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1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
180                 // after a frag, choose another random weapon set
181                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
216                                         lms_next_place = min(lms_next_place, player_count);
217                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
239                 // health/armor of attacker (person who killed you)
240                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
242                 
243                 // ping display
244                 if(autocvar_sv_fraginfo_ping)
245                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
250                         if(autocvar_sv_fraginfo_handicap == 2)  
251                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
253                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
254                 }
255                 
256                 // format the string
257                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
258                         ping_output, (handicap_output ? "^7 / " : ""), 
259                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", Deathtype_Name(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
312 {
313         float handled, hits;
314         if(DEATH_ISSPECIAL(deathtype))
315         {
316                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if msg_death != NO_MSG \
320                                         if not(murder) \
321                                         { \
322                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
323                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
324                                                 ++handled; \
325                                         } \
326                                 #endif \
327                                 #if msg_death_by != NO_MSG \
328                                         if(murder) \
329                                         { \
330                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
331                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
332                                                 ++handled; \
333                                         } \
334                                 #endif \
335                                 ++hits; \
336                         } }
337
338                 DEATHTYPES
339                 #undef DEATHTYPE
340                 
341                 if not(hits)
342                 {
343                         backtrace("Unhandled deathtype. Please notify Samual!\n");
344                         //return;
345                 }
346                 if not(handled)
347                 {
348                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
349                         return;
350                 }
351         }
352 }
353 float w_deathtype;
354 void Obituary_WeaponDeath(float murder, float deathtype, string s1, string s2)
355 {
356         float death_weapon = DEATH_WEAPONOF(deathtype);
357
358         if(death_weapon)
359         {
360                 w_deathtype = deathtype;
361                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
362                 w_deathtype = FALSE;
363
364                 if(death_message) { Send_Notification(world, MSG_ALL, MSG_WEAPON, death_message, s1, s2, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
365                 else { print(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
366         }
367 }
368
369 .float FRAG_VERBOSE;
370
371 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
372 {
373         // Sanity check
374         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
375
376         // Declarations
377         string  s, a, msg;
378         float w, type;
379
380         string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
381         float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
382         float notif_firstblood;
383
384         //dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
385
386         // =======
387         // SUICIDE
388         // =======
389         if(targ == attacker)
390         {
391                 if(DEATH_ISSPECIAL(deathtype))
392                 {
393                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
394                         {
395                                 s1 = targ.netname;
396                                 f1 = targ.team;
397                         }
398                         else
399                         {
400                                 switch(deathtype)
401                                 {
402                                         case DEATH_MIRRORDAMAGE:
403                                         {
404                                                 s1 = targ.netname;
405                                                 f1 = targ.killcount;
406                                                 break;
407                                         }
408                                         
409                                         default:
410                                         {
411                                                 s1 = targ.netname;
412                                                 f1 = targ.killcount;
413                                                 s2 = NO_STR_ARG;
414                                                 f2 = f3 = NO_FL_ARG;
415                                                 break;
416                                         }
417                                 }
418                                 LogDeath("suicide", deathtype, targ, targ);
419                                 GiveFrags(attacker, targ, -1, deathtype);
420                         }
421                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
422                 }
423                 else if(DEATH_WEAPONOF(deathtype))
424                 {
425                         Obituary_WeaponDeath(FALSE, deathtype, targ.netname, NO_STR_ARG);
426                 }
427                 else
428                 {
429                         backtrace("SUICIDE: what the hell happened here?\n");
430                 }
431         }
432
433         // ======
434         // MURDER
435         // ======
436         else if(attacker.classname == "player")
437         {
438                 s1 = attacker.netname;
439                 s2 = targ.netname;
440
441                 // TODO: ADD REAL CHECK HERE!
442                 attacker.FRAG_VERBOSE = TRUE;
443                 targ.FRAG_VERBOSE = TRUE;
444                 
445                 if(!IsDifferentTeam(attacker, targ))
446                 {
447                         LogDeath("tk", deathtype, attacker, targ);
448                         GiveFrags(attacker, targ, -1, deathtype);
449
450                         attacker.killcount = 0;
451                         
452                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAG, s2, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
453                         Send_Notification(targ, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAGGED, s1, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
454                         Send_Notification(world, MSG_ALL, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG);
455
456                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
457                         // No need for specific death/weapon messages...
458                 }
459                 else
460                 {
461                         LogDeath("frag", deathtype, attacker, targ);
462                         GiveFrags(attacker, targ, 1, deathtype);
463
464                         attacker.taunt_soundtime = time + 1;
465                         attacker.killcount = attacker.killcount + 1;
466                         if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
467                         
468                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
469                                 case numa: \
470                                 { \
471                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
472                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
473                                         break; \
474                                 }
475                         switch(attacker.killcount)
476                         {
477                                 ADD_ACHIEVEMENT_CASE(3, 03)
478                                 ADD_ACHIEVEMENT_CASE(5, 05)
479                                 ADD_ACHIEVEMENT_CASE(10, 10)
480                                 ADD_ACHIEVEMENT_CASE(15, 15)
481                                 ADD_ACHIEVEMENT_CASE(20, 20)
482                                 ADD_ACHIEVEMENT_CASE(25, 25)
483                                 ADD_ACHIEVEMENT_CASE(30, 30)
484                                 default: break;
485                         }
486                         #undef ADD_ACHIEVEMENT_CASE
487
488                         if(!checkrules_firstblood)
489                         {
490                                 checkrules_firstblood = TRUE;
491                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
492                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
493                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
494                         }
495
496                         if(notif_firstblood) // first blood, no kill sprees yet
497                         {
498                                 if(targ.istypefrag)
499                                 {
500                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
501                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
502                                                 
503                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
504                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
505                                 }
506                                 else
507                                 {
508                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
509                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
510                                                 
511                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
512                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
513                                 }
514                         }
515                         else // normal frags, kill sprees listed
516                         {
517                                 if(targ.istypefrag)
518                                 {
519                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
520                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
521                                                 
522                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
523                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
524                                 }
525                                 else
526                                 {
527                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
528                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
529                                                 
530                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
531                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
532                                 }
533                         }
534                         
535                         if(DEATH_WEAPONOF(deathtype)) { Obituary_WeaponDeath(TRUE, deathtype, targ.netname, attacker.netname); }
536                         else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG); }
537                 }
538         }
539
540         // =============
541         // ACCIDENT/TRAP
542         // =============
543         else
544         {
545                 switch(deathtype)
546                 {
547                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
548                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
549                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
550                         /*case DEATH_HURTTRIGGER:
551                         {
552                                 s1 = targ.netname;
553                                 s2 = inflictor.message;
554                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
555                                 break;
556                         }*/
557
558                         case DEATH_CUSTOM:
559                         {
560                                 s1 = targ.netname;
561                                 s2 = deathmessage;
562                                 f1 = targ.killcount;
563                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
564                                 f2 = f3 = NO_FL_ARG;
565                                 break;
566                         }
567                         
568                         default:
569                         {
570                                 s1 = targ.netname;
571                                 f1 = targ.killcount;
572                                 s2 = NO_STR_ARG;
573                                 f2 = f3 = NO_FL_ARG;
574                                 break;
575                         }
576                 }
577
578                 LogDeath("accident", deathtype, targ, targ);
579                 GiveFrags(targ, targ, -1, deathtype);
580
581                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
582                 {
583                         AnnounceTo(targ, "botlike");
584                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
585                 }
586
587                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, f3);
588         }
589
590         // Set final information for the death
591         targ.death_origin = targ.origin;
592         if(targ != attacker) { targ.killer_origin = attacker.origin; }
593         if(targ.killcount) { targ.killcount = 0; }
594 }
595
596 // these are updated by each Damage call for use in button triggering and such
597 entity damage_targ;
598 entity damage_inflictor;
599 entity damage_attacker;
600
601 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
602 {
603         float mirrordamage;
604         float mirrorforce;
605         float teamdamage0;
606         entity attacker_save;
607         mirrordamage = 0;
608         mirrorforce = 0;
609
610         if (gameover || targ.killcount == -666)
611                 return;
612
613         entity oldself;
614         oldself = self;
615         self = targ;
616         damage_targ = targ;
617         damage_inflictor = inflictor;
618         damage_attacker = attacker;
619                 attacker_save = attacker;
620
621         if(targ.classname == "player")
622                 if(targ.hook)
623                         if(targ.hook.aiment)
624                                 if(targ.hook.aiment == attacker)
625                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
626
627         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
628         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
629         {
630                 if(targ.classname == "player")
631                         if not(IsDifferentTeam(targ, attacker))
632                         {
633                                 self = oldself;
634                                 return;
635                         }
636         }
637
638         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
639         {
640                 // These are ALWAYS lethal
641                 // No damage modification here
642                 // Instead, prepare the victim for his death...
643                 targ.armorvalue = 0;
644                 targ.spawnshieldtime = 0;
645                 targ.health = 0.9; // this is < 1
646                 targ.flags -= targ.flags & FL_GODMODE;
647                 damage = 100000;
648         }
649         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
650         {
651                 // no processing
652         }
653         else
654         {
655                 /*
656                 skill based bot damage? gtfo. (tZork)
657                 if (targ.classname == "player")
658                 if (attacker.classname == "player")
659                 if (!targ.isbot)
660                 if (attacker.isbot)
661                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
662         */
663         
664                 // nullify damage if teamplay is on
665                 if(deathtype != DEATH_TELEFRAG)
666                 if(attacker.classname == "player")
667                 {
668                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
669                         {
670                                 damage = 0;
671                                 force = '0 0 0';
672                         }
673                         else if(!IsDifferentTeam(attacker, targ))
674                         {
675                                 if(autocvar_teamplay_mode == 1)
676                                         damage = 0;
677                                 else if(attacker != targ)
678                                 {
679                                         if(autocvar_teamplay_mode == 3)
680                                                 damage = 0;
681                                         else if(autocvar_teamplay_mode == 4)
682                                         {
683                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
684                                                 {
685                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
686                                                         attacker.dmg_team = attacker.dmg_team + damage;
687                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
688                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
689                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
690                                                         if(g_minstagib)
691                                                         {
692                                                                 if(autocvar_g_friendlyfire == 0)
693                                                                         damage = 0;
694                                                         }
695                                                         else if(g_ca)
696                                                                 damage = 0;
697                                                         else
698                                                                 damage = autocvar_g_friendlyfire * damage;
699                                                         // mirrordamage will be used LATER
700
701                                                         if(autocvar_g_mirrordamage_virtual)
702                                                         {
703                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
704                                                                 attacker.dmg_take += v_x;
705                                                                 attacker.dmg_save += v_y;
706                                                                 attacker.dmg_inflictor = inflictor;
707                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
708                                                                 mirrorforce = 0;
709                                                         }
710
711                                                         if(autocvar_g_friendlyfire_virtual)
712                                                         {
713                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
714                                                                 targ.dmg_take += v_x;
715                                                                 targ.dmg_save += v_y;
716                                                                 targ.dmg_inflictor = inflictor;
717                                                                 damage = 0;
718                                                                 if(!autocvar_g_friendlyfire_virtual_force)
719                                                                         force = '0 0 0';
720                                                         }
721                                                 }
722                                                 else
723                                                         damage = 0;
724                                         }
725                                 }
726                         }
727                 }
728
729                 if(targ.classname == "player")
730                 if(attacker.classname == "player")
731                 if(attacker != targ)
732                 {
733                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
734                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
735                 }
736
737                 if(targ.classname == "player")
738                 if (g_minstagib)
739                 {
740                         if ((deathtype == DEATH_FALL)  ||
741                                 (deathtype == DEATH_DROWN) ||
742                                 (deathtype == DEATH_SLIME) ||
743                                 (deathtype == DEATH_LAVA)  ||
744                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
745                         {
746                                 self = oldself;
747                                 return;
748                         }
749                         if(damage > 0)
750                             damage = 10000;
751                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
752                         {
753                                 targ.armorvalue -= 1;
754                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
755                                 damage = 0;
756                                 targ.hitsound += 1;
757                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
758                         }
759                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
760                         {
761                                 damage = 0;
762                                 mirrordamage = 0;
763                                 if (targ != attacker)
764                                 {
765                                         if ((targ.health >= 1) && (targ.classname == "player"))
766                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
767                                         force = '0 0 0';
768                                         // keep mirrorforce
769                                         attacker = targ;
770                                 }
771                         }
772                 }
773
774                 if not(DEATH_ISSPECIAL(deathtype))
775                 {
776                         damage *= g_weapondamagefactor;
777                         mirrordamage *= g_weapondamagefactor;
778                         force = force * g_weaponforcefactor;
779                         mirrorforce *= g_weaponforcefactor;
780                 }
781                 
782                 // should this be changed at all? If so, in what way?
783                 frag_attacker = attacker;
784                 frag_target = targ;
785                 frag_damage = damage;
786                 frag_force = force;
787         frag_deathtype = deathtype;
788                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
789                 damage = frag_damage;
790                 force = frag_force;
791                 
792                 // apply strength multiplier
793                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
794                 {
795                         if(targ == attacker)
796                         {
797                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
798                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
799                         }
800                         else
801                         {
802                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
803                                 force = force * autocvar_g_balance_powerup_strength_force;
804                         }
805                 }
806
807                 // apply invincibility multiplier
808                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
809                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
810
811                 if (targ == attacker)
812                 {
813                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
814                                 damage = 0;
815                         else
816                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
817                 }
818
819                 if(g_runematch)
820                 {
821                         // apply strength rune
822                         if (attacker.runes & RUNE_STRENGTH)
823                         {
824                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
825                                 {
826                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
827                                         force = force * autocvar_g_balance_rune_strength_combo_force;
828                                 }
829                                 else
830                                 {
831                                         damage = damage * autocvar_g_balance_rune_strength_damage;
832                                         force = force * autocvar_g_balance_rune_strength_force;
833                                 }
834                         }
835                         else if (attacker.runes & CURSE_WEAK)
836                         {
837                                 damage = damage * autocvar_g_balance_curse_weak_damage;
838                                 force = force * autocvar_g_balance_curse_weak_force;
839                         }
840
841                         // apply defense rune
842                         if (targ.runes & RUNE_DEFENSE)
843                         {
844                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
845                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
846                                 else
847                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
848                         }
849                         else if (targ.runes & CURSE_VULNER)
850                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
851                 }
852
853                 // count the damage
854                 if(attacker)
855                 if(!targ.deadflag)
856                 if(targ.takedamage == DAMAGE_AIM)
857                 if(targ != attacker)
858                 {
859                         if(damage_headshotbonus)
860                         {
861                                 if(targ.classname == "player")
862                                 {
863                                         // HEAD SHOT:
864                                         // find height of hit on player axis
865                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
866                                         vector headmins, headmaxs, org;
867                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
868                                         headmins = org + GetHeadshotMins(targ);
869                                         headmaxs = org + GetHeadshotMaxs(targ);
870                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
871                                         {
872                                                 deathtype |= HITTYPE_HEADSHOT;
873                                         }
874                                 }
875                                 else if(targ.classname == "turret_head")
876                                 {
877                                         deathtype |= HITTYPE_HEADSHOT;
878                                 }
879                                 if(deathtype & HITTYPE_HEADSHOT)
880                                         if(damage_headshotbonus > 0)
881                                                 damage *= 1 + damage_headshotbonus;
882                         }
883
884                         entity victim;
885                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
886                                 victim = targ.owner;
887                         else
888                                 victim = targ;
889
890                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
891                         {
892                                 if(IsDifferentTeam(victim, attacker))
893                                 {
894                                         if(damage > 0)
895                                         {
896                                                 if(deathtype != DEATH_FIRE)
897                                                 {
898                                                         if(victim.BUTTON_CHAT)
899                                                                 attacker.typehitsound += 1;
900                                                         else
901                                                                 attacker.hitsound += 1;
902                                                 }
903
904                                                 damage_goodhits += 1;
905                                                 damage_gooddamage += damage;
906
907                                                 if not(DEATH_ISSPECIAL(deathtype))
908                                                 {
909                                                         if(targ.classname == "player") // don't do this for vehicles
910                                                         if(!g_minstagib)
911                                                         if(IsFlying(victim))
912                                                                 yoda = 1;
913
914                                                         if(g_minstagib)
915                                                         if(victim.items & IT_STRENGTH)
916                                                                 yoda = 1;
917
918                                                         if(deathtype & HITTYPE_HEADSHOT)
919                                                                 headshot = 1;
920                                                 }
921                                         }
922                                 }
923                                 else
924                                 {
925                                         if(deathtype != DEATH_FIRE)
926                                         {
927                                                 attacker.typehitsound += 1;
928                                         }
929                                         if(mirrordamage > 0)
930                                                 if(time > attacker.teamkill_complain)
931                                                 {
932                                                         attacker.teamkill_complain = time + 5;
933                                                         attacker.teamkill_soundtime = time + 0.4;
934                                                         attacker.teamkill_soundsource = targ;
935                                                 }
936                                 }
937                         }
938                 }
939         }
940
941         // apply push
942         if (self.damageforcescale)
943         if (vlen(force))
944         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
945         {
946                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
947                 if(self.movetype == MOVETYPE_PHYSICS)
948                 {
949                         entity farcent;
950                         farcent = spawn();
951                         farcent.classname = "farce";
952                         farcent.enemy = self;
953                         farcent.movedir = farce * 10;
954                         if(self.mass)
955                                 farcent.movedir = farcent.movedir * self.mass;
956                         farcent.origin = hitloc;
957                         farcent.forcetype = FORCETYPE_FORCEATPOS;
958                         farcent.nextthink = time + 0.1;
959                         farcent.think = SUB_Remove;
960                 }
961                 else
962                         self.velocity = self.velocity + farce;
963                 self.flags &~= FL_ONGROUND;
964                 UpdateCSQCProjectile(self);
965         }
966         // apply damage
967         if (damage != 0 || (self.damageforcescale && vlen(force)))
968         if (self.event_damage)
969                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
970         self = oldself;
971
972         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
973         {
974                 if(g_runematch)
975                 {
976                         if (attacker.runes & RUNE_VAMPIRE)
977                         {
978                         // apply vampire rune
979                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
980                                 {
981                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
982                                         attacker.health = bound(
983                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
984                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
985                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
986                                 }
987                                 else
988                                 {
989                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
990                                         attacker.health = bound(
991                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
992                                                                                         // empathy won't let you gain health in the same way...
993                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
994                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
995                                         }
996                         }
997                         // apply empathy curse
998                         else if (attacker.runes & CURSE_EMPATHY)
999                         {
1000                                 attacker.health = bound(
1001                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1002                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1003                                         attacker.health);
1004                         }
1005                 }
1006         }
1007
1008         // apply mirror damage if any
1009         if(mirrordamage > 0 || mirrorforce > 0)
1010         {
1011                 attacker = attacker_save;
1012                 if(g_minstagib)
1013                 if(mirrordamage > 0)
1014                 {
1015                         // just lose extra LIVES, don't kill the player for mirror damage
1016                         if(attacker.armorvalue > 0)
1017                         {
1018                                 attacker.armorvalue = attacker.armorvalue - 1;
1019                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1020                                 attacker.hitsound += 1;
1021                         }
1022                         mirrordamage = 0;
1023                 }
1024
1025                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1026                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1027         }
1028 }
1029
1030 float RadiusDamage_running;
1031 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1032         // Returns total damage applies to creatures
1033 {
1034         entity  targ;
1035         vector  blastorigin;
1036         vector  force;
1037         float   total_damage_to_creatures;
1038         entity  next;
1039         float   tfloordmg;
1040         float   tfloorforce;
1041
1042         float stat_damagedone;
1043
1044         if(RadiusDamage_running)
1045         {
1046                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1047                 return 0;
1048         }
1049
1050         RadiusDamage_running = 1;
1051
1052         tfloordmg = autocvar_g_throughfloor_damage;
1053         tfloorforce = autocvar_g_throughfloor_force;
1054
1055         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1056         total_damage_to_creatures = 0;
1057
1058         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1059                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1060                 {
1061                         force = inflictor.velocity;
1062                         if(vlen(force) == 0)
1063                                 force = '0 0 -1';
1064                         else
1065                                 force = normalize(force);
1066                         if(forceintensity >= 0)
1067                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1068                         else
1069                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1070                 }
1071
1072         stat_damagedone = 0;
1073
1074         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1075         while (targ)
1076         {
1077                 next = targ.chain;
1078                 if (targ != inflictor)
1079                         if (ignore != targ) if(targ.takedamage)
1080                         {
1081                                 vector nearest;
1082                                 vector diff;
1083                                 float power;
1084
1085                                 // LordHavoc: measure distance to nearest point on target (not origin)
1086                                 // (this guarentees 100% damage on a touch impact)
1087                                 nearest = targ.WarpZone_findradius_nearest;
1088                                 diff = targ.WarpZone_findradius_dist;
1089                                 // round up a little on the damage to ensure full damage on impacts
1090                                 // and turn the distance into a fraction of the radius
1091                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1092                                 //bprint(" ");
1093                                 //bprint(ftos(power));
1094                                 //if (targ == attacker)
1095                                 //      print(ftos(power), "\n");
1096                                 if (power > 0)
1097                                 {
1098                                         float finaldmg;
1099                                         if (power > 1)
1100                                                 power = 1;
1101                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1102                                         if (finaldmg > 0)
1103                                         {
1104                                                 float a;
1105                                                 float c;
1106                                                 vector hitloc;
1107                                                 vector myblastorigin;
1108                                                 vector center;
1109
1110                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1111
1112                                                 // if it's a player, use the view origin as reference
1113                                                 center = CENTER_OR_VIEWOFS(targ);
1114
1115                                                 force = normalize(center - myblastorigin);
1116                                                 force = force * (finaldmg / coredamage) * forceintensity;
1117                                                 hitloc = nearest;
1118
1119                                                 if(targ != directhitentity)
1120                                                 {
1121                                                         float hits;
1122                                                         float total;
1123                                                         float hitratio;
1124                                                         float mininv_f, mininv_d;
1125
1126                                                         // test line of sight to multiple positions on box,
1127                                                         // and do damage if any of them hit
1128                                                         hits = 0;
1129
1130                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1131                                                         // so for a given max stddev:
1132                                                         // n = (1 / (2 * max stddev of hitratio))^2
1133
1134                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1135                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1136
1137                                                         if(autocvar_g_throughfloor_debug)
1138                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1139
1140                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1141
1142                                                         if(autocvar_g_throughfloor_debug)
1143                                                                 print(sprintf(" steps=%f", total));
1144
1145                                                         if (targ.classname == "player")
1146                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1147                                                         else
1148                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1149
1150                                                         if(autocvar_g_throughfloor_debug)
1151                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1152
1153                                                         for(c = 0; c < total; ++c)
1154                                                         {
1155                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1156                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1157                                                                 if (trace_fraction == 1 || trace_ent == targ)
1158                                                                 {
1159                                                                         ++hits;
1160                                                                         if (hits > 1)
1161                                                                                 hitloc = hitloc + nearest;
1162                                                                         else
1163                                                                                 hitloc = nearest;
1164                                                                 }
1165                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1166                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1167                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1168                                                         }
1169
1170                                                         nearest = hitloc * (1 / max(1, hits));
1171                                                         hitratio = (hits / total);
1172                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1173                                                         finaldmg = finaldmg * a;
1174                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1175                                                         force = force * a;
1176
1177                                                         if(autocvar_g_throughfloor_debug)
1178                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1179                                                 }
1180
1181                                                 // laser force adjustments :P
1182                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1183                                                 {
1184                                                         if (targ == attacker)
1185                                                         {
1186                                                                 vector vel;
1187
1188                                                                 float force_zscale;
1189                                                                 float force_velocitybiasramp;
1190                                                                 float force_velocitybias;
1191
1192                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1193                                                                 if(deathtype & HITTYPE_SECONDARY)
1194                                                                 {
1195                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1196                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1197                                                                 }
1198                                                                 else
1199                                                                 {
1200                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1201                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1202                                                                 }
1203
1204                                                                 vel = targ.velocity;
1205                                                                 vel_z = 0;
1206                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1207                                                                 force =
1208                                                                         vlen(force)
1209                                                                         *
1210                                                                         normalize(normalize(force) + vel);
1211
1212                                                                 force_z *= force_zscale;
1213                                                         }
1214                                                         else
1215                                                         {
1216                                                                 if(deathtype & HITTYPE_SECONDARY)
1217                                                                 {
1218                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1219                                                                 }
1220                                                                 else
1221                                                                 {
1222                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1223                                                                 }
1224                                                         }
1225                                                 }
1226
1227                                                 //if (targ == attacker)
1228                                                 //{
1229                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1230                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1231                                                 //      print(" (", ftos(a), ")\n");
1232                                                 //}
1233                                                 if(finaldmg || vlen(force))
1234                                                 {
1235                                                         if(targ.iscreature)
1236                                                         {
1237                                                                 total_damage_to_creatures += finaldmg;
1238
1239                                                                 if(accuracy_isgooddamage(attacker, targ))
1240                                                                         stat_damagedone += finaldmg;
1241                                                         }
1242
1243                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1244                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1245                                                         else
1246                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1247                                                 }
1248                                         }
1249                                 }
1250                         }
1251                 targ = next;
1252         }
1253
1254         RadiusDamage_running = 0;
1255
1256         if(!DEATH_ISSPECIAL(deathtype))
1257                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1258
1259         return total_damage_to_creatures;
1260 }
1261
1262 .float fire_damagepersec;
1263 .float fire_endtime;
1264 .float fire_deathtype;
1265 .entity fire_owner;
1266 .float fire_hitsound;
1267 .entity fire_burner;
1268
1269 void fireburner_think();
1270
1271 float Fire_IsBurning(entity e)
1272 {
1273         return (time < e.fire_endtime);
1274 }
1275
1276 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1277 {
1278         float dps;
1279         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1280
1281         if(e.classname == "player")
1282         {
1283                 if(e.deadflag)
1284                         return -1;
1285         }
1286         else
1287         {
1288                 if(!e.fire_burner)
1289                 {
1290                         // print("adding a fire burner to ", e.classname, "\n");
1291                         e.fire_burner = spawn();
1292                         e.fire_burner.classname = "fireburner";
1293                         e.fire_burner.think = fireburner_think;
1294                         e.fire_burner.nextthink = time;
1295                         e.fire_burner.owner = e;
1296                 }
1297         }
1298
1299         t = max(t, 0.1);
1300         dps = d / t;
1301         if(Fire_IsBurning(e))
1302         {
1303                 mintime = e.fire_endtime - time;
1304                 maxtime = max(mintime, t);
1305
1306                 mindps = e.fire_damagepersec;
1307                 maxdps = max(mindps, dps);
1308
1309                 if(maxtime > mintime || maxdps > mindps)
1310                 {
1311                         // Constraints:
1312                         
1313                         // damage we have right now
1314                         mindamage = mindps * mintime;
1315
1316                         // damage we want to get
1317                         maxdamage = mindamage + d;
1318
1319                         // but we can't exceed maxtime * maxdps!
1320                         totaldamage = min(maxdamage, maxtime * maxdps);
1321
1322                         // LEMMA:
1323                         // Look at:
1324                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1325                         // We see:
1326                         // totaldamage <= maxtime * maxdps
1327                         // ==> totaldamage / maxdps <= maxtime.
1328                         // We also see:
1329                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1330                         //                     >= min(mintime, maxtime)
1331                         // ==> totaldamage / maxdps >= mintime.
1332
1333                         /*
1334                         // how long do we damage then?
1335                         // at least as long as before
1336                         // but, never exceed maxdps
1337                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1338                         */
1339
1340                         // alternate:
1341                         // at most as long as maximum allowed
1342                         // but, never below mindps
1343                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1344
1345                         // assuming t > mintime, dps > mindps:
1346                         // we get d = t * dps = maxtime * maxdps
1347                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1348                         // totaldamage / maxdps = maxtime
1349                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1350                         // FROM THIS:
1351                         // a) totaltime = max(mintime, maxtime) = maxtime
1352                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1353
1354                         // assuming t <= mintime:
1355                         // we get maxtime = mintime
1356                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1357                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1358
1359                         // assuming dps <= mindps:
1360                         // we get mindps = maxdps.
1361                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1362                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1363                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1364
1365                         e.fire_damagepersec = totaldamage / totaltime;
1366                         e.fire_endtime = time + totaltime;
1367                         if(totaldamage > 1.2 * mindamage)
1368                         {
1369                                 e.fire_deathtype = dt;
1370                                 if(e.fire_owner != o)
1371                                 {
1372                                         e.fire_owner = o;
1373                                         e.fire_hitsound = FALSE;
1374                                 }
1375                         }
1376                         if(accuracy_isgooddamage(o, e))
1377                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1378                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1379                 }
1380                 else
1381                         return 0;
1382         }
1383         else
1384         {
1385                 e.fire_damagepersec = dps;
1386                 e.fire_endtime = time + t;
1387                 e.fire_deathtype = dt;
1388                 e.fire_owner = o;
1389                 e.fire_hitsound = FALSE;
1390                 if(accuracy_isgooddamage(o, e))
1391                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1392                 return d;
1393         }
1394 }
1395
1396 void Fire_ApplyDamage(entity e)
1397 {
1398         float t, d, hi, ty;
1399         entity o;
1400
1401         if not(Fire_IsBurning(e))
1402                 return;
1403
1404         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1405         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1406                 o = e.fire_owner;
1407
1408         // water and slime stop fire
1409         if(e.waterlevel)
1410         if(e.watertype != CONTENT_LAVA)
1411                 e.fire_endtime = 0;
1412
1413         // ice stops fire
1414         if(e.freezetag_frozen)
1415                 e.fire_endtime = 0;
1416
1417         t = min(frametime, e.fire_endtime - time);
1418         d = e.fire_damagepersec * t;
1419
1420         hi = e.fire_owner.hitsound;
1421         ty = e.fire_owner.typehitsound;
1422         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1423         if(e.fire_hitsound && e.fire_owner)
1424         {
1425                 e.fire_owner.hitsound = hi;
1426                 e.fire_owner.typehitsound = ty;
1427         }
1428         e.fire_hitsound = TRUE;
1429
1430         if not(IS_INDEPENDENT_PLAYER(e))
1431         FOR_EACH_PLAYER(other) if(e != other)
1432         {
1433                 if(other.classname == "player")
1434                 if(other.deadflag == DEAD_NO)
1435                 if not(IS_INDEPENDENT_PLAYER(other))
1436                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1437                 {
1438                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1439                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1440                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1441                 }
1442         }
1443 }
1444
1445 void Fire_ApplyEffect(entity e)
1446 {
1447         if(Fire_IsBurning(e))
1448                 e.effects |= EF_FLAME;
1449         else
1450                 e.effects &~= EF_FLAME;
1451 }
1452
1453 void fireburner_think()
1454 {
1455         // for players, this is done in the regular loop
1456         if(wasfreed(self.owner))
1457         {
1458                 remove(self);
1459                 return;
1460         }
1461         Fire_ApplyEffect(self.owner);
1462         if(!Fire_IsBurning(self.owner))
1463         {
1464                 self.owner.fire_burner = world;
1465                 remove(self);
1466                 return;
1467         }
1468         Fire_ApplyDamage(self.owner);
1469         self.nextthink = time;
1470 }