3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/gamemodes/_mod.qh>
7 #include <common/gamemodes/rules.qh>
8 #include <common/items/_mod.qh>
9 #include <common/mapobjects/defs.qh>
10 #include <common/mapobjects/triggers.qh>
11 #include <common/mutators/mutator/buffs/buffs.qh>
12 #include <common/mutators/mutator/buffs/sv_buffs.qh>
13 #include <common/mutators/mutator/instagib/sv_instagib.qh>
14 #include <common/mutators/mutator/status_effects/_mod.qh>
15 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
16 #include <common/notifications/all.qh>
17 #include <common/physics/movetypes/movetypes.qh>
18 #include <common/physics/player.qh>
19 #include <common/playerstats.qh>
20 #include <common/resources/sv_resources.qh>
21 #include <common/state.qh>
22 #include <common/teams.qh>
23 #include <common/util.qh>
24 #include <common/vehicles/all.qh>
25 #include <common/weapons/_all.qh>
26 #include <lib/csqcmodel/sv_model.qh>
27 #include <lib/warpzone/common.qh>
28 #include <server/bot/api.qh>
29 #include <server/client.qh>
30 #include <server/gamelog.qh>
31 #include <server/hook.qh>
32 #include <server/items/items.qh>
33 #include <server/main.qh>
34 #include <server/mutators/_mod.qh>
35 #include <server/scores.qh>
36 #include <server/spawnpoints.qh>
37 #include <server/teamplay.qh>
38 #include <server/weapons/accuracy.qh>
39 #include <server/weapons/csqcprojectile.qh>
40 #include <server/weapons/selection.qh>
41 #include <server/weapons/weaponsystem.qh>
42 #include <server/world.qh>
44 void UpdateFrags(entity player, int f)
46 GameRules_scoring_add_team(player, SCORE, f);
49 void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
51 // TODO route through PlayerScores instead
52 if(game_stopped) return;
59 GameRules_scoring_add(attacker, SUICIDES, 1);
64 GameRules_scoring_add(attacker, TEAMKILLS, 1);
70 GameRules_scoring_add(attacker, KILLS, 1);
71 if(!warmup_stage && targ.playerid)
72 PlayerStats_GameReport_Event_Player(attacker, sprintf("kills-%d", targ.playerid), 1);
75 GameRules_scoring_add(targ, DEATHS, 1);
77 // FIXME fix the mess this is (we have REAL points now!)
78 if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity)))
81 attacker.totalfrags += f;
84 UpdateFrags(attacker, f);
87 string AppendItemcodes(string s, entity player)
89 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
91 .entity weaponentity = weaponentities[slot];
92 int w = player.(weaponentity).m_weapon.m_id;
94 w = player.(weaponentity).cnt; // previous weapon
95 if(w != 0 || slot == 0)
96 s = strcat(s, ftos(w));
98 if(PHYS_INPUT_BUTTON_CHAT(player))
100 // TODO: include these codes as a flag on the item itself
101 MUTATOR_CALLHOOK(LogDeath_AppendItemCodes, player, s);
102 s = M_ARGV(1, string);
106 void LogDeath(string mode, int deathtype, entity killer, entity killed)
109 if(!autocvar_sv_eventlog)
111 s = strcat(":kill:", mode);
112 s = strcat(s, ":", ftos(killer.playerid));
113 s = strcat(s, ":", ftos(killed.playerid));
114 s = strcat(s, ":type=", Deathtype_Name(deathtype));
115 s = strcat(s, ":items=");
116 s = AppendItemcodes(s, killer);
119 s = strcat(s, ":victimitems=");
120 s = AppendItemcodes(s, killed);
125 void Obituary_SpecialDeath(
129 string s1, string s2, string s3,
130 float f1, float f2, float f3)
132 if(!DEATH_ISSPECIAL(deathtype))
134 backtrace("Obituary_SpecialDeath called without a special deathtype?\n");
138 entity deathent = REGISTRY_GET(Deathtypes, deathtype - DT_FIRST);
141 backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n");
145 if(g_cts && deathtype == DEATH_KILL.m_id)
146 return; // TODO: somehow put this in CTS gamemode file!
148 Notification death_message = (murder) ? deathent.death_msgmurder : deathent.death_msgself;
151 Send_Notification_WOCOVA(
159 Send_Notification_WOCOVA(
163 death_message.nent_msginfo,
170 float Obituary_WeaponDeath(
174 string s1, string s2, string s3,
177 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
178 if (death_weapon == WEP_Null)
181 w_deathtype = deathtype;
182 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
187 Send_Notification_WOCOVA(
195 // send the info part to everyone
196 Send_Notification_WOCOVA(
200 death_message.nent_msginfo,
208 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %s!\n",
217 bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target, string attacker_name)
219 if(deathtype == DEATH_FIRE.m_id)
221 Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
222 Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker_name, kill_count_to_target, GetResource(attacker, RES_HEALTH), GetResource(attacker, RES_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
226 return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
229 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity)
232 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
235 float notif_firstblood = false;
236 float kill_count_to_attacker, kill_count_to_target;
237 bool notif_anonymous = false;
238 string attacker_name = attacker.netname;
240 // Set final information for the death
241 targ.death_origin = targ.origin;
242 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
244 // Abort now if a mutator requests it
245 if (MUTATOR_CALLHOOK(ClientObituary, inflictor, attacker, targ, deathtype, attacker.(weaponentity))) { CS(targ).killcount = 0; return; }
246 notif_anonymous = M_ARGV(5, bool);
249 attacker_name = "Anonymous player";
251 #ifdef NOTIFICATIONS_DEBUG
254 "Obituary(%s, %s, %s, %s = %d);\n",
258 Deathtype_Name(deathtype),
269 if(DEATH_ISSPECIAL(deathtype))
271 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
273 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
277 switch(DEATH_ENT(deathtype))
279 case DEATH_MIRRORDAMAGE:
281 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
284 case DEATH_HURTTRIGGER:
285 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, inflictor.message, deathlocation, CS(targ).killcount, 0, 0);
289 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
295 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
297 backtrace("SUICIDE: what the hell happened here?\n");
300 LogDeath("suicide", deathtype, targ, targ);
301 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
302 GiveFrags(attacker, targ, -1, deathtype, weaponentity);
308 else if(IS_PLAYER(attacker))
310 if(SAME_TEAM(attacker, targ))
312 LogDeath("tk", deathtype, attacker, targ);
313 GiveFrags(attacker, targ, -1, deathtype, weaponentity);
315 CS(attacker).killcount = 0;
317 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
318 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker_name);
319 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker_name, deathlocation, CS(targ).killcount);
321 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
322 // No need for specific death/weapon messages...
326 LogDeath("frag", deathtype, attacker, targ);
327 GiveFrags(attacker, targ, 1, deathtype, weaponentity);
329 CS(attacker).taunt_soundtime = time + 1;
330 CS(attacker).killcount = CS(attacker).killcount + 1;
332 attacker.killsound += 1;
334 // TODO: improve SPREE_ITEM and KILL_SPREE_LIST
335 // these 2 macros are spread over multiple files
336 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
338 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
340 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
343 switch(CS(attacker).killcount)
350 if(!warmup_stage && !checkrules_firstblood)
352 checkrules_firstblood = true;
353 notif_firstblood = true; // modify the current messages so that they too show firstblood information
354 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
355 PlayerStats_GameReport_Event_Player(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
357 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
358 kill_count_to_attacker = -1;
359 kill_count_to_target = -2;
363 kill_count_to_attacker = CS(attacker).killcount;
364 kill_count_to_target = 0;
375 kill_count_to_attacker,
376 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
384 kill_count_to_target,
385 GetResource(attacker, RES_HEALTH),
386 GetResource(attacker, RES_ARMOR),
387 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
390 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target, attacker_name))
398 kill_count_to_attacker,
399 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
407 kill_count_to_target,
408 GetResource(attacker, RES_HEALTH),
409 GetResource(attacker, RES_ARMOR),
410 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
415 if(deathtype == DEATH_BUFF.m_id)
416 f3 = buff_FirstFromFlags(attacker).m_id;
418 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker))
419 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
428 switch(DEATH_ENT(deathtype))
430 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
431 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
432 // and there will be a REAL DEATH_VOID implementation which mappers will use.
433 case DEATH_HURTTRIGGER:
435 Obituary_SpecialDeath(targ, false, deathtype,
447 Obituary_SpecialDeath(targ, false, deathtype,
449 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
459 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
464 LogDeath("accident", deathtype, targ, targ);
465 GiveFrags(targ, targ, -1, deathtype, weaponentity);
467 if(GameRules_scoring_add(targ, SCORE, 0) == -5)
469 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
472 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
477 // reset target kill count
478 CS(targ).killcount = 0;
481 void Ice_Think(entity this)
483 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
488 vector ice_org = this.owner.origin - '0 0 16';
489 if (this.origin != ice_org)
490 setorigin(this, ice_org);
491 this.nextthink = time;
494 void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
496 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed
499 if(STAT(FROZEN, targ))
502 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
504 STAT(FROZEN, targ) = frozen_type;
505 STAT(REVIVE_PROGRESS, targ) = ((frozen_type == FROZEN_TEMP_DYING) ? 1 : 0);
506 SetResource(targ, RES_HEALTH, ((frozen_type == FROZEN_TEMP_DYING) ? targ_maxhealth : 1));
507 targ.revive_speed = revivespeed;
509 IL_REMOVE(g_bot_targets, targ);
510 targ.bot_attack = false;
511 targ.freeze_time = time;
513 entity ice = new(ice);
515 ice.scale = targ.scale;
516 // set_movetype(ice, MOVETYPE_FOLLOW) would rotate the ice model with the player
517 setthink(ice, Ice_Think);
518 ice.nextthink = time;
519 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
520 setmodel(ice, MDL_ICE);
522 ice.colormod = Team_ColorRGB(targ.team);
523 ice.glowmod = ice.colormod;
525 targ.revival_time = 0;
529 RemoveGrapplingHooks(targ);
531 FOREACH_CLIENT(IS_PLAYER(it),
533 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
535 .entity weaponentity = weaponentities[slot];
536 if(it.(weaponentity).hook.aiment == targ)
537 RemoveHook(it.(weaponentity).hook);
542 if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
543 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
546 void Unfreeze(entity targ, bool reset_health)
548 if(!STAT(FROZEN, targ))
551 if (reset_health && STAT(FROZEN, targ) != FROZEN_TEMP_DYING)
552 SetResource(targ, RES_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
554 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
556 STAT(FROZEN, targ) = 0;
557 STAT(REVIVE_PROGRESS, targ) = 0;
558 targ.revival_time = time;
560 IL_PUSH(g_bot_targets, targ);
561 targ.bot_attack = true;
563 WaypointSprite_Kill(targ.waypointsprite_attached);
565 FOREACH_CLIENT(IS_PLAYER(it),
567 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
569 .entity weaponentity = weaponentities[slot];
570 if(it.(weaponentity).hook.aiment == targ)
571 RemoveHook(it.(weaponentity).hook);
575 // remove the ice block
577 delete(targ.iceblock);
578 targ.iceblock = NULL;
580 MUTATOR_CALLHOOK(Unfreeze, targ);
583 void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
585 float complainteamdamage = 0;
586 float mirrordamage = 0;
587 float mirrorforce = 0;
589 if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
592 entity attacker_save = attacker;
594 // special rule: gravity bombs and sound-based attacks do not affect team mates (other than for disconnecting the hook)
595 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || (deathtype & HITTYPE_SOUND))
597 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
603 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
605 // exit the vehicle before killing (fixes a crash)
606 if(IS_PLAYER(targ) && targ.vehicle)
607 vehicles_exit(targ.vehicle, VHEF_RELEASE);
609 // These are ALWAYS lethal
610 // No damage modification here
611 // Instead, prepare the victim for his death...
612 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
614 SetResourceExplicit(targ, RES_ARMOR, 0);
615 SetResourceExplicit(targ, RES_HEALTH, 0.9); // this is < 1
617 StatusEffects_remove(STATUSEFFECT_SpawnShield, targ, STATUSEFFECT_REMOVE_CLEAR);
618 targ.flags -= targ.flags & FL_GODMODE;
621 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
627 // nullify damage if teamplay is on
628 if(deathtype != DEATH_TELEFRAG.m_id)
629 if(IS_PLAYER(attacker))
631 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
636 else if(!STAT(FROZEN, targ) && SAME_TEAM(attacker, targ))
638 if(autocvar_teamplay_mode == 1)
640 else if(attacker != targ)
642 if(autocvar_teamplay_mode == 2)
644 if(IS_PLAYER(targ) && !IS_DEAD(targ))
646 attacker.dmg_team = attacker.dmg_team + damage;
647 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
650 else if(autocvar_teamplay_mode == 3)
652 else if(autocvar_teamplay_mode == 4)
654 if(IS_PLAYER(targ) && !IS_DEAD(targ))
656 attacker.dmg_team = attacker.dmg_team + damage;
657 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
658 if(complainteamdamage > 0)
659 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
660 mirrorforce = autocvar_g_mirrordamage * vlen(force);
661 damage = autocvar_g_friendlyfire * damage;
662 // mirrordamage will be used LATER
664 if(autocvar_g_mirrordamage_virtual)
666 vector v = healtharmor_applydamage(GetResource(attacker, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
667 attacker.dmg_take += v.x;
668 attacker.dmg_save += v.y;
669 attacker.dmg_inflictor = inflictor;
674 if(autocvar_g_friendlyfire_virtual)
676 vector v = healtharmor_applydamage(GetResource(targ, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
677 targ.dmg_take += v.x;
678 targ.dmg_save += v.y;
679 targ.dmg_inflictor = inflictor;
681 if(!autocvar_g_friendlyfire_virtual_force)
685 else if(!targ.canteamdamage)
692 if (!DEATH_ISSPECIAL(deathtype))
694 damage *= autocvar_g_weapondamagefactor;
695 mirrordamage *= autocvar_g_weapondamagefactor;
696 complainteamdamage *= autocvar_g_weapondamagefactor;
697 force = force * autocvar_g_weaponforcefactor;
698 mirrorforce *= autocvar_g_weaponforcefactor;
701 // should this be changed at all? If so, in what way?
702 MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force, attacker.(weaponentity));
703 damage = M_ARGV(4, float);
704 mirrordamage = M_ARGV(5, float);
705 force = M_ARGV(6, vector);
707 if(IS_PLAYER(targ) && damage > 0 && attacker)
709 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
711 .entity went = weaponentities[slot];
712 if(targ.(went).hook && targ.(went).hook.aiment == attacker)
713 RemoveHook(targ.(went).hook);
717 if(STAT(FROZEN, targ) && !ITEM_DAMAGE_NEEDKILL(deathtype)
718 && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
720 if(autocvar_g_frozen_revive_falldamage > 0 && deathtype == DEATH_FALL.m_id && damage >= autocvar_g_frozen_revive_falldamage)
722 Unfreeze(targ, false);
723 SetResource(targ, RES_HEALTH, autocvar_g_frozen_revive_falldamage_health);
724 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
725 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
726 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
730 force *= autocvar_g_frozen_force;
733 if(IS_PLAYER(targ) && STAT(FROZEN, targ)
734 && ITEM_DAMAGE_NEEDKILL(deathtype) && !autocvar_g_frozen_damage_trigger)
736 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
738 entity spot = SelectSpawnPoint(targ, false);
742 targ.deadflag = DEAD_NO;
744 targ.angles = spot.angles;
747 targ.effects |= EF_TELEPORT_BIT;
749 targ.angles_z = 0; // never spawn tilted even if the spot says to
750 targ.fixangle = true; // turn this way immediately
751 targ.velocity = '0 0 0';
752 targ.avelocity = '0 0 0';
753 targ.punchangle = '0 0 0';
754 targ.punchvector = '0 0 0';
755 targ.oldvelocity = targ.velocity;
757 targ.spawnorigin = spot.origin;
758 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
759 // don't reset back to last position, even if new position is stuck in solid
760 targ.oldorigin = targ.origin;
762 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
766 if (targ == attacker)
767 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
772 if(deathtype != DEATH_BUFF.m_id)
773 if(targ.takedamage == DAMAGE_AIM)
777 if(IS_VEHICLE(targ) && targ.owner)
782 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
784 if (DIFF_TEAM(victim, attacker))
788 if(deathtype != DEATH_FIRE.m_id)
790 if(PHYS_INPUT_BUTTON_CHAT(victim))
791 attacker.typehitsound += 1;
793 attacker.hitsound_damage_dealt += damage;
796 impressive_hits += 1;
798 if (!DEATH_ISSPECIAL(deathtype))
800 if(IS_PLAYER(targ)) // don't do this for vehicles
806 else if (IS_PLAYER(attacker) && !STAT(FROZEN, victim)) // same team
808 if (deathtype != DEATH_FIRE.m_id)
810 attacker.typehitsound += 1;
812 if(complainteamdamage > 0)
813 if(time > CS(attacker).teamkill_complain)
815 CS(attacker).teamkill_complain = time + 5;
816 CS(attacker).teamkill_soundtime = time + 0.4;
817 CS(attacker).teamkill_soundsource = targ;
825 if (targ.damageforcescale)
827 if (!IS_PLAYER(targ) || !StatusEffects_active(STATUSEFFECT_SpawnShield, targ) || targ == attacker)
829 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
830 if(targ.move_movetype == MOVETYPE_PHYSICS)
832 entity farcent = new(farce);
833 farcent.enemy = targ;
834 farcent.movedir = farce * 10;
836 farcent.movedir = farcent.movedir * targ.mass;
837 farcent.origin = hitloc;
838 farcent.forcetype = FORCETYPE_FORCEATPOS;
839 farcent.nextthink = time + 0.1;
840 setthink(farcent, SUB_Remove);
842 else if(targ.move_movetype != MOVETYPE_NOCLIP)
844 targ.velocity = targ.velocity + farce;
846 UNSET_ONGROUND(targ);
847 UpdateCSQCProjectile(targ);
850 if (damage != 0 || (targ.damageforcescale && force))
851 if (targ.event_damage)
852 targ.event_damage (targ, inflictor, attacker, damage, deathtype, weaponentity, hitloc, force);
854 // apply mirror damage if any
855 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
856 if(mirrordamage > 0 || mirrorforce > 0)
858 attacker = attacker_save;
860 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
861 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, weaponentity, attacker.origin, force);
865 // Returns total damage applies to creatures
866 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
867 float inflictorselfdamage, float forceintensity, float forcezscale, int deathtype, .entity weaponentity, entity directhitentity)
871 float total_damage_to_creatures;
876 float stat_damagedone;
878 if(RadiusDamage_running)
880 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
884 RadiusDamage_running = 1;
886 tfloordmg = autocvar_g_throughfloor_damage;
887 tfloorforce = autocvar_g_throughfloor_force;
889 total_damage_to_creatures = 0;
891 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
892 if(!(deathtype & HITTYPE_SOUND)) // do not send radial sound damage (bandwidth hog)
894 force = inflictorvelocity;
898 force = normalize(force);
899 if(forceintensity >= 0)
900 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
902 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
907 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
911 if ((targ != inflictor) || inflictorselfdamage)
912 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
919 // LordHavoc: measure distance to nearest point on target (not origin)
920 // (this guarentees 100% damage on a touch impact)
921 nearest = targ.WarpZone_findradius_nearest;
922 diff = targ.WarpZone_findradius_dist;
923 // round up a little on the damage to ensure full damage on impacts
924 // and turn the distance into a fraction of the radius
925 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
927 //bprint(ftos(power));
928 //if (targ == attacker)
929 // print(ftos(power), "\n");
935 finaldmg = coredamage * power + edgedamage * (1 - power);
941 vector myblastorigin;
944 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
946 // if it's a player, use the view origin as reference
947 center = CENTER_OR_VIEWOFS(targ);
949 force = normalize(center - myblastorigin);
950 force = force * (finaldmg / coredamage) * forceintensity;
953 // apply special scaling along the z axis if set
954 // NOTE: 0 value is not allowed for compatibility, in the case of weapon cvars not being set
956 force.z *= forcezscale;
958 if(targ != directhitentity)
963 float mininv_f, mininv_d;
965 // test line of sight to multiple positions on box,
966 // and do damage if any of them hit
969 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
970 // so for a given max stddev:
971 // n = (1 / (2 * max stddev of hitratio))^2
973 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
974 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
976 if(autocvar_g_throughfloor_debug)
977 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
980 total = 0.25 * (max(mininv_f, mininv_d) ** 2);
982 if(autocvar_g_throughfloor_debug)
983 LOG_INFOF(" steps=%f", total);
987 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
989 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
991 if(autocvar_g_throughfloor_debug)
992 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
994 for(c = 0; c < total; ++c)
996 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
997 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
998 if (trace_fraction == 1 || trace_ent == targ)
1002 hitloc = hitloc + nearest;
1006 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1007 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1008 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1011 nearest = hitloc * (1 / max(1, hits));
1012 hitratio = (hits / total);
1013 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1014 finaldmg = finaldmg * a;
1015 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1018 if(autocvar_g_throughfloor_debug)
1019 LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
1022 //if (targ == attacker)
1024 // print("hits ", ftos(hits), " / ", ftos(total));
1025 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1026 // print(" (", ftos(a), ")\n");
1028 if(finaldmg || force)
1032 total_damage_to_creatures += finaldmg;
1034 if(accuracy_isgooddamage(attacker, targ))
1035 stat_damagedone += finaldmg;
1038 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1039 Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
1041 Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
1049 RadiusDamage_running = 0;
1051 if(!DEATH_ISSPECIAL(deathtype))
1052 accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
1054 return total_damage_to_creatures;
1057 float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
1059 return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad,
1060 cantbe, mustbe, false, forceintensity, 1, deathtype, weaponentity, directhitentity);
1063 bool Heal(entity targ, entity inflictor, float amount, float limit)
1065 if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ))
1068 bool healed = false;
1070 healed = targ.event_heal(targ, inflictor, amount, limit);
1071 // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc
1072 // TODO: healing fx!
1073 // TODO: armor healing?
1077 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1080 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1090 if(StatusEffects_active(STATUSEFFECT_Burning, e))
1092 float fireendtime = StatusEffects_gettime(STATUSEFFECT_Burning, e);
1094 mintime = fireendtime - time;
1095 maxtime = max(mintime, t);
1097 mindps = e.fire_damagepersec;
1098 maxdps = max(mindps, dps);
1100 if(maxtime > mintime || maxdps > mindps)
1104 // damage we have right now
1105 mindamage = mindps * mintime;
1107 // damage we want to get
1108 maxdamage = mindamage + d;
1110 // but we can't exceed maxtime * maxdps!
1111 totaldamage = min(maxdamage, maxtime * maxdps);
1115 // totaldamage = min(mindamage + d, maxtime * maxdps)
1117 // totaldamage <= maxtime * maxdps
1118 // ==> totaldamage / maxdps <= maxtime.
1120 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1121 // >= min(mintime, maxtime)
1122 // ==> totaldamage / maxdps >= mintime.
1125 // how long do we damage then?
1126 // at least as long as before
1127 // but, never exceed maxdps
1128 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1132 // at most as long as maximum allowed
1133 // but, never below mindps
1134 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1136 // assuming t > mintime, dps > mindps:
1137 // we get d = t * dps = maxtime * maxdps
1138 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1139 // totaldamage / maxdps = maxtime
1140 // totaldamage / mindps > totaldamage / maxdps = maxtime
1142 // a) totaltime = max(mintime, maxtime) = maxtime
1143 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1145 // assuming t <= mintime:
1146 // we get maxtime = mintime
1147 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1148 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1150 // assuming dps <= mindps:
1151 // we get mindps = maxdps.
1152 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1153 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1154 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1156 e.fire_damagepersec = totaldamage / totaltime;
1157 StatusEffects_apply(STATUSEFFECT_Burning, e, time + totaltime, 0);
1158 if(totaldamage > 1.2 * mindamage)
1160 e.fire_deathtype = dt;
1161 if(e.fire_owner != o)
1164 e.fire_hitsound = false;
1167 if(accuracy_isgooddamage(o, e))
1168 accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
1169 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1176 e.fire_damagepersec = dps;
1177 StatusEffects_apply(STATUSEFFECT_Burning, e, time + t, 0);
1178 e.fire_deathtype = dt;
1180 e.fire_hitsound = false;
1181 if(accuracy_isgooddamage(o, e))
1182 accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
1187 void Fire_ApplyDamage(entity e)
1192 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1193 if(IS_NOT_A_CLIENT(o))
1196 float fireendtime = StatusEffects_gettime(STATUSEFFECT_Burning, e);
1197 t = min(frametime, fireendtime - time);
1198 d = e.fire_damagepersec * t;
1200 hi = e.fire_owner.hitsound_damage_dealt;
1201 ty = e.fire_owner.typehitsound;
1202 Damage(e, e, e.fire_owner, d, e.fire_deathtype, DMG_NOWEP, e.origin, '0 0 0');
1203 if(e.fire_hitsound && e.fire_owner)
1205 e.fire_owner.hitsound_damage_dealt = hi;
1206 e.fire_owner.typehitsound = ty;
1208 e.fire_hitsound = true;
1210 if(!IS_INDEPENDENT_PLAYER(e) && !STAT(FROZEN, e))
1212 IL_EACH(g_damagedbycontents, it.damagedbycontents && it != e,
1214 if(!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it))
1215 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1217 t = autocvar_g_balance_firetransfer_time * (fireendtime - time);
1218 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1219 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);