 center = targ.origin + targ.view_ofs;
1176 force = normalize(center - myblastorigin);
1177 force = force * (finaldmg / coredamage) * forceintensity;
1178 // test line of sight to multiple positions on box,
1179 // and do damage if any of them hit
1181 if (targ.classname == "player")
1182 total = ceil(bound(1, finaldmg, 50));
1184 total = ceil(bound(1, finaldmg/10, 5));
1189 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1190 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1191 if (trace_fraction == 1 || trace_ent == targ)
1195 hitloc = hitloc + nearest;
1199 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1200 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1201 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1204 nearest = hitloc * (1 / max(1, hits));
1205 hitratio = (hits / total);
1206 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1207 finaldmg = finaldmg * a;
1208 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1210 //if (targ == attacker)
1212 // print("hits ", ftos(hits), " / ", ftos(total));
1213 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1214 // print(" (", ftos(a), ")\n");
1216 if(hits || tfloordmg || tfloorforce)
1220 total_damage_to_creatures += finaldmg;
1222 if(targ.flags & FL_CLIENT)
1223 if(targ.deadflag == DEAD_NO)
1224 if(targ != attacker)
1225 if(!teamplay || targ.team != attacker.team)
1227 stat_damagedone += finaldmg;
1228 stat_maxdamage += coredamage;
1232 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1233 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1235 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1243 RadiusDamage_running = 0;
1245 Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1247 return total_damage_to_creatures;
1250 .float fire_damagepersec;
1251 .float fire_endtime;
1252 .float fire_deathtype;
1254 .float fire_hitsound;
1255 .entity fire_burner;
1257 void fireburner_think();
1259 float Fire_IsBurning(entity e)
1261 return (time < e.fire_endtime);
1264 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1267 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1269 if(e.classname == "player")
1278 // print("adding a fire burner to ", e.classname, "\n");
1279 e.fire_burner = spawn();
1280 e.fire_burner.classname = "fireburner";
1281 e.fire_burner.think = fireburner_think;
1282 e.fire_burner.nextthink = time;
1283 e.fire_burner.owner = e;
1289 if(Fire_IsBurning(e))
1291 mintime = e.fire_endtime - time;
1292 maxtime = max(mintime, t);
1294 mindps = e.fire_damagepersec;
1295 maxdps = max(mindps, dps);
1297 if(maxtime > mintime || maxdps > mindps)
1299 mindamage = mindps * mintime;
1300 maxdamage = mindamage + d;
1302 // interval [mintime, maxtime] * [mindps, maxdps]
1304 // [mindamage, maxdamage]
1307 if(maxdamage >= maxtime * maxdps)
1309 totaltime = maxtime;
1310 totaldamage = maxtime * maxdps;
1312 // this branch increases totaldamage if either t > mintime, or dps > mindps
1316 // maxdamage is inside the interval!
1317 // first, try to use mindps; only if this fails, increase dps as needed
1318 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1319 totaldamage = maxdamage;
1320 // can totaldamage / totaltime be >= maxdps?
1321 // max(mindps, maxdamage / maxtime) >= maxdps?
1322 // we know maxdamage < maxtime * maxdps
1325 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1328 // total conditions for increasing:
1329 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1331 // if maxtime = mintime, maxdps = mindps
1333 // maxdamage = mindamage + d
1334 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1335 // so the last condition is not needed
1337 e.fire_damagepersec = totaldamage / totaltime;
1338 e.fire_endtime = time + totaltime;
1339 if(totaldamage > 1.2 * mindamage)
1341 e.fire_deathtype = dt;
1342 if(e.fire_owner != o)
1345 e.fire_hitsound = FALSE;
1348 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1355 e.fire_damagepersec = dps;
1356 e.fire_endtime = time + t;
1357 e.fire_deathtype = dt;
1359 e.fire_hitsound = FALSE;
1364 void Fire_ApplyDamage(entity e)
1369 if not(Fire_IsBurning(e))
1375 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1378 // water and slime stop fire
1380 if(e.watertype != CONTENT_LAVA)
1383 t = min(frametime, e.fire_endtime - time);
1384 d = e.fire_damagepersec * t;
1386 hi = e.fire_owner.hitsound;
1387 ty = e.fire_owner.typehitsound;
1388 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1389 if(e.fire_hitsound && e.fire_owner)
1391 e.fire_owner.hitsound = hi;
1392 e.fire_owner.typehitsound = ty;
1394 e.fire_hitsound = TRUE;
1396 Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1398 if not(IS_INDEPENDENT_PLAYER(e))
1399 FOR_EACH_PLAYER(other) if(e != other)
1401 if(other.classname == "player")
1402 if(other.deadflag == DEAD_NO)
1403 if not(IS_INDEPENDENT_PLAYER(other))
1404 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1406 t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1407 d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1408 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1413 void Fire_ApplyEffect(entity e)
1415 if(Fire_IsBurning(e))
1416 e.effects |= EF_FLAME;
1418 e.effects &~= EF_FLAME;
1421 void fireburner_think()
1423 // for players, this is done in the regular loop
1424 if(wasfreed(self.owner))
1429 Fire_ApplyEffect(self.owner);
1430 if(!Fire_IsBurning(self.owner))
1432 self.owner.fire_burner = world;
1436 Fire_ApplyDamage(self.owner);
1437 self.nextthink = time;