+ if ((targ != inflictor) || inflictorselfdamage)
+ if (((cantbe != targ) && !mustbe) || (mustbe == targ))
+ if (targ.takedamage)
+ {
+ vector nearest;
+ vector diff;
+ float power;
+
+ // LordHavoc: measure distance to nearest point on target (not origin)
+ // (this guarentees 100% damage on a touch impact)
+ nearest = targ.WarpZone_findradius_nearest;
+ diff = targ.WarpZone_findradius_dist;
+ // round up a little on the damage to ensure full damage on impacts
+ // and turn the distance into a fraction of the radius
+ power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+ //bprint(" ");
+ //bprint(ftos(power));
+ //if (targ == attacker)
+ // print(ftos(power), "\n");
+ if (power > 0)