+++ /dev/null
-#include "g_damage.qh"
-
-#include <common/effects/all.qh>
-#include "bot/api.qh"
-#include "g_hook.qh"
-#include <server/mutators/_mod.qh>
-#include "teamplay.qh"
-#include "scores.qh"
-#include "spawnpoints.qh"
-#include "../common/state.qh"
-#include "../common/physics/player.qh"
-#include "../common/t_items.qh"
-#include "resources.qh"
-#include "../common/vehicles/all.qh"
-#include "../common/items/_mod.qh"
-#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
-#include "../common/mutators/mutator/instagib/sv_instagib.qh"
-#include "../common/mutators/mutator/buffs/buffs.qh"
-#include "weapons/accuracy.qh"
-#include "weapons/csqcprojectile.qh"
-#include "weapons/selection.qh"
-#include "../common/constants.qh"
-#include "../common/deathtypes/all.qh"
-#include "../common/notifications/all.qh"
-#include "../common/physics/movetypes/movetypes.qh"
-#include "../common/playerstats.qh"
-#include "../common/teams.qh"
-#include "../common/util.qh"
-#include <common/gamemodes/rules.qh>
-#include <common/weapons/_all.qh>
-#include "../lib/csqcmodel/sv_model.qh"
-#include "../lib/warpzone/common.qh"
-
-void UpdateFrags(entity player, int f)
-{
- GameRules_scoring_add_team(player, SCORE, f);
-}
-
-void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
-{
- // TODO route through PlayerScores instead
- if(game_stopped) return;
-
- if(f < 0)
- {
- if(targ == attacker)
- {
- // suicide
- GameRules_scoring_add(attacker, SUICIDES, 1);
- }
- else
- {
- // teamkill
- GameRules_scoring_add(attacker, TEAMKILLS, 1);
- }
- }
- else
- {
- // regular frag
- GameRules_scoring_add(attacker, KILLS, 1);
- if(!warmup_stage && targ.playerid)
- PlayerStats_GameReport_Event_Player(attacker, sprintf("kills-%d", targ.playerid), 1);
- }
-
- GameRules_scoring_add(targ, DEATHS, 1);
-
- // FIXME fix the mess this is (we have REAL points now!)
- if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity)))
- f = M_ARGV(2, float);
-
- attacker.totalfrags += f;
-
- if(f)
- UpdateFrags(attacker, f);
-}
-
-.entity kh_next;
-
-string AppendItemcodes(string s, entity player)
-{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- int w = player.(weaponentity).m_weapon.m_id;
- if(w == 0)
- w = player.(weaponentity).cnt; // previous weapon
- if(w != 0 || slot == 0)
- s = strcat(s, ftos(w));
- }
- if(time < player.strength_finished)
- s = strcat(s, "S");
- if(time < player.invincible_finished)
- s = strcat(s, "I");
- if(player.flagcarried != NULL)
- s = strcat(s, "F");
- if(PHYS_INPUT_BUTTON_CHAT(player))
- s = strcat(s, "T");
- if(player.kh_next)
- s = strcat(s, "K");
- return s;
-}
-
-void LogDeath(string mode, int deathtype, entity killer, entity killed)
-{
- string s;
- if(!autocvar_sv_eventlog)
- return;
- s = strcat(":kill:", mode);
- s = strcat(s, ":", ftos(killer.playerid));
- s = strcat(s, ":", ftos(killed.playerid));
- s = strcat(s, ":type=", Deathtype_Name(deathtype));
- s = strcat(s, ":items=");
- s = AppendItemcodes(s, killer);
- if(killed != killer)
- {
- s = strcat(s, ":victimitems=");
- s = AppendItemcodes(s, killed);
- }
- GameLogEcho(s);
-}
-
-void Obituary_SpecialDeath(
- entity notif_target,
- float murder,
- int deathtype,
- string s1, string s2, string s3,
- float f1, float f2, float f3)
-{
- if(!DEATH_ISSPECIAL(deathtype))
- {
- backtrace("Obituary_SpecialDeath called without a special deathtype?\n");
- return;
- }
-
- entity deathent = Deathtypes_from(deathtype - DT_FIRST);
- if (!deathent)
- {
- backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n");
- return;
- }
-
- if(g_cts && deathtype == DEATH_KILL.m_id)
- return; // TODO: somehow put this in CTS gamemode file!
-
- Notification death_message = (murder) ? deathent.death_msgmurder : deathent.death_msgself;
- if(death_message)
- {
- Send_Notification_WOCOVA(
- NOTIF_ONE,
- notif_target,
- MSG_MULTI,
- death_message,
- s1, s2, s3, "",
- f1, f2, f3, 0
- );
- Send_Notification_WOCOVA(
- NOTIF_ALL_EXCEPT,
- notif_target,
- MSG_INFO,
- death_message.nent_msginfo,
- s1, s2, s3, "",
- f1, f2, f3, 0
- );
- }
-}
-
-float Obituary_WeaponDeath(
- entity notif_target,
- float murder,
- int deathtype,
- string s1, string s2, string s3,
- float f1, float f2)
-{
- Weapon death_weapon = DEATH_WEAPONOF(deathtype);
- if (death_weapon == WEP_Null)
- return false;
-
- w_deathtype = deathtype;
- Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
- w_deathtype = false;
-
- if (death_message)
- {
- Send_Notification_WOCOVA(
- NOTIF_ONE,
- notif_target,
- MSG_MULTI,
- death_message,
- s1, s2, s3, "",
- f1, f2, 0, 0
- );
- // send the info part to everyone
- Send_Notification_WOCOVA(
- NOTIF_ALL_EXCEPT,
- notif_target,
- MSG_INFO,
- death_message.nent_msginfo,
- s1, s2, s3, "",
- f1, f2, 0, 0
- );
- }
- else
- {
- LOG_TRACEF(
- "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
- deathtype,
- death_weapon
- );
- }
-
- return true;
-}
-
-bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
-{
- if(deathtype == DEATH_FIRE.m_id)
- {
- Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
- Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResourceAmount(attacker, RESOURCE_HEALTH), GetResourceAmount(attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
- return true;
- }
-
- return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
-}
-
-void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity)
-{
- // Sanity check
- if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
-
- // Declarations
- float notif_firstblood = false;
- float kill_count_to_attacker, kill_count_to_target;
-
- // Set final information for the death
- targ.death_origin = targ.origin;
- string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
-
- #ifdef NOTIFICATIONS_DEBUG
- Debug_Notification(
- sprintf(
- "Obituary(%s, %s, %s, %s = %d);\n",
- attacker.netname,
- inflictor.netname,
- targ.netname,
- Deathtype_Name(deathtype),
- deathtype
- )
- );
- #endif
-
- // =======
- // SUICIDE
- // =======
- if(targ == attacker)
- {
- if(DEATH_ISSPECIAL(deathtype))
- {
- if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
- {
- Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
- }
- else
- {
- switch(DEATH_ENT(deathtype))
- {
- case DEATH_MIRRORDAMAGE:
- {
- Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
- break;
- }
-
- default:
- {
- Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
- break;
- }
- }
- }
- }
- else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
- {
- backtrace("SUICIDE: what the hell happened here?\n");
- return;
- }
- LogDeath("suicide", deathtype, targ, targ);
- if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
- GiveFrags(attacker, targ, -1, deathtype, weaponentity);
- }
-
- // ======
- // MURDER
- // ======
- else if(IS_PLAYER(attacker))
- {
- if(SAME_TEAM(attacker, targ))
- {
- LogDeath("tk", deathtype, attacker, targ);
- GiveFrags(attacker, targ, -1, deathtype, weaponentity);
-
- CS(attacker).killcount = 0;
-
- Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
- Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, CS(targ).killcount);
-
- // In this case, the death message will ALWAYS be "foo was betrayed by bar"
- // No need for specific death/weapon messages...
- }
- else
- {
- LogDeath("frag", deathtype, attacker, targ);
- GiveFrags(attacker, targ, 1, deathtype, weaponentity);
-
- CS(attacker).taunt_soundtime = time + 1;
- CS(attacker).killcount = CS(attacker).killcount + 1;
-
- attacker.killsound += 1;
-
- // TODO: improve SPREE_ITEM and KILL_SPREE_LIST
- // these 2 macros are spread over multiple files
- #define SPREE_ITEM(counta,countb,center,normal,gentle) \
- case counta: \
- { \
- Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
- if (!warmup_stage)\
- {\
- PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
- }\
- break; \
- }
- switch(CS(attacker).killcount)
- {
- KILL_SPREE_LIST
- default: break;
- }
- #undef SPREE_ITEM
-
- if(!warmup_stage && !checkrules_firstblood)
- {
- checkrules_firstblood = true;
- notif_firstblood = true; // modify the current messages so that they too show firstblood information
- PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
- PlayerStats_GameReport_Event_Player(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
-
- // tell spree_inf and spree_cen that this is a first-blood and first-victim event
- kill_count_to_attacker = -1;
- kill_count_to_target = -2;
- }
- else
- {
- kill_count_to_attacker = CS(attacker).killcount;
- kill_count_to_target = 0;
- }
-
- if(targ.istypefrag)
- {
- Send_Notification(
- NOTIF_ONE,
- attacker,
- MSG_CHOICE,
- CHOICE_TYPEFRAG,
- targ.netname,
- kill_count_to_attacker,
- (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
- );
- Send_Notification(
- NOTIF_ONE,
- targ,
- MSG_CHOICE,
- CHOICE_TYPEFRAGGED,
- attacker.netname,
- kill_count_to_target,
- GetResourceAmount(attacker, RESOURCE_HEALTH),
- GetResourceAmount(attacker, RESOURCE_ARMOR),
- (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
- );
- }
- else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
- {
- Send_Notification(
- NOTIF_ONE,
- attacker,
- MSG_CHOICE,
- CHOICE_FRAG,
- targ.netname,
- kill_count_to_attacker,
- (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
- );
- Send_Notification(
- NOTIF_ONE,
- targ,
- MSG_CHOICE,
- CHOICE_FRAGGED,
- attacker.netname,
- kill_count_to_target,
- GetResourceAmount(attacker, RESOURCE_HEALTH),
- GetResourceAmount(attacker, RESOURCE_ARMOR),
- (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
- );
- }
-
- int f3 = 0;
- if(deathtype == DEATH_BUFF.m_id)
- f3 = buff_FirstFromFlags(STAT(BUFFS, attacker)).m_id;
-
- if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker))
- Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
- }
- }
-
- // =============
- // ACCIDENT/TRAP
- // =============
- else
- {
- switch(DEATH_ENT(deathtype))
- {
- // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
- // Later on you will only be able to make custom messages using DEATH_CUSTOM,
- // and there will be a REAL DEATH_VOID implementation which mappers will use.
- case DEATH_HURTTRIGGER:
- {
- Obituary_SpecialDeath(targ, false, deathtype,
- targ.netname,
- inflictor.message,
- deathlocation,
- CS(targ).killcount,
- 0,
- 0);
- break;
- }
-
- case DEATH_CUSTOM:
- {
- Obituary_SpecialDeath(targ, false, deathtype,
- targ.netname,
- ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
- deathlocation,
- CS(targ).killcount,
- 0,
- 0);
- break;
- }
-
- default:
- {
- Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
- break;
- }
- }
-
- LogDeath("accident", deathtype, targ, targ);
- GiveFrags(targ, targ, -1, deathtype, weaponentity);
-
- if(GameRules_scoring_add(targ, SCORE, 0) == -5)
- {
- Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
- if (!warmup_stage)
- {
- PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
- }
- }
- }
-
- // reset target kill count
- CS(targ).killcount = 0;
-}
-
-void Ice_Think(entity this)
-{
- if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
- {
- delete(this);
- return;
- }
- setorigin(this, this.owner.origin - '0 0 16');
- this.nextthink = time;
-}
-
-void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
-{
- if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed
- return;
-
- if(STAT(FROZEN, targ))
- return;
-
- float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
-
- STAT(FROZEN, targ) = frozen_type;
- STAT(REVIVE_PROGRESS, targ) = ((frozen_type == FROZEN_TEMP_DYING) ? 1 : 0);
- SetResourceAmount(targ, RESOURCE_HEALTH, ((frozen_type == FROZEN_TEMP_DYING) ? targ_maxhealth : 1));
- targ.revive_speed = revivespeed;
- if(targ.bot_attack)
- IL_REMOVE(g_bot_targets, targ);
- targ.bot_attack = false;
- targ.freeze_time = time;
-
- entity ice = new(ice);
- ice.owner = targ;
- ice.scale = targ.scale;
- setthink(ice, Ice_Think);
- ice.nextthink = time;
- ice.frame = floor(random() * 21); // ice model has 20 different looking frames
- setmodel(ice, MDL_ICE);
- ice.alpha = 1;
- ice.colormod = Team_ColorRGB(targ.team);
- ice.glowmod = ice.colormod;
- targ.iceblock = ice;
- targ.revival_time = 0;
-
- Ice_Think(ice);
-
- RemoveGrapplingHooks(targ);
-
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(it.(weaponentity).hook.aiment == targ)
- RemoveHook(it.(weaponentity).hook);
- }
- });
-
- // add waypoint
- if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
- WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
-}
-
-void Unfreeze(entity targ, bool reset_health)
-{
- if(!STAT(FROZEN, targ))
- return;
-
- if (reset_health && STAT(FROZEN, targ) != FROZEN_TEMP_DYING)
- SetResourceAmount(targ, RESOURCE_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
-
- targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
-
- STAT(FROZEN, targ) = 0;
- STAT(REVIVE_PROGRESS, targ) = 0;
- targ.revival_time = time;
- if(!targ.bot_attack)
- IL_PUSH(g_bot_targets, targ);
- targ.bot_attack = true;
-
- WaypointSprite_Kill(targ.waypointsprite_attached);
-
- FOREACH_CLIENT(IS_PLAYER(it),
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(it.(weaponentity).hook.aiment == targ)
- RemoveHook(it.(weaponentity).hook);
- }
- });
-
- // remove the ice block
- if(targ.iceblock)
- delete(targ.iceblock);
- targ.iceblock = NULL;
-
- MUTATOR_CALLHOOK(Unfreeze, targ);
-}
-
-void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
- float complainteamdamage = 0;
- float mirrordamage = 0;
- float mirrorforce = 0;
-
- if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
- return;
-
- entity attacker_save = attacker;
-
- // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
- if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
- {
- if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
- {
- return;
- }
- }
-
- if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
- {
- // exit the vehicle before killing (fixes a crash)
- if(IS_PLAYER(targ) && targ.vehicle)
- vehicles_exit(targ.vehicle, VHEF_RELEASE);
-
- // These are ALWAYS lethal
- // No damage modification here
- // Instead, prepare the victim for his death...
- SetResourceAmountExplicit(targ, RESOURCE_ARMOR, 0);
- targ.spawnshieldtime = 0;
- SetResourceAmountExplicit(targ, RESOURCE_HEALTH, 0.9); // this is < 1
- targ.flags -= targ.flags & FL_GODMODE;
- damage = 100000;
- }
- else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
- {
- // no processing
- }
- else
- {
- // nullify damage if teamplay is on
- if(deathtype != DEATH_TELEFRAG.m_id)
- if(IS_PLAYER(attacker))
- {
- if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
- {
- damage = 0;
- force = '0 0 0';
- }
- else if(SAME_TEAM(attacker, targ))
- {
- if(autocvar_teamplay_mode == 1)
- damage = 0;
- else if(attacker != targ)
- {
- if(autocvar_teamplay_mode == 3)
- damage = 0;
- else if(autocvar_teamplay_mode == 4)
- {
- if(IS_PLAYER(targ) && !IS_DEAD(targ))
- {
- attacker.dmg_team = attacker.dmg_team + damage;
- complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
- if(complainteamdamage > 0)
- mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
- mirrorforce = autocvar_g_mirrordamage * vlen(force);
- damage = autocvar_g_friendlyfire * damage;
- // mirrordamage will be used LATER
-
- if(autocvar_g_mirrordamage_virtual)
- {
- vector v = healtharmor_applydamage(GetResourceAmount(attacker, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
- attacker.dmg_take += v.x;
- attacker.dmg_save += v.y;
- attacker.dmg_inflictor = inflictor;
- mirrordamage = v.z;
- mirrorforce = 0;
- }
-
- if(autocvar_g_friendlyfire_virtual)
- {
- vector v = healtharmor_applydamage(GetResourceAmount(targ, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
- targ.dmg_take += v.x;
- targ.dmg_save += v.y;
- targ.dmg_inflictor = inflictor;
- damage = 0;
- if(!autocvar_g_friendlyfire_virtual_force)
- force = '0 0 0';
- }
- }
- else if(!targ.canteamdamage)
- damage = 0;
- }
- }
- }
- }
-
- if (!DEATH_ISSPECIAL(deathtype))
- {
- damage *= g_weapondamagefactor;
- mirrordamage *= g_weapondamagefactor;
- complainteamdamage *= g_weapondamagefactor;
- force = force * g_weaponforcefactor;
- mirrorforce *= g_weaponforcefactor;
- }
-
- // should this be changed at all? If so, in what way?
- MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force, attacker.(weaponentity));
- damage = M_ARGV(4, float);
- mirrordamage = M_ARGV(5, float);
- force = M_ARGV(6, vector);
-
- if(IS_PLAYER(targ) && damage > 0 && attacker)
- {
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity went = weaponentities[slot];
- if(targ.(went).hook && targ.(went).hook.aiment == attacker)
- RemoveHook(targ.(went).hook);
- }
- }
-
- if(STAT(FROZEN, targ))
- if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
- {
- if(autocvar_g_frozen_revive_falldamage > 0)
- if(deathtype == DEATH_FALL.m_id)
- if(damage >= autocvar_g_frozen_revive_falldamage)
- {
- Unfreeze(targ, false);
- SetResourceAmount(targ, RESOURCE_HEALTH, autocvar_g_frozen_revive_falldamage_health);
- Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
- Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
- Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
- }
-
- damage = 0;
- force *= autocvar_g_frozen_force;
- }
-
- if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
- {
- Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
-
- entity spot = SelectSpawnPoint (targ, false);
-
- if(spot)
- {
- damage = 0;
- targ.deadflag = DEAD_NO;
-
- targ.angles = spot.angles;
-
- targ.effects = 0;
- targ.effects |= EF_TELEPORT_BIT;
-
- targ.angles_z = 0; // never spawn tilted even if the spot says to
- targ.fixangle = true; // turn this way immediately
- targ.velocity = '0 0 0';
- targ.avelocity = '0 0 0';
- targ.punchangle = '0 0 0';
- targ.punchvector = '0 0 0';
- targ.oldvelocity = targ.velocity;
-
- targ.spawnorigin = spot.origin;
- setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
- // don't reset back to last position, even if new position is stuck in solid
- targ.oldorigin = targ.origin;
-
- Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
- }
- }
-
- if(!MUTATOR_IS_ENABLED(mutator_instagib))
- {
- // apply strength multiplier
- if (attacker.items & ITEM_Strength.m_itemid)
- {
- if(targ == attacker)
- {
- damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
- force = force * autocvar_g_balance_powerup_strength_selfforce;
- }
- else
- {
- damage = damage * autocvar_g_balance_powerup_strength_damage;
- force = force * autocvar_g_balance_powerup_strength_force;
- }
- }
-
- // apply invincibility multiplier
- if (targ.items & ITEM_Shield.m_itemid)
- {
- damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
- if (targ != attacker)
- {
- force = force * autocvar_g_balance_powerup_invincible_takeforce;
- }
- }
- }
-
- if (targ == attacker)
- damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
-
- // count the damage
- if(attacker)
- if(!IS_DEAD(targ))
- if(deathtype != DEATH_BUFF.m_id)
- if(targ.takedamage == DAMAGE_AIM)
- if(targ != attacker)
- {
- entity victim;
- if(IS_VEHICLE(targ) && targ.owner)
- victim = targ.owner;
- else
- victim = targ;
-
- if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
- {
- if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
- {
- if(damage > 0)
- {
- if(deathtype != DEATH_FIRE.m_id)
- {
- if(PHYS_INPUT_BUTTON_CHAT(victim))
- attacker.typehitsound += 1;
- else
- attacker.damage_dealt += damage;
- }
-
- damage_goodhits += 1;
- damage_gooddamage += damage;
-
- if (!DEATH_ISSPECIAL(deathtype))
- {
- if(IS_PLAYER(targ)) // don't do this for vehicles
- if(IsFlying(victim))
- yoda = 1;
- }
- }
- }
- else if(IS_PLAYER(attacker))
- {
- if(deathtype != DEATH_FIRE.m_id)
- {
- attacker.typehitsound += 1;
- }
- if(complainteamdamage > 0)
- if(time > CS(attacker).teamkill_complain)
- {
- CS(attacker).teamkill_complain = time + 5;
- CS(attacker).teamkill_soundtime = time + 0.4;
- CS(attacker).teamkill_soundsource = targ;
- }
- }
- }
- }
- }
-
- // apply push
- if (targ.damageforcescale)
- if (force)
- if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
- {
- vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
- if(targ.move_movetype == MOVETYPE_PHYSICS)
- {
- entity farcent = new(farce);
- farcent.enemy = targ;
- farcent.movedir = farce * 10;
- if(targ.mass)
- farcent.movedir = farcent.movedir * targ.mass;
- farcent.origin = hitloc;
- farcent.forcetype = FORCETYPE_FORCEATPOS;
- farcent.nextthink = time + 0.1;
- setthink(farcent, SUB_Remove);
- }
- else
- {
- targ.velocity = targ.velocity + farce;
- }
- UNSET_ONGROUND(targ);
- UpdateCSQCProjectile(targ);
- }
- // apply damage
- if (damage != 0 || (targ.damageforcescale && force))
- if (targ.event_damage)
- targ.event_damage (targ, inflictor, attacker, damage, deathtype, weaponentity, hitloc, force);
-
- // apply mirror damage if any
- if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
- if(mirrordamage > 0 || mirrorforce > 0)
- {
- attacker = attacker_save;
-
- force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
- Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, weaponentity, attacker.origin, force);
- }
-}
-
-float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
- float inflictorselfdamage, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
- // Returns total damage applies to creatures
-{
- entity targ;
- vector force;
- float total_damage_to_creatures;
- entity next;
- float tfloordmg;
- float tfloorforce;
-
- float stat_damagedone;
-
- if(RadiusDamage_running)
- {
- backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
- return 0;
- }
-
- RadiusDamage_running = 1;
-
- tfloordmg = autocvar_g_throughfloor_damage;
- tfloorforce = autocvar_g_throughfloor_force;
-
- total_damage_to_creatures = 0;
-
- if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
- if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
- {
- force = inflictorvelocity;
- if(force == '0 0 0')
- force = '0 0 -1';
- else
- force = normalize(force);
- if(forceintensity >= 0)
- Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
- else
- Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
- }
-
- stat_damagedone = 0;
-
- targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
- while (targ)
- {
- next = targ.chain;
- 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)
- {
- float finaldmg;
- if (power > 1)
- power = 1;
- finaldmg = coredamage * power + edgedamage * (1 - power);
- if (finaldmg > 0)
- {
- float a;
- float c;
- vector hitloc;
- vector myblastorigin;
- vector center;
-
- myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
-
- // if it's a player, use the view origin as reference
- center = CENTER_OR_VIEWOFS(targ);
-
- force = normalize(center - myblastorigin);
- force = force * (finaldmg / coredamage) * forceintensity;
- hitloc = nearest;
-
- if(deathtype & WEP_BLASTER.m_id)
- force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
-
- if(targ != directhitentity)
- {
- float hits;
- float total;
- float hitratio;
- float mininv_f, mininv_d;
-
- // test line of sight to multiple positions on box,
- // and do damage if any of them hit
- hits = 0;
-
- // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
- // so for a given max stddev:
- // n = (1 / (2 * max stddev of hitratio))^2
-
- mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
- mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
-
- if(autocvar_g_throughfloor_debug)
- LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
-
-
- total = 0.25 * (max(mininv_f, mininv_d) ** 2);
-
- if(autocvar_g_throughfloor_debug)
- LOG_INFOF(" steps=%f", total);
-
-
- if (IS_PLAYER(targ))
- total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
- else
- total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
-
- if(autocvar_g_throughfloor_debug)
- LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
-
- for(c = 0; c < total; ++c)
- {
- //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
- WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
- if (trace_fraction == 1 || trace_ent == targ)
- {
- ++hits;
- if (hits > 1)
- hitloc = hitloc + nearest;
- else
- hitloc = nearest;
- }
- nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
- nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
- nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
- }
-
- nearest = hitloc * (1 / max(1, hits));
- hitratio = (hits / total);
- a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
- finaldmg = finaldmg * a;
- a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
- force = force * a;
-
- if(autocvar_g_throughfloor_debug)
- LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
- }
-
- //if (targ == attacker)
- //{
- // print("hits ", ftos(hits), " / ", ftos(total));
- // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
- // print(" (", ftos(a), ")\n");
- //}
- if(finaldmg || force)
- {
- if(targ.iscreature)
- {
- total_damage_to_creatures += finaldmg;
-
- if(accuracy_isgooddamage(attacker, targ))
- stat_damagedone += finaldmg;
- }
-
- if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
- Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
- else
- Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
- }
- }
- }
- }
- targ = next;
- }
-
- RadiusDamage_running = 0;
-
- if(!DEATH_ISSPECIAL(deathtype))
- accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
-
- return total_damage_to_creatures;
-}
-
-float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
-{
- return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
-}
-
-bool Heal(entity targ, entity inflictor, float amount, float limit)
-{
- if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ))
- return false;
-
- bool healed = false;
- if(targ.event_heal)
- healed = targ.event_heal(targ, inflictor, amount, limit);
- // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc
- // TODO: healing fx!
- // TODO: armor healing?
- return healed;
-}
-
-float Fire_IsBurning(entity e)
-{
- return (time < e.fire_endtime);
-}
-
-float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
-{
- float dps;
- float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
-
- if(IS_PLAYER(e))
- {
- if(IS_DEAD(e))
- return -1;
- }
- else
- {
- if(!e.fire_burner)
- {
- // print("adding a fire burner to ", e.classname, "\n");
- e.fire_burner = new(fireburner);
- setthink(e.fire_burner, fireburner_think);
- e.fire_burner.nextthink = time;
- e.fire_burner.owner = e;
- }
- }
-
- t = max(t, 0.1);
- dps = d / t;
- if(Fire_IsBurning(e))
- {
- mintime = e.fire_endtime - time;
- maxtime = max(mintime, t);
-
- mindps = e.fire_damagepersec;
- maxdps = max(mindps, dps);
-
- if(maxtime > mintime || maxdps > mindps)
- {
- // Constraints:
-
- // damage we have right now
- mindamage = mindps * mintime;
-
- // damage we want to get
- maxdamage = mindamage + d;
-
- // but we can't exceed maxtime * maxdps!
- totaldamage = min(maxdamage, maxtime * maxdps);
-
- // LEMMA:
- // Look at:
- // totaldamage = min(mindamage + d, maxtime * maxdps)
- // We see:
- // totaldamage <= maxtime * maxdps
- // ==> totaldamage / maxdps <= maxtime.
- // We also see:
- // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
- // >= min(mintime, maxtime)
- // ==> totaldamage / maxdps >= mintime.
-
- /*
- // how long do we damage then?
- // at least as long as before
- // but, never exceed maxdps
- totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
- */
-
- // alternate:
- // at most as long as maximum allowed
- // but, never below mindps
- totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
-
- // assuming t > mintime, dps > mindps:
- // we get d = t * dps = maxtime * maxdps
- // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
- // totaldamage / maxdps = maxtime
- // totaldamage / mindps > totaldamage / maxdps = maxtime
- // FROM THIS:
- // a) totaltime = max(mintime, maxtime) = maxtime
- // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
-
- // assuming t <= mintime:
- // we get maxtime = mintime
- // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
- // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
-
- // assuming dps <= mindps:
- // we get mindps = maxdps.
- // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
- // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
- // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
-
- e.fire_damagepersec = totaldamage / totaltime;
- e.fire_endtime = time + totaltime;
- if(totaldamage > 1.2 * mindamage)
- {
- e.fire_deathtype = dt;
- if(e.fire_owner != o)
- {
- e.fire_owner = o;
- e.fire_hitsound = false;
- }
- }
- if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
- return max(0, totaldamage - mindamage); // can never be negative, but to make sure
- }
- else
- return 0;
- }
- else
- {
- e.fire_damagepersec = dps;
- e.fire_endtime = time + t;
- e.fire_deathtype = dt;
- e.fire_owner = o;
- e.fire_hitsound = false;
- if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
- return d;
- }
-}
-
-void Fire_ApplyDamage(entity e)
-{
- float t, d, hi, ty;
- entity o;
-
- if (!Fire_IsBurning(e))
- return;
-
- for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
- if(IS_NOT_A_CLIENT(o))
- o = e.fire_owner;
-
- // water and slime stop fire
- if(e.waterlevel)
- if(e.watertype != CONTENT_LAVA)
- e.fire_endtime = 0;
-
- // ice stops fire
- if(STAT(FROZEN, e))
- e.fire_endtime = 0;
-
- t = min(frametime, e.fire_endtime - time);
- d = e.fire_damagepersec * t;
-
- hi = e.fire_owner.damage_dealt;
- ty = e.fire_owner.typehitsound;
- Damage(e, e, e.fire_owner, d, e.fire_deathtype, DMG_NOWEP, e.origin, '0 0 0');
- if(e.fire_hitsound && e.fire_owner)
- {
- e.fire_owner.damage_dealt = hi;
- e.fire_owner.typehitsound = ty;
- }
- e.fire_hitsound = true;
-
- if(!IS_INDEPENDENT_PLAYER(e) && !STAT(FROZEN, e))
- {
- IL_EACH(g_damagedbycontents, it.damagedbycontents && it != e,
- {
- if(!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it))
- if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
- {
- t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
- d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
- Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
- }
- });
- }
-}
-
-void Fire_ApplyEffect(entity e)
-{
- if(Fire_IsBurning(e))
- e.effects |= EF_FLAME;
- else
- e.effects &= ~EF_FLAME;
-}
-
-void fireburner_think(entity this)
-{
- // for players, this is done in the regular loop
- if(wasfreed(this.owner))
- {
- delete(this);
- return;
- }
- Fire_ApplyEffect(this.owner);
- if(!Fire_IsBurning(this.owner))
- {
- this.owner.fire_burner = NULL;
- delete(this);
- return;
- }
- Fire_ApplyDamage(this.owner);
- this.nextthink = time;
-}