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Damage leaning: Only lean the player if damage was caused by a weapon. This should...
[voretournament/voretournament.git] / data / qcsrc / server / g_damage.qc
1 .float dmg;\r
2 .float dmg_edge;\r
3 .float dmg_force;\r
4 .float dmg_radius;\r
5 \r
6 float Damage_DamageInfo_SendEntity(entity to, float sf)\r
7 {\r
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);\r
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);\r
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));\r
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));\r
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));\r
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));\r
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));\r
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));\r
16         WriteShort(MSG_ENTITY, self.oldorigin_x);\r
17         return TRUE;\r
18 }\r
19 \r
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)\r
21 {\r
22         // TODO maybe call this from non-edgedamage too?\r
23         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?\r
24 \r
25         entity e;\r
26 \r
27         if(!sound_allowed(MSG_BROADCAST, dmgowner))\r
28                 deathtype |= 0x8000;\r
29 \r
30         e = spawn();\r
31         setorigin(e, org);\r
32         e.projectiledeathtype = deathtype;\r
33         e.dmg = coredamage;\r
34         e.dmg_edge = edgedamage;\r
35         e.dmg_radius = rad;\r
36         e.dmg_force = vlen(force);\r
37         e.velocity = force;\r
38 \r
39         e.oldorigin_x = compressShortVector(e.velocity);\r
40 \r
41         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);\r
42 }\r
43 \r
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES\r
45 \r
46 float checkrules_firstblood;\r
47 \r
48 float yoda;\r
49 float damage_goodhits;\r
50 float damage_gooddamage;\r
51 float headshot;\r
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use\r
53 \r
54 .float dmg_team;\r
55 .float teamkill_complain;\r
56 .float teamkill_soundtime;\r
57 .entity teamkill_soundsource;\r
58 .entity pusher;\r
59 \r
60 .float taunt_soundtime;\r
61 .float taunt_soundtype;\r
62 \r
63 void SetAutoTaunt(entity e, float t_soundtime, float t_soundtype)\r
64 {\r
65         e.taunt_soundtime = t_soundtime;\r
66         e.taunt_soundtype = t_soundtype;\r
67 }\r
68 \r
69 float IsDifferentTeam(entity a, entity b)\r
70 {\r
71         if(teams_matter)\r
72         {\r
73                 if(a.team == b.team)\r
74                         return 0;\r
75         }\r
76         else\r
77         {\r
78                 if(a == b)\r
79                         return 0;\r
80         }\r
81         return 1;\r
82 }\r
83 \r
84 float IsFlying(entity a)\r
85 {\r
86         if(a.flags & FL_ONGROUND)\r
87                 return 0;\r
88         if(a.waterlevel >= WATERLEVEL_SWIMMING)\r
89                 return 0;\r
90         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);\r
91         if(trace_fraction < 1)\r
92                 return 0;\r
93         return 1;\r
94 }\r
95 \r
96 void UpdateFrags(entity player, float f)\r
97 {\r
98         PlayerTeamScore_AddScore(player, f);\r
99 }\r
100 \r
101 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it\r
102 void W_SwitchWeapon_Force(entity e, float w);\r
103 void GiveFrags (entity attacker, entity targ, float f)\r
104 {\r
105         // TODO route through PlayerScores instead\r
106         if(gameover) return;\r
107 \r
108         if(f < 0)\r
109         {\r
110                 if(targ == attacker)\r
111                 {\r
112                         // suicide\r
113                         PlayerScore_Add(attacker, SP_SUICIDES, 1);\r
114                 }\r
115                 else\r
116                 {\r
117                         // teamkill\r
118                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?\r
119                 }\r
120         }\r
121         else\r
122         {\r
123                 // regular frag\r
124                 PlayerScore_Add(attacker, SP_KILLS, 1);\r
125         }\r
126 \r
127         PlayerScore_Add(targ, SP_DEATHS, 1);\r
128 \r
129         if(g_arena || g_ca)\r
130                 if(cvar("g_arena_roundbased"))\r
131                         return;\r
132 \r
133         // FIXME fix the mess this is (we have REAL points now!)\r
134         if(g_keyhunt)\r
135         {\r
136                 f = kh_HandleFrags(attacker, targ, f);\r
137         }\r
138         else if(g_lms)\r
139         {\r
140                 // remove a life\r
141                 float tl;\r
142                 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);\r
143                 if(tl < lms_lowest_lives)\r
144                         lms_lowest_lives = tl;\r
145                 if(tl <= 0)\r
146                 {\r
147                         if(!lms_next_place)\r
148                                 lms_next_place = player_count;\r
149                         PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again\r
150                         --lms_next_place;\r
151                 }\r
152                 f = 0;\r
153         }\r
154         else if(g_ctf)\r
155         {\r
156                 if(g_ctf_ignore_frags)\r
157                         f = 0;\r
158         }\r
159 \r
160         attacker.totalfrags += f;\r
161 \r
162         if(f)\r
163                 UpdateFrags(attacker, f);\r
164 }\r
165 \r
166 string AppendItemcodes(string s, entity player)\r
167 {\r
168         float w;\r
169         w = player.weapon;\r
170         //if(w == 0)\r
171         //      w = player.switchweapon;\r
172         if(w == 0)\r
173                 w = player.cnt; // previous weapon!\r
174         s = strcat(s, ftos(w));\r
175         if(time < player.strength_finished)\r
176                 s = strcat(s, "S");\r
177         if(time < player.invincible_finished)\r
178                 s = strcat(s, "I");\r
179         if(player.flagcarried != world)\r
180                 s = strcat(s, "F");\r
181         if(player.BUTTON_CHAT)\r
182                 s = strcat(s, "T");\r
183         if(player.kh_next)\r
184                 s = strcat(s, "K");\r
185         return s;\r
186 }\r
187 \r
188 void LogDeath(string mode, float deathtype, entity killer, entity killed)\r
189 {\r
190         string s;\r
191         if(!cvar("sv_eventlog"))\r
192                 return;\r
193         s = strcat(":kill:", mode);\r
194         s = strcat(s, ":", ftos(killer.playerid));\r
195         s = strcat(s, ":", ftos(killed.playerid));\r
196         s = strcat(s, ":type=", ftos(deathtype));\r
197         s = strcat(s, ":items=");\r
198         s = AppendItemcodes(s, killer);\r
199         if(killed != killer)\r
200         {\r
201                 s = strcat(s, ":victimitems=");\r
202                 s = AppendItemcodes(s, killed);\r
203         }\r
204         GameLogEcho(s);\r
205 }\r
206 \r
207 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)\r
208 {\r
209         string  s, a;\r
210         float p, w;\r
211 \r
212         if (targ.classname == "player" || targ.classname == "corpse")\r
213         {\r
214                 if (targ.classname == "corpse")\r
215                         s = "A corpse";\r
216                 else\r
217                         s = targ.netname;\r
218 \r
219                 a = attacker.netname;\r
220 \r
221                 if (targ == attacker)\r
222                 {\r
223                         if (deathtype == DEATH_TEAMCHANGE) {\r
224                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "You are now on: ", ColoredTeamName(targ.team)));\r
225                         } else if (deathtype == DEATH_AUTOTEAMCHANGE) {\r
226                                 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)));\r
227                                 return;\r
228                         } else if (deathtype == DEATH_CAMP) {\r
229                                 if(sv_gentle)\r
230                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Reconsider your tactics, camper!"));\r
231                                 else\r
232                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Die camper!"));\r
233                         } else if (deathtype == DEATH_NOAMMO) {\r
234                                 if(sv_gentle)\r
235                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You are reinserted into the game for running out of ammo..."));\r
236                                 else\r
237                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You were killed for running out of ammo..."));\r
238                         } else if (deathtype == DEATH_ROT) {\r
239                                 if(sv_gentle)\r
240                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to preserve your health"));\r
241                                 else\r
242                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You grew too old without taking your medicine"));\r
243                         } else if (deathtype == DEATH_MIRRORDAMAGE) {\r
244                                 if(sv_gentle)\r
245                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't go against team mates!"));\r
246                                 else\r
247                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Don't shoot your team mates!"));\r
248                         } else if (deathtype == DEATH_QUIET) {\r
249                                 // do nothing\r
250                         } else {\r
251                                 if(sv_gentle)\r
252                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You need to be more careful!"));\r
253                                 else\r
254                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1You killed your own dumb self!"));\r
255                         }\r
256                         if(sv_gentle) {\r
257                                 if (deathtype == DEATH_CAMP)\r
258                                         bprint ("^1",s, "^1 thought they found a nice camping ground\n");\r
259                                 else if (deathtype == DEATH_MIRRORDAMAGE)\r
260                                         bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");\r
261                                 else\r
262                                         bprint ("^1",s, "^1 will be reinserted into the game due to their own actions\n");\r
263 \r
264                                 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)\r
265                                 {\r
266                                         LogDeath("suicide", deathtype, targ, targ);\r
267                                         GiveFrags(attacker, targ, -1);\r
268                                 }\r
269                                 if (targ.killcount > 2)\r
270                                         bprint ("^1",s,"^1 faded after a ",ftos(targ.killcount)," point spree\n");\r
271                         } else {\r
272                                 w = DEATH_WEAPONOF(deathtype);\r
273                                 if(WEP_VALID(w))\r
274                                 {\r
275                                         w_deathtypestring = "couldn't resist the urge to self-destruct";\r
276                                         w_deathtype = deathtype;\r
277                                         weapon_action(w, WR_SUICIDEMESSAGE);\r
278                                         bprint("^1", s, "^1 ", w_deathtypestring, "\n");\r
279                                 }\r
280                                 else if (deathtype == DEATH_KILL)\r
281                                         bprint ("^1",s, "^1 couldn't take it anymore\n");\r
282                                 else if (deathtype == DEATH_ROT)\r
283                                         bprint ("^1",s, "^1 died\n");\r
284                                 else if (deathtype == DEATH_NOAMMO)\r
285                                         bprint ("^7",s, "^7 committed suicide. What's the point of living without ammo?\n");\r
286                                 else if (deathtype == DEATH_CAMP)\r
287                                         bprint ("^1",s, "^1 thought they found a nice camping ground\n");\r
288                                 else if (deathtype == DEATH_MIRRORDAMAGE)\r
289                                         bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");\r
290                                 else if (deathtype == DEATH_CHEAT)\r
291                                         bprint ("^1",s, "^1 unfairly eliminated themself\n");\r
292                                 else if (deathtype == DEATH_FIRE)\r
293                                         bprint ("^1",s, "^1 burned to death\n");\r
294                                 else if (deathtype == DEATH_DIGESTION)\r
295                                         bprint ("^1",s, "^1 was digested\n");\r
296                                 else if (deathtype == DEATH_REGURGITATION)\r
297                                         bprint ("^1",s, "^1 regurgitated to death\n");\r
298                                 else if (deathtype == DEATH_STOMACHKICK)\r
299                                         bprint ("^1",s, "^1 was ripped apart from the inside\n");\r
300                                 else if (deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)\r
301                                         bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");\r
302 \r
303                                 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)\r
304                                 {\r
305                                         LogDeath("suicide", deathtype, targ, targ);\r
306                                         GiveFrags(attacker, targ, -1);\r
307                                 }\r
308                                 if (targ.killcount > 2)\r
309                                         bprint ("^1",s,"^1 ended it all after a ",ftos(targ.killcount)," kill spree\n");\r
310                         }\r
311                 }\r
312                 else if (attacker.classname == "player" || attacker.classname == "gib")\r
313                 {\r
314                         if(teams_matter && attacker.team == targ.team)\r
315                         {\r
316                                 if (deathtype == DEATH_DIGESTION)\r
317                                 {\r
318                                         if(sv_gentle) {\r
319                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You made a meal out of a team mate!"));\r
320                                                 bprint ("^1", a, "^1 took action against a team mate\n");\r
321                                         } else {\r
322                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You ate ", s, ", a team mate!"));\r
323                                                 bprint ("^1", a, "^1 mows down a team mate\n");\r
324                                         }\r
325                                 }\r
326                                 else\r
327                                 {\r
328                                         if(sv_gentle) {\r
329                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You went against a team mate!"));\r
330                                                 bprint ("^1", a, "^1 took action against a team mate\n");\r
331                                         } else {\r
332                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Furfag! You killed ", s, ", a team mate!"));\r
333                                                 bprint ("^1", a, "^1 murders a team mate\n");\r
334                                         }\r
335                                 }\r
336                                 GiveFrags(attacker, targ, -1);\r
337                                 if (targ.killcount > 2) {\r
338                                         if(sv_gentle)\r
339                                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," scoring spree was ended by a team mate!\n");\r
340                                         else\r
341                                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a team mate!\n");\r
342                                 }\r
343                                 if (attacker.killcount > 2) {\r
344                                         if(sv_gentle)\r
345                                                 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," scoring spree by going against a team mate\n");\r
346                                         else\r
347                                                 bprint ("^1",a,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a team mate\n");\r
348                                 }\r
349                                 attacker.killcount = 0;\r
350 \r
351                                 LogDeath("tk", deathtype, attacker, targ);\r
352                         }\r
353                         else\r
354                         {\r
355                                 string blood_message, victim_message;\r
356                                 if (!checkrules_firstblood)\r
357                                 {\r
358                                         checkrules_firstblood = TRUE;\r
359                                         if(sv_gentle)\r
360                                         {\r
361                                                 bprint("^1",a, "^1 was the first to score", "\n");\r
362                                                 blood_message = "^1First point\n";\r
363                                                 //victim_message = "^1First victim\n";  // or First casualty\r
364                                         }\r
365                                         else\r
366                                         {\r
367                                                 bprint("^1",a, "^1 drew first blood", "\n");\r
368                                                 blood_message = "^1First blood\n";\r
369                                                 victim_message = "^1First victim\n";  // or First casualty\r
370                                         }\r
371                                 }\r
372                                 if (deathtype == DEATH_DIGESTION)\r
373                                 {\r
374                                         if(sv_gentle > 0) {\r
375                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You made ^7", s, GetAdvancedDeathReports(targ), " ^4your meal"));\r
376                                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 made you their meal ^7", GetAdvancedDeathReports(attacker)));\r
377                                         } else {\r
378                                                 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {\r
379                                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You type-ate ^7", s, GetAdvancedDeathReports(targ)));\r
380                                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were type-eaten by ^7", a, GetAdvancedDeathReports(attacker)));\r
381                                                 } else {\r
382                                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You ate ^7", s, GetAdvancedDeathReports(targ)));\r
383                                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were eaten by ^7", a, GetAdvancedDeathReports(attacker)));\r
384                                                 }\r
385                                                 SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);\r
386                                         }\r
387                                 }\r
388                                 else\r
389                                 {\r
390                                         if(sv_gentle > 0) {\r
391                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You scored against ^7", s, GetAdvancedDeathReports(targ)));\r
392                                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, a,"^1 scored against you ^7", GetAdvancedDeathReports(attacker)));\r
393                                         } else {\r
394                                                 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {\r
395                                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^1You type-ate ^7", s, GetAdvancedDeathReports(targ)));\r
396                                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were type-eaten by ^7", a, GetAdvancedDeathReports(attacker)));\r
397                                                 } else {\r
398                                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, blood_message, "^4You killed ^7", s, GetAdvancedDeathReports(targ)));\r
399                                                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, victim_message, "^1You were killed by ^7", a, GetAdvancedDeathReports(attacker)));\r
400                                                 }\r
401                                                 SetAutoTaunt(attacker, time + 1, TAUNTTYPE_DEATH);\r
402                                         }\r
403                                 }\r
404 \r
405                                 if(sv_gentle) {\r
406                                         bprint ("^1",s, "^1 needs a restart thanks to ", a, "\n");\r
407                                 } else {\r
408                                         w = DEATH_WEAPONOF(deathtype);\r
409                                         if(WEP_VALID(w))\r
410                                         {\r
411                                                 w_deathtypestring = "was blasted by";\r
412                                                 w_deathtype = deathtype;\r
413                                                 weapon_action(w, WR_KILLMESSAGE);\r
414                                                 p = strstrofs(w_deathtypestring, "#", 0);\r
415                                                 if(p < 0)\r
416                                                         bprint("^1", s, "^1 ", w_deathtypestring, " ", a, "\n");\r
417                                                 else\r
418                                                         bprint("^1", s, "^1 ", substring(w_deathtypestring, 0, p), a, "^1", substring(w_deathtypestring, p+1, strlen(w_deathtypestring) - (p+1)), "\n");\r
419                                         }\r
420                                         else if (deathtype == DEATH_TELEFRAG)\r
421                                                 bprint ("^1",s, "^1 was telefragged by ", a, "\n");\r
422                                         else if (deathtype == DEATH_DROWN)\r
423                                                 bprint ("^1",s, "^1 was drowned by ", a, "\n");\r
424                                         else if (deathtype == DEATH_SLIME)\r
425                                                 bprint ("^1",s, "^1 was slimed by ", a, "\n");\r
426                                         else if (deathtype == DEATH_LAVA)\r
427                                                 bprint ("^1",s, "^1 was cooked by ", a, "\n");\r
428                                         else if (deathtype == DEATH_FALL)\r
429                                                 bprint ("^1",s, "^1 was grounded by ", a, "\n");\r
430                                         else if (deathtype == DEATH_SHOOTING_STAR)\r
431                                                 bprint ("^1",s, "^1 was shot into space by ", a, "\n");\r
432                                         else if (deathtype == DEATH_SWAMP)\r
433                                                 bprint ("^1",s, "^1 was conserved by ", a, "\n");\r
434                                         else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")\r
435                                         {\r
436                                                 p = strstrofs(inflictor.message2, "#", 0);\r
437                                                 if(p < 0)\r
438                                                         bprint("^1", s, "^1 ", inflictor.message2, " ", a, "\n");\r
439                                                 else\r
440                                                         bprint("^1", s, "^1 ", substring(inflictor.message2, 0, p), a, "^1", substring(inflictor.message2, p+1, strlen(inflictor.message2) - (p+1)), "\n");\r
441                                         }\r
442                                         else if(deathtype == DEATH_SBCRUSH)\r
443                         bprint ("^1",s, "^1 was crushed by ^1", a, "\n");\r
444                                         else if(deathtype == DEATH_SBMINIGUN)\r
445                         bprint ("^1",s, "^1 got shredded by ^1", a, "\n");\r
446                                         else if(deathtype == DEATH_SBROCKET)\r
447                         bprint ("^1",s, "^1 was blased to bits by ^1", a, "\n");\r
448                                         else if(deathtype == DEATH_SBBLOWUP)\r
449                         bprint ("^1",s, "^1 got cought in the destruction of ^1", a, "'s vehicle\n");\r
450 \r
451                                         else if(deathtype == DEATH_WAKIGUN)\r
452                         bprint ("^1",s, "^1 was bolted down by ^1", a, "\n");\r
453                                         else if(deathtype == DEATH_WAKIROCKET)\r
454                         bprint ("^1",s, "^1 could find no shelter from ^1", a, "'s rockets\n");\r
455                                         else if(deathtype == DEATH_WAKIBLOWUP)\r
456                         bprint ("^1",s, "^1 dies when ^1", a, "'s wakizashi dies.\n");\r
457 \r
458                                         else if(deathtype == DEATH_TURRET)\r
459                                                 bprint ("^1",s, "^1 was pushed into the line of fire by ^1", a, "\n");\r
460                                         else if(deathtype == DEATH_TOUCHEXPLODE)\r
461                                                 bprint ("^1",s, "^1 was pushed into an accident by ^1", a, "\n");\r
462                                         else if(deathtype == DEATH_CHEAT)\r
463                                                 bprint ("^1",s, "^1 was unfairly eliminated by ^1", a, "\n");\r
464                                         else if (deathtype == DEATH_FIRE)\r
465                                                 bprint ("^1",s, "^1 was burnt to death by ^1", a, "\n");\r
466                                         else if (deathtype == DEATH_DIGESTION)\r
467                                                 bprint ("^1",s, "^1 was digested by ^1", a, "\n");\r
468                                         else if (deathtype == DEATH_REGURGITATION)\r
469                                                 bprint ("^1",s, "^1 regurgitated to death due to ^1", a, "\n");\r
470                                         else if (deathtype == DEATH_STOMACHKICK)\r
471                                                 bprint ("^1",s, "^1 was ripped apart from the inside by ^1", a, "\n");\r
472                                         else if (deathtype == DEATH_CUSTOM)\r
473                                                 bprint ("^1",s, "^1 ", deathmessage, " by ^1", a, "\n");\r
474                                         else\r
475                                                 bprint ("^1",s, "^1 was fragged by ", a, "\n");\r
476                                 }\r
477 \r
478                                 if(g_ctf && targ.flagcarried)\r
479                                 {\r
480                                         UpdateFrags(attacker, ctf_score_value("score_kill"));\r
481                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);\r
482                                         GiveFrags(attacker, targ, 0); // for logging\r
483                                 }\r
484                                 else\r
485                                 {\r
486                                         if(cvar("g_vore_reversescoring") && deathtype == DEATH_DIGESTION) // reversed vore scoring\r
487                                                 GiveFrags(targ, attacker, 1);\r
488                                         else\r
489                                                 GiveFrags(attacker, targ, 1);\r
490                                 }\r
491 \r
492                                 if (targ.killcount > 2) {\r
493                                         if(sv_gentle)\r
494                                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " scoring spree was ended by ", a, "\n");\r
495                                         else\r
496                                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", a, "\n");\r
497                                 }\r
498 \r
499                                 attacker.killcount = attacker.killcount + 1;\r
500 \r
501                                 if (attacker.killcount > 2) {\r
502                                         if(sv_gentle)\r
503                                                 bprint ("^1",a,"^1 made ",ftos(attacker.killcount)," scores in a row\n");\r
504                                         else\r
505                                                 bprint ("^1",a,"^1 has ",ftos(attacker.killcount)," frags in a row\n");\r
506                                 }\r
507 \r
508                                 LogDeath("frag", deathtype, attacker, targ);\r
509 \r
510                                 if (attacker.killcount == 3)\r
511                                 {\r
512                                         if(sv_gentle) {\r
513                                                 bprint (a,"^7 made a ^1TRIPLE SCORE\n");\r
514                                         } else {\r
515                                                 bprint (a,"^7 made a ^1TRIPLE FRAG\n");\r
516                                                 AnnounceTo(attacker, "03kills");\r
517                                         }\r
518                                 }\r
519                                 else if (attacker.killcount == 5)\r
520                                 {\r
521                                         if(sv_gentle) {\r
522                                                 bprint (a,"^7 unleashes ^1SCORING RAGE\n");\r
523                                         } else {\r
524                                                 bprint (a,"^7 unleashes ^1RAGE\n");\r
525                                                 AnnounceTo(attacker, "05kills");\r
526                                         }\r
527                                 }\r
528                                 else if (attacker.killcount == 10)\r
529                                 {\r
530                                         if(sv_gentle) {\r
531                                                 bprint (a,"^7 made ^1TEN SCORES IN A ROW!\n");\r
532                                         } else {\r
533                                                 bprint (a,"^7 starts the ^1MASSACRE!\n");\r
534                                                 AnnounceTo(attacker, "10kills");\r
535                                         }\r
536                                 }\r
537                                 else if (attacker.killcount == 15)\r
538                                 {\r
539                                         if(sv_gentle) {\r
540                                                 bprint (a,"^7 made ^1FIFTEEN SCORES IN A ROW!\n");\r
541                                         } else {\r
542                                                 bprint (a,"^7 executes ^1MAYHEM!\n");\r
543                                                 AnnounceTo(attacker, "15kills");\r
544                                         }\r
545                                 }\r
546                                 else if (attacker.killcount == 20)\r
547                                 {\r
548                                         if(sv_gentle) {\r
549                                                 bprint (a,"^7 made ^1TWENTY SCORES IN A ROW!\n");\r
550                                         } else {\r
551                                                 bprint (a,"^7 is a ^1BERSERKER!\n");\r
552                                                 AnnounceTo(attacker, "20kills");\r
553                                         }\r
554                                 }\r
555                                 else if (attacker.killcount == 25)\r
556                                 {\r
557                                         if(sv_gentle) {\r
558                                                 bprint (a,"^7 made ^1TWENTY FIFE SCORES IN A ROW!\n");\r
559                                         } else {\r
560                                                 bprint (a,"^7 inflicts ^1CARNAGE!\n");\r
561                                                 AnnounceTo(attacker, "25kills");\r
562                                         }\r
563                                 }\r
564                                 else if (attacker.killcount == 30)\r
565                                 {\r
566                                         if(sv_gentle) {\r
567                                                 bprint (a,"^7 made ^1THIRTY SCORES IN A ROW!\n");\r
568                                         } else {\r
569                                                 bprint (a,"^7 unleashes ^1ARMAGEDDON!\n");\r
570                                                 AnnounceTo(attacker, "30kills");\r
571                                         }\r
572                                 }\r
573                         }\r
574                 }\r
575                 else\r
576                 {\r
577                         centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^1Watch your step!"));\r
578                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")\r
579                                 bprint ("^1",s, "^1 ", inflictor.message, "\n");\r
580                         else if (deathtype == DEATH_DROWN)\r
581                                 if(sv_gentle)\r
582                                         bprint ("^1",s, "^1 was in the water for too long\n");\r
583                                 else\r
584                                         bprint ("^1",s, "^1 drowned\n");\r
585                         else if (deathtype == DEATH_SLIME)\r
586                                 bprint ("^1",s, "^1 was slimed\n");\r
587                         else if (deathtype == DEATH_LAVA)\r
588                                 if(sv_gentle)\r
589                                         bprint ("^1",s, "^1 found a hot place\n");\r
590                                 else\r
591                                         bprint ("^1",s, "^1 turned into hot slag\n");\r
592                         else if (deathtype == DEATH_FALL)\r
593                                 if(sv_gentle)\r
594                                         bprint ("^1",s, "^1 tested gravity (and it worked)\n");\r
595                                 else\r
596                                         bprint ("^1",s, "^1 hit the ground with a crunch\n");\r
597                         else if (deathtype == DEATH_SHOOTING_STAR)\r
598                                 bprint ("^1",s, "^1 became a shooting star\n");\r
599                         else if (deathtype == DEATH_SWAMP)\r
600                                 if(sv_gentle)\r
601                                         bprint ("^1",s, "^1 discovered a swamp\n");\r
602                                 else\r
603                                         bprint ("^1",s, "^1 is now conserved for centuries to come\n");\r
604                         else if(deathtype == DEATH_TURRET)\r
605                                 bprint ("^1",s, "^1 was mowed down by a turret \n");\r
606             else if (deathtype == DEATH_CUSTOM)\r
607                 bprint ("^1",s, "^1 ", deathmessage, "\n");\r
608                         else if(deathtype == DEATH_TOUCHEXPLODE)\r
609                                 bprint ("^1",s, "^1 died in an accident\n");\r
610                         else if(deathtype == DEATH_CHEAT)\r
611                                 bprint ("^1",s, "^1 was unfairly eliminated\n");\r
612                         else if(deathtype == DEATH_FIRE)\r
613                                 if(sv_gentle)\r
614                                         bprint ("^1",s, "^1 felt a little hot\n");\r
615                                 else\r
616                                         bprint ("^1",s, "^1 burnt to death\n");\r
617                         else\r
618                                 if(sv_gentle)\r
619                                         bprint ("^1",s, "^1 needs a restart\n");\r
620                                 else\r
621                                         bprint ("^1",s, "^1 died\n");\r
622                         GiveFrags(targ, targ, -1);\r
623                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {\r
624                                 AnnounceTo(targ, "botlike");\r
625                         }\r
626 \r
627                         if (targ.killcount > 2)\r
628                                 if(sv_gentle)\r
629                                         bprint ("^1",s,"^1 needs a restart after a ",ftos(targ.killcount)," scoring spree\n");\r
630                                 else\r
631                                         bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");\r
632 \r
633                         LogDeath("accident", deathtype, targ, targ);\r
634                 }\r
635 \r
636                 targ.death_origin = targ.origin;\r
637                 if(targ != attacker)\r
638                         targ.killer_origin = attacker.origin;\r
639 \r
640                 // FIXME: this should go in PutClientInServer\r
641                 if (targ.killcount)\r
642                         targ.killcount = 0;\r
643         }\r
644 }\r
645 \r
646 // these are updated by each Damage call for use in button triggering and such\r
647 entity damage_targ;\r
648 entity damage_inflictor;\r
649 entity damage_attacker;\r
650 \r
651 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
652 {\r
653         float mirrordamage;\r
654         float mirrorforce;\r
655         float teamdamage0;\r
656         entity attacker_save;\r
657         mirrordamage = 0;\r
658         mirrorforce = 0;\r
659 \r
660         if (gameover || targ.killcount == -666)\r
661                 return;\r
662 \r
663         local entity oldself;\r
664         oldself = self;\r
665         self = targ;\r
666         damage_targ = targ;\r
667         damage_inflictor = inflictor;\r
668         damage_attacker = attacker;\r
669                 attacker_save = attacker;\r
670 \r
671         if(targ.classname == "player")\r
672                 if(targ.grabber)\r
673                         if(targ.grabber.aiment)\r
674                                 if(targ.grabber.aiment == attacker)\r
675                                         RemoveGrabber(targ); // STOP THAT, you parasite!\r
676 \r
677         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)\r
678         {\r
679                 // These are ALWAYS lethal\r
680                 // No damage modification here\r
681                 // Instead, prepare the victim for his death...\r
682                 targ.armorvalue = 0;\r
683                 targ.spawnshieldtime = 0;\r
684                 targ.health = 0.9; // this is < 1\r
685                 targ.flags -= targ.flags & FL_GODMODE;\r
686                 damage = 100000;\r
687         }\r
688         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)\r
689         {\r
690                 // no processing\r
691         }\r
692         else\r
693         {\r
694                 if (targ.classname == "player")\r
695                 if (attacker.classname == "player")\r
696                 if (!targ.isbot)\r
697                 if (attacker.isbot)\r
698                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);\r
699 \r
700                 // if a predator is taking damage, check if he should regurgitate his prey, based on the damage he took\r
701                 if(cvar("g_balance_vore_escapeprobability"))\r
702                 {\r
703                         entity e;\r
704                         FOR_EACH_PLAYER(e)\r
705                         {\r
706                                 if(e.predator != world && e.predator == targ)\r
707                                 if(random() < cvar("g_balance_vore_escapeprobability") * damage)\r
708                                         Vore_Regurgitate(e);\r
709                         }\r
710                 }\r
711 \r
712                 // nullify damage if teamplay is on\r
713                 if(deathtype != DEATH_TELEFRAG)\r
714                 if(attacker.classname == "player")\r
715                 {\r
716                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))\r
717                         {\r
718                                 damage = 0;\r
719                                 force = '0 0 0';\r
720                         }\r
721                         else if(attacker.team == targ.team)\r
722                         {\r
723                                 if(teamplay == 1)\r
724                                         damage = 0;\r
725                                 else if(attacker != targ)\r
726                                 {\r
727                                         if(teamplay == 3)\r
728                                                 damage = 0;\r
729                                         else if(teamplay == 4)\r
730                                         {\r
731                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)\r
732                                                 {\r
733                                                         teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));\r
734                                                         attacker.dmg_team = attacker.dmg_team + damage;\r
735                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)\r
736                                                                 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);\r
737                                                         mirrorforce = cvar("g_mirrordamage") * vlen(force);\r
738                                                         if(g_ca)\r
739                                                                 damage = 0;\r
740                                                         else\r
741                                                                 damage = cvar("g_friendlyfire") * damage;\r
742                                                         // mirrordamage will be used LATER\r
743                                                 }\r
744                                                 else\r
745                                                         damage = 0;\r
746                                         }\r
747                                 }\r
748                         }\r
749                 }\r
750 \r
751                 if(targ.classname == "player")\r
752                 if(attacker.classname == "player")\r
753                 if(attacker != targ)\r
754                 {\r
755                         targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");\r
756                         attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");\r
757                 }\r
758 \r
759                 if not(DEATH_ISSPECIAL(deathtype))\r
760                 {\r
761                         damage *= g_weapondamagefactor;\r
762                         mirrordamage *= g_weapondamagefactor;\r
763                         force = force * g_weaponforcefactor;\r
764                         mirrorforce *= g_weaponforcefactor;\r
765                 }\r
766 \r
767                 // apply strength multiplier\r
768                 if ((attacker.items & IT_STRENGTH))\r
769                 {\r
770                         if(targ == attacker)\r
771                         {\r
772                                 damage = damage * cvar("g_balance_powerup_strength_selfdamage");\r
773                                 force = force * cvar("g_balance_powerup_strength_selfforce");\r
774                         }\r
775                         else\r
776                         {\r
777                                 damage = damage * cvar("g_balance_powerup_strength_damage");\r
778                                 force = force * cvar("g_balance_powerup_strength_force");\r
779                         }\r
780                 }\r
781 \r
782                 // apply invincibility multiplier\r
783                 if (targ.items & IT_INVINCIBLE)\r
784                         damage = damage * cvar("g_balance_powerup_invincible_takedamage");\r
785 \r
786                 if (targ == attacker)\r
787                 {\r
788                         if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))\r
789                                 damage = 0;\r
790                         else\r
791                                 damage = damage * cvar("g_balance_selfdamagepercent");  // Partial damage if the attacker hits himself\r
792                 }\r
793 \r
794                 // CTF: reduce damage/force\r
795                 if(g_ctf)\r
796                 if(targ == attacker)\r
797                 if(targ.flagcarried)\r
798                 {\r
799                         damage = damage * cvar("g_ctf_flagcarrier_selfdamage");\r
800                         force = force * cvar("g_ctf_flagcarrier_selfforce");\r
801                 }\r
802 \r
803                 // count the damage\r
804                 if(attacker)\r
805                 if(!targ.deadflag)\r
806                 if(targ.takedamage == DAMAGE_AIM)\r
807                 if(targ != attacker)\r
808                 {\r
809                         if(targ.classname == "player")\r
810                         {\r
811                                 // HEAD SHOT:\r
812                                 // find height of hit on player axis\r
813                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot\r
814                                 vector headmins, headmaxs, org;\r
815                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));\r
816                                 headmins = org + '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);\r
817                                 headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;\r
818                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))\r
819                                 {\r
820                                         deathtype |= HITTYPE_HEADSHOT;\r
821                                 }\r
822                         }\r
823                         else if(targ.classname == "turret_head")\r
824                         {\r
825                                 deathtype |= HITTYPE_HEADSHOT;\r
826                         }\r
827                         if(deathtype & HITTYPE_HEADSHOT)\r
828                                 damage *= 1 + damage_headshotbonus;\r
829 \r
830                         if(targ.classname == "player")\r
831                         {\r
832                                 if(IsDifferentTeam(targ, attacker))\r
833                                 {\r
834                                         if(damage > 0)\r
835                                         {\r
836                                                 if(targ.BUTTON_CHAT)\r
837                                                         attacker.typehitsound += 1;\r
838                                                 else\r
839                                                         attacker.hitsound += 1;\r
840 \r
841                                                 damage_goodhits += 1;\r
842                                                 damage_gooddamage += damage;\r
843 \r
844                                                 if not(DEATH_ISSPECIAL(deathtype))\r
845                                                 {\r
846                                                         if(IsFlying(targ))\r
847                                                                 yoda = 1;\r
848 \r
849                                                         if(deathtype & HITTYPE_HEADSHOT)\r
850                                                                 headshot = 1;\r
851                                                 }\r
852                                         }\r
853                                 }\r
854                                 else\r
855                                 {\r
856                                         if(deathtype != DEATH_FIRE)\r
857                                                 attacker.typehitsound += 1;\r
858                                         if(time > attacker.teamkill_complain)\r
859                                         {\r
860                                                 attacker.teamkill_complain = time + 5;\r
861                                                 attacker.teamkill_soundtime = time + 0.4;\r
862                                                 attacker.teamkill_soundsource = targ;\r
863                                         }\r
864                                 }\r
865                         }\r
866                 }\r
867 \r
868                 // lean the player based on the amount of damage taken\r
869                 if(cvar("g_leanplayer_damage"))\r
870                 if(WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
871                 {\r
872                         targ.leanangle_damage_loc = hitloc - targ.origin;\r
873                         targ.leanangle_damage_force += force * cvar("g_leanplayer_damage"); // keep existing force if any\r
874 \r
875                         // bound angles to the specified limit\r
876                         targ.leanangle_damage_force_x = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_x, cvar("g_leanplayer_damage_max"));\r
877                         targ.leanangle_damage_force_y = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_y, cvar("g_leanplayer_damage_max"));\r
878                         targ.leanangle_damage_force_z = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_z, cvar("g_leanplayer_damage_max"));\r
879                 }\r
880         }\r
881 \r
882         // apply push\r
883         if (self.damageforcescale)\r
884         if (vlen(force))\r
885         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)\r
886         {\r
887                 self.velocity = self.velocity + self.damageforcescale * force;\r
888                 self.flags &~= FL_ONGROUND;\r
889                 UpdateCSQCProjectile(self);\r
890         }\r
891         // apply damage\r
892         if (damage != 0 || (self.damageforcescale && vlen(force)))\r
893         if (self.event_damage)\r
894                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);\r
895         self = oldself;\r
896 \r
897         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)\r
898         {\r
899                 // Savage: vampire mode\r
900                 if (g_vampire)\r
901                 if (time >= self.spawnshieldtime)\r
902                 if (deathtype != DEATH_DIGESTION) // a different vampire system is used for this\r
903                 {\r
904                         attacker.health += damage;\r
905                 }\r
906         }\r
907 \r
908         // apply mirror damage if any\r
909         if(mirrordamage > 0 || mirrorforce > 0)\r
910         {\r
911                 attacker = attacker_save;\r
912                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;\r
913                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);\r
914         }\r
915 }\r
916 \r
917 vector NearestPointOnBox(entity box, vector org)\r
918 {\r
919         vector m1, m2, nearest;\r
920 \r
921         m1 = box.mins + box.origin;\r
922         m2 = box.maxs + box.origin;\r
923 \r
924         nearest_x = bound(m1_x, org_x, m2_x);\r
925         nearest_y = bound(m1_y, org_y, m2_y);\r
926         nearest_z = bound(m1_z, org_z, m2_z);\r
927 \r
928         return nearest;\r
929 }\r
930 \r
931 void Damage_RecordDamage(entity attacker, float deathtype, float damage)\r
932 {\r
933         float weaponid;\r
934         weaponid = DEATH_WEAPONOF(deathtype);\r
935 \r
936         if not(inWarmupStage)\r
937         if (weaponid)\r
938         if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {\r
939                 attacker.stats_hit[weaponid - 1] += damage;\r
940                 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);\r
941         }\r
942 }\r
943 \r
944 float RadiusDamage_running;\r
945 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)\r
946 // Returns total damage applies to creatures\r
947 {\r
948         entity  targ;\r
949         float   finaldmg;\r
950         float   power;\r
951         vector  blastorigin;\r
952         vector  force;\r
953         vector  diff;\r
954         vector  center;\r
955         vector  nearest;\r
956         float   total_damage_to_creatures;\r
957         entity  next;\r
958         float   tfloordmg;\r
959         float   tfloorforce;\r
960 \r
961         float stat_damagedone;\r
962         float stat_maxdamage;\r
963 \r
964         if(RadiusDamage_running)\r
965         {\r
966                 string save;\r
967                 print("RadiusDamage called recursively!\n");\r
968                 print("Expect stuff to go HORRIBLY wrong.\n");\r
969                 print("Causing a stack trace...\n");\r
970                 save = cvar_string("prvm_backtraceforwarnings");\r
971                 cvar_set("prvm_backtraceforwarnings", "1");\r
972                 fclose(-1); // calls VM_Warning\r
973                 cvar_set("prvm_backtraceforwarnings", save);\r
974                 return 0;\r
975         }\r
976 \r
977         RadiusDamage_running = 1;\r
978 \r
979         tfloordmg = cvar("g_throughfloor_damage");\r
980         tfloorforce = cvar("g_throughfloor_force");\r
981 \r
982         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);\r
983         total_damage_to_creatures = 0;\r
984 \r
985         if(deathtype != (WEP_GRABBER | HITTYPE_SECONDARY | HITTYPE_BOUNCE))\r
986         {\r
987                 force = inflictor.velocity;\r
988                 if(vlen(force) == 0)\r
989                         force = '0 0 -1';\r
990                 else\r
991                         force = normalize(force);\r
992                 if(forceintensity >= 0)\r
993                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);\r
994                 else\r
995                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);\r
996         }\r
997 \r
998         stat_damagedone = 0;\r
999         stat_maxdamage = 0;\r
1000 \r
1001         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);\r
1002         while (targ)\r
1003         {\r
1004                 next = targ.chain;\r
1005                 if (targ != inflictor)\r
1006                         if (ignore != targ) if(targ.takedamage)\r
1007                         {\r
1008                                 // LordHavoc: measure distance to nearest point on target (not origin)\r
1009                                 // (this guarentees 100% damage on a touch impact)\r
1010                                 nearest = targ.WarpZone_findradius_nearest;\r
1011                                 diff = targ.WarpZone_findradius_dist;\r
1012                                 // round up a little on the damage to ensure full damage on impacts\r
1013                                 // and turn the distance into a fraction of the radius\r
1014                                 power = 1 - ((vlen (diff) - 2) / rad);\r
1015                                 //bprint(" ");\r
1016                                 //bprint(ftos(power));\r
1017                                 //if (targ == attacker)\r
1018                                 //      print(ftos(power), "\n");\r
1019                                 if (power > 0)\r
1020                                 {\r
1021                                         if (power > 1)\r
1022                                                 power = 1;\r
1023                                         finaldmg = coredamage * power + edgedamage * (1 - power);\r
1024                                         if (finaldmg > 0)\r
1025                                         {\r
1026                                                 local float a;\r
1027                                                 local float c;\r
1028                                                 local float hits;\r
1029                                                 local float total;\r
1030                                                 local float hitratio;\r
1031                                                 local vector hitloc;\r
1032                                                 local vector myblastorigin;\r
1033                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);\r
1034                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;\r
1035                                                 // if it's a player, use the view origin as reference\r
1036                                                 if (targ.classname == "player")\r
1037                                                         center = targ.origin + targ.view_ofs;\r
1038                                                 force = normalize(center - myblastorigin);\r
1039                                                 force = force * (finaldmg / coredamage) * forceintensity;\r
1040                                                 // test line of sight to multiple positions on box,\r
1041                                                 // and do damage if any of them hit\r
1042                                                 hits = 0;\r
1043                                                 if (targ.classname == "player")\r
1044                                                         total = ceil(bound(1, finaldmg, 50));\r
1045                                                 else\r
1046                                                         total = ceil(bound(1, finaldmg/10, 5));\r
1047                                                 hitloc = nearest;\r
1048                                                 c = 0;\r
1049                                                 while (c < total)\r
1050                                                 {\r
1051                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);\r
1052                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);\r
1053                                                         if (trace_fraction == 1 || trace_ent == targ)\r
1054                                                         {\r
1055                                                                 hits = hits + 1;\r
1056                                                                 if (hits > 1)\r
1057                                                                         hitloc = hitloc + nearest;\r
1058                                                                 else\r
1059                                                                         hitloc = nearest;\r
1060                                                         }\r
1061                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;\r
1062                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;\r
1063                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;\r
1064                                                         c = c + 1;\r
1065                                                 }\r
1066                                                 nearest = hitloc * (1 / max(1, hits));\r
1067                                                 hitratio = (hits / total);\r
1068                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);\r
1069                                                 finaldmg = finaldmg * a;\r
1070                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);\r
1071                                                 force = force * a;\r
1072                                                 //if (targ == attacker)\r
1073                                                 //{\r
1074                                                 //      print("hits ", ftos(hits), " / ", ftos(total));\r
1075                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));\r
1076                                                 //      print(" (", ftos(a), ")\n");\r
1077                                                 //}\r
1078                                                 if(hits || tfloordmg || tfloorforce)\r
1079                                                 {\r
1080                                                         if(targ.iscreature)\r
1081                                                         {\r
1082                                                                 total_damage_to_creatures += finaldmg;\r
1083 \r
1084                                                                 if(targ.flags & FL_CLIENT)\r
1085                                                                 if(targ.deadflag == DEAD_NO)\r
1086                                                                 if(targ != attacker)\r
1087                                                                 if(!teamplay || targ.team != attacker.team)\r
1088                                                                 {\r
1089                                                                         stat_damagedone += finaldmg;\r
1090                                                                         stat_maxdamage += coredamage;\r
1091                                                                 }\r
1092                                                         }\r
1093 \r
1094                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))\r
1095                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);\r
1096                                                         else\r
1097                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);\r
1098                                                 }\r
1099                                         }\r
1100                                 }\r
1101                         }\r
1102                 targ = next;\r
1103         }\r
1104 \r
1105         RadiusDamage_running = 0;\r
1106 \r
1107         Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));\r
1108 \r
1109         return total_damage_to_creatures;\r
1110 }\r
1111 \r
1112 .float fire_damagepersec;\r
1113 .float fire_endtime;\r
1114 .float fire_deathtype;\r
1115 .entity fire_owner;\r
1116 .float fire_hitsound;\r
1117 .entity fire_burner;\r
1118 \r
1119 void fireburner_think();\r
1120 \r
1121 float Fire_IsBurning(entity e)\r
1122 {\r
1123         return (time < e.fire_endtime);\r
1124 }\r
1125 \r
1126 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)\r
1127 {\r
1128         float dps;\r
1129         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;\r
1130 \r
1131         if(e.classname == "player")\r
1132         {\r
1133                 if(e.deadflag)\r
1134                         return -1;\r
1135         }\r
1136         else\r
1137         {\r
1138                 if(!e.fire_burner)\r
1139                 {\r
1140                         // print("adding a fire burner to ", e.classname, "\n");\r
1141                         e.fire_burner = spawn();\r
1142                         e.fire_burner.classname = "fireburner";\r
1143                         e.fire_burner.think = fireburner_think;\r
1144                         e.fire_burner.nextthink = time;\r
1145                         e.fire_burner.owner = e;\r
1146                 }\r
1147         }\r
1148 \r
1149         t = max(t, 0.1);\r
1150         dps = d / t;\r
1151         if(Fire_IsBurning(e))\r
1152         {\r
1153                 mintime = e.fire_endtime - time;\r
1154                 maxtime = max(mintime, t);\r
1155 \r
1156                 mindps = e.fire_damagepersec;\r
1157                 maxdps = max(mindps, dps);\r
1158 \r
1159                 if(maxtime > mintime || maxdps > mindps)\r
1160                 {\r
1161                         mindamage = mindps * mintime;\r
1162                         maxdamage = mindamage + d;\r
1163 \r
1164                         // interval [mintime, maxtime] * [mindps, maxdps]\r
1165                         // intersected with\r
1166                         // [mindamage, maxdamage]\r
1167                         // maximum of this!\r
1168 \r
1169                         if(maxdamage >= maxtime * maxdps)\r
1170                         {\r
1171                                 totaltime = maxtime;\r
1172                                 totaldamage = maxtime * maxdps;\r
1173 \r
1174                                 // this branch increases totaldamage if either t > mintime, or dps > mindps\r
1175                         }\r
1176                         else\r
1177                         {\r
1178                                 // maxdamage is inside the interval!\r
1179                                 // first, try to use mindps; only if this fails, increase dps as needed\r
1180                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime\r
1181                                 totaldamage = maxdamage;\r
1182                                 // can totaldamage / totaltime be >= maxdps?\r
1183                                 // max(mindps, maxdamage / maxtime) >= maxdps?\r
1184                                 // we know maxdamage < maxtime * maxdps\r
1185                                 // so it cannot be\r
1186 \r
1187                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps\r
1188                         }\r
1189 \r
1190                         // total conditions for increasing:\r
1191                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage\r
1192                         // however:\r
1193                         //     if maxtime = mintime, maxdps = mindps\r
1194                         // then:\r
1195                         //     maxdamage = mindamage + d\r
1196                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!\r
1197                         // so the last condition is not needed\r
1198 \r
1199                         e.fire_damagepersec = totaldamage / totaltime;\r
1200                         e.fire_endtime = time + totaltime;\r
1201                         if(totaldamage > 1.2 * mindamage)\r
1202                         {\r
1203                                 e.fire_deathtype = dt;\r
1204                                 if(e.fire_owner != o)\r
1205                                 {\r
1206                                         e.fire_owner = o;\r
1207                                         e.fire_hitsound = FALSE;\r
1208                                 }\r
1209                         }\r
1210                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure\r
1211                 }\r
1212                 else\r
1213                         return 0;\r
1214         }\r
1215         else\r
1216         {\r
1217                 e.fire_damagepersec = dps;\r
1218                 e.fire_endtime = time + t;\r
1219                 e.fire_deathtype = dt;\r
1220                 e.fire_owner = o;\r
1221                 e.fire_hitsound = FALSE;\r
1222                 return d;\r
1223         }\r
1224 }\r
1225 \r
1226 void Fire_ApplyDamage(entity e)\r
1227 {\r
1228         float t, d, hi, ty;\r
1229         entity o;\r
1230 \r
1231         if not(Fire_IsBurning(e))\r
1232                 return;\r
1233 \r
1234         o = e.owner;\r
1235         while(o.owner)\r
1236                 o = o.owner;\r
1237         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)\r
1238                 o = e.fire_owner;\r
1239 \r
1240         // water and slime stop fire\r
1241         if(e.waterlevel)\r
1242         if(e.watertype != CONTENT_LAVA)\r
1243                 e.fire_endtime = 0;\r
1244 \r
1245         t = min(frametime, e.fire_endtime - time);\r
1246         d = e.fire_damagepersec * t;\r
1247 \r
1248         hi = e.fire_owner.hitsound;\r
1249         ty = e.fire_owner.typehitsound;\r
1250         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');\r
1251         if(e.fire_hitsound && e.fire_owner)\r
1252         {\r
1253                 e.fire_owner.hitsound = hi;\r
1254                 e.fire_owner.typehitsound = ty;\r
1255         }\r
1256         e.fire_hitsound = TRUE;\r
1257 \r
1258         Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);\r
1259 \r
1260         if not(IS_INDEPENDENT_PLAYER(e))\r
1261         FOR_EACH_PLAYER(other) if(e != other)\r
1262         {\r
1263                 if(other.classname == "player")\r
1264                 if(other.deadflag == DEAD_NO)\r
1265                 if not(IS_INDEPENDENT_PLAYER(other))\r
1266                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))\r
1267                 {\r
1268                         t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);\r
1269                         d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;\r
1270                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);\r
1271                 }\r
1272         }\r
1273 }\r
1274 \r
1275 void Fire_ApplyEffect(entity e)\r
1276 {\r
1277         if(Fire_IsBurning(e))\r
1278                 e.effects |= EF_FLAME;\r
1279         else\r
1280                 e.effects &~= EF_FLAME;\r
1281 }\r
1282 \r
1283 void fireburner_think()\r
1284 {\r
1285         // for players, this is done in the regular loop\r
1286         if(wasfreed(self.owner))\r
1287         {\r
1288                 remove(self);\r
1289                 return;\r
1290         }\r
1291         Fire_ApplyEffect(self.owner);\r
1292         if(!Fire_IsBurning(self.owner))\r
1293         {\r
1294                 self.owner.fire_burner = world;\r
1295                 remove(self);\r
1296                 return;\r
1297         }\r
1298         Fire_ApplyDamage(self.owner);\r
1299         self.nextthink = time;\r
1300 }\r