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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_by,msg_death,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if msg_death_by != NO_MSG \
320                                         if(murder) \
321                                         { \
322                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
323                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
324                                                 ++handled; \
325                                         } \
326                                 #else \
327                                 #if msg_death != NO_MSG \
328                                         if not(murder) \
329                                         { \
330                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
331                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, 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
354 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
355 {
356         float handled, hits;
357         if(DEATH_ISSPECIAL(deathtype))
358         {
359                 #define DEATHTYPE(name,msg_death_by,msg_death,position) \
360                         { if(deathtype == max(0, name)) \
361                         { \
362                                 ++hits; \
363                         } }
364
365                 DEATHTYPES
366                 #undef DEATHTYPE
367                 
368                 if not(hits)
369                 {
370                         backtrace("Unhandled deathtype. Please notify Samual!\n");
371                         //return;
372                 }
373                 if not(handled)
374                 {
375                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
376                         return;
377                 }
378         }
379 }
380
381 .float FRAG_VERBOSE;
382
383 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
384 {
385         // Sanity check
386         if not(targ.classname == "player") { backtrace("Obituary called on non-player?!\n"); return; }
387
388         // Declarations
389         string  s, a, msg;
390         float w, type;
391
392         string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
393         float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
394         float notif_firstblood;
395
396
397         print(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
398
399
400         // =======
401         // SUICIDE
402         // =======
403         if(targ == attacker)
404         {
405                 if(DEATH_ISSPECIAL(deathtype))
406                 {
407                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
408                         {
409                                 s1 = targ.netname;
410                                 f1 = targ.team;
411                         }
412                         else
413                         {
414                                 switch(deathtype)
415                                 {
416                                         case DEATH_MIRRORDAMAGE:
417                                         {
418                                                 s1 = targ.netname;
419                                                 f1 = targ.team;
420                                                 //f2 = targ.killcount;
421                                                 break;
422                                         }
423                                         
424                                         default:
425                                         {
426                                                 s1 = targ.netname;
427                                                 s2 = NO_STR_ARG;
428                                                 f1 = f2 = f3 = NO_FL_ARG;
429                                                 break;
430                                         }
431                                 }
432                                 LogDeath("suicide", deathtype, targ, targ);
433                                 GiveFrags(attacker, targ, -1, deathtype);
434                         }
435                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
436                 }
437                 else if(DEATH_WEAPONOF(deathtype))
438                 {
439                         print("death was a weapon!\n");
440                 }
441                 else
442                 {
443                         backtrace("what the hell happened here?\n");
444                 }
445         }
446
447
448         // ======
449         // MURDER
450         // ======
451         else if(attacker.classname == "player")
452         {
453                 if(!IsDifferentTeam(attacker, targ))
454                 {
455                         if(DEATH_ISSPECIAL(deathtype))
456                         {
457                                 backtrace("hmm death was special?\n");
458                         }
459                         else if(DEATH_WEAPONOF(deathtype))
460                         {
461                                 print("death was a weapon!\n");
462                         }
463                         else
464                         {
465                                 backtrace("what the hell happened here?\n");
466                         }
467                         
468                         LogDeath("tk", deathtype, attacker, targ);
469                         GiveFrags(attacker, targ, -1, deathtype);
470                 }
471                 else
472                 {
473                         s1 = attacker.netname;
474                         s2 = targ.netname;
475
476                         attacker.FRAG_VERBOSE = TRUE;
477                         targ.FRAG_VERBOSE = TRUE;
478
479                         LogDeath("frag", deathtype, attacker, targ);
480                         GiveFrags(attacker, targ, 1, deathtype);
481
482                         attacker.taunt_soundtime = time + 1;
483                         attacker.killcount = attacker.killcount + 1;
484                         if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
485                         
486                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
487                                 case numa: \
488                                 { \
489                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
490                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
491                                         break; \
492                                 }
493                         switch(attacker.killcount)
494                         {
495                                 ADD_ACHIEVEMENT_CASE(3, 03)
496                                 ADD_ACHIEVEMENT_CASE(5, 05)
497                                 ADD_ACHIEVEMENT_CASE(10, 10)
498                                 ADD_ACHIEVEMENT_CASE(15, 15)
499                                 ADD_ACHIEVEMENT_CASE(20, 20)
500                                 ADD_ACHIEVEMENT_CASE(25, 25)
501                                 ADD_ACHIEVEMENT_CASE(30, 30)
502                                 default: break;
503                         }
504                         #undef ADD_ACHIEVEMENT_CASE
505
506                         if(!checkrules_firstblood)
507                         {
508                                 checkrules_firstblood = TRUE;
509                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
510                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
511                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
512                         }
513
514                         if(notif_firstblood) // first blood, no kill sprees yet
515                         {
516                                 if(targ.istypefrag)
517                                 {
518                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
519                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
520                                                 
521                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
522                                                 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));
523                                 }
524                                 else
525                                 {
526                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
527                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
528                                                 
529                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
530                                                 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));
531                                 }
532                                 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
533                         }
534                         else // normal frags, kill sprees listed
535                         {
536                                 if(targ.istypefrag)
537                                 {
538                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
539                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
540                                                 
541                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
542                                                 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));
543                                 }
544                                 else
545                                 {
546                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
547                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
548                                                 
549                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
550                                                 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));
551                                 }
552                                 //if(DEATH_WEAPONOF(deathtype)) { Send_Notification(world, MSG_WEAPON, 50, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
553                                 //else { Obituary_SpecialDeath(world, deathtype, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
554                         }
555                 }
556         }
557
558         // =============
559         // ACCIDENT/TRAP
560         // =============
561         else
562         {
563                 switch(deathtype)
564                 {
565                         case DEATH_HURTTRIGGER:
566                         {
567                                 s1 = targ.netname;
568                                 s2 = inflictor.message;
569                                 break;
570                         }
571
572                         case DEATH_CUSTOM:
573                         {
574                                 s1 = targ.netname;
575                                 s2 = deathmessage;
576                                 break;
577                         }
578                         
579                         default:
580                         {
581                                 s1 = targ.netname;
582                                 s2 = NO_STR_ARG;
583                                 f1 = f2 = f3 = NO_FL_ARG;
584                                 break;
585                         }
586                 }
587                         
588                 if(strstrofs(msg, "%", 0) < 0) { msg = strcat("%s ", msg); }
589
590                 LogDeath("accident", deathtype, targ, targ);
591                 GiveFrags(targ, targ, -1, deathtype);
592                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
593                         AnnounceTo(targ, "botlike");
594                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
595                 }
596                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
597         }
598
599         targ.death_origin = targ.origin;
600         if(targ != attacker)
601                 targ.killer_origin = attacker.origin;
602
603         // FIXME: this should go in PutClientInServer
604         if (targ.killcount)
605                 targ.killcount = 0;
606 }
607
608 // these are updated by each Damage call for use in button triggering and such
609 entity damage_targ;
610 entity damage_inflictor;
611 entity damage_attacker;
612
613 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
614 {
615         float mirrordamage;
616         float mirrorforce;
617         float teamdamage0;
618         entity attacker_save;
619         mirrordamage = 0;
620         mirrorforce = 0;
621
622         if (gameover || targ.killcount == -666)
623                 return;
624
625         entity oldself;
626         oldself = self;
627         self = targ;
628         damage_targ = targ;
629         damage_inflictor = inflictor;
630         damage_attacker = attacker;
631                 attacker_save = attacker;
632
633         if(targ.classname == "player")
634                 if(targ.hook)
635                         if(targ.hook.aiment)
636                                 if(targ.hook.aiment == attacker)
637                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
638
639         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
640         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
641         {
642                 if(targ.classname == "player")
643                         if not(IsDifferentTeam(targ, attacker))
644                         {
645                                 self = oldself;
646                                 return;
647                         }
648         }
649
650         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
651         {
652                 // These are ALWAYS lethal
653                 // No damage modification here
654                 // Instead, prepare the victim for his death...
655                 targ.armorvalue = 0;
656                 targ.spawnshieldtime = 0;
657                 targ.health = 0.9; // this is < 1
658                 targ.flags -= targ.flags & FL_GODMODE;
659                 damage = 100000;
660         }
661         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
662         {
663                 // no processing
664         }
665         else
666         {
667                 /*
668                 skill based bot damage? gtfo. (tZork)
669                 if (targ.classname == "player")
670                 if (attacker.classname == "player")
671                 if (!targ.isbot)
672                 if (attacker.isbot)
673                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
674         */
675         
676                 // nullify damage if teamplay is on
677                 if(deathtype != DEATH_TELEFRAG)
678                 if(attacker.classname == "player")
679                 {
680                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
681                         {
682                                 damage = 0;
683                                 force = '0 0 0';
684                         }
685                         else if(!IsDifferentTeam(attacker, targ))
686                         {
687                                 if(autocvar_teamplay_mode == 1)
688                                         damage = 0;
689                                 else if(attacker != targ)
690                                 {
691                                         if(autocvar_teamplay_mode == 3)
692                                                 damage = 0;
693                                         else if(autocvar_teamplay_mode == 4)
694                                         {
695                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
696                                                 {
697                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
698                                                         attacker.dmg_team = attacker.dmg_team + damage;
699                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
700                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
701                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
702                                                         if(g_minstagib)
703                                                         {
704                                                                 if(autocvar_g_friendlyfire == 0)
705                                                                         damage = 0;
706                                                         }
707                                                         else if(g_ca)
708                                                                 damage = 0;
709                                                         else
710                                                                 damage = autocvar_g_friendlyfire * damage;
711                                                         // mirrordamage will be used LATER
712
713                                                         if(autocvar_g_mirrordamage_virtual)
714                                                         {
715                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
716                                                                 attacker.dmg_take += v_x;
717                                                                 attacker.dmg_save += v_y;
718                                                                 attacker.dmg_inflictor = inflictor;
719                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
720                                                                 mirrorforce = 0;
721                                                         }
722
723                                                         if(autocvar_g_friendlyfire_virtual)
724                                                         {
725                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
726                                                                 targ.dmg_take += v_x;
727                                                                 targ.dmg_save += v_y;
728                                                                 targ.dmg_inflictor = inflictor;
729                                                                 damage = 0;
730                                                                 if(!autocvar_g_friendlyfire_virtual_force)
731                                                                         force = '0 0 0';
732                                                         }
733                                                 }
734                                                 else
735                                                         damage = 0;
736                                         }
737                                 }
738                         }
739                 }
740
741                 if(targ.classname == "player")
742                 if(attacker.classname == "player")
743                 if(attacker != targ)
744                 {
745                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
746                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
747                 }
748
749                 if(targ.classname == "player")
750                 if (g_minstagib)
751                 {
752                         if ((deathtype == DEATH_FALL)  ||
753                                 (deathtype == DEATH_DROWN) ||
754                                 (deathtype == DEATH_SLIME) ||
755                                 (deathtype == DEATH_LAVA)  ||
756                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
757                         {
758                                 self = oldself;
759                                 return;
760                         }
761                         if(damage > 0)
762                             damage = 10000;
763                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
764                         {
765                                 targ.armorvalue -= 1;
766                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
767                                 damage = 0;
768                                 targ.hitsound += 1;
769                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
770                         }
771                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
772                         {
773                                 damage = 0;
774                                 mirrordamage = 0;
775                                 if (targ != attacker)
776                                 {
777                                         if ((targ.health >= 1) && (targ.classname == "player"))
778                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
779                                         force = '0 0 0';
780                                         // keep mirrorforce
781                                         attacker = targ;
782                                 }
783                         }
784                 }
785
786                 if not(DEATH_ISSPECIAL(deathtype))
787                 {
788                         damage *= g_weapondamagefactor;
789                         mirrordamage *= g_weapondamagefactor;
790                         force = force * g_weaponforcefactor;
791                         mirrorforce *= g_weaponforcefactor;
792                 }
793                 
794                 // should this be changed at all? If so, in what way?
795                 frag_attacker = attacker;
796                 frag_target = targ;
797                 frag_damage = damage;
798                 frag_force = force;
799         frag_deathtype = deathtype;
800                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
801                 damage = frag_damage;
802                 force = frag_force;
803                 
804                 // apply strength multiplier
805                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
806                 {
807                         if(targ == attacker)
808                         {
809                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
810                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
811                         }
812                         else
813                         {
814                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
815                                 force = force * autocvar_g_balance_powerup_strength_force;
816                         }
817                 }
818
819                 // apply invincibility multiplier
820                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
821                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
822
823                 if (targ == attacker)
824                 {
825                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
826                                 damage = 0;
827                         else
828                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
829                 }
830
831                 if(g_runematch)
832                 {
833                         // apply strength rune
834                         if (attacker.runes & RUNE_STRENGTH)
835                         {
836                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
837                                 {
838                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
839                                         force = force * autocvar_g_balance_rune_strength_combo_force;
840                                 }
841                                 else
842                                 {
843                                         damage = damage * autocvar_g_balance_rune_strength_damage;
844                                         force = force * autocvar_g_balance_rune_strength_force;
845                                 }
846                         }
847                         else if (attacker.runes & CURSE_WEAK)
848                         {
849                                 damage = damage * autocvar_g_balance_curse_weak_damage;
850                                 force = force * autocvar_g_balance_curse_weak_force;
851                         }
852
853                         // apply defense rune
854                         if (targ.runes & RUNE_DEFENSE)
855                         {
856                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
857                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
858                                 else
859                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
860                         }
861                         else if (targ.runes & CURSE_VULNER)
862                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
863                 }
864
865                 // count the damage
866                 if(attacker)
867                 if(!targ.deadflag)
868                 if(targ.takedamage == DAMAGE_AIM)
869                 if(targ != attacker)
870                 {
871                         if(damage_headshotbonus)
872                         {
873                                 if(targ.classname == "player")
874                                 {
875                                         // HEAD SHOT:
876                                         // find height of hit on player axis
877                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
878                                         vector headmins, headmaxs, org;
879                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
880                                         headmins = org + GetHeadshotMins(targ);
881                                         headmaxs = org + GetHeadshotMaxs(targ);
882                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
883                                         {
884                                                 deathtype |= HITTYPE_HEADSHOT;
885                                         }
886                                 }
887                                 else if(targ.classname == "turret_head")
888                                 {
889                                         deathtype |= HITTYPE_HEADSHOT;
890                                 }
891                                 if(deathtype & HITTYPE_HEADSHOT)
892                                         if(damage_headshotbonus > 0)
893                                                 damage *= 1 + damage_headshotbonus;
894                         }
895
896                         entity victim;
897                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
898                                 victim = targ.owner;
899                         else
900                                 victim = targ;
901
902                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
903                         {
904                                 if(IsDifferentTeam(victim, attacker))
905                                 {
906                                         if(damage > 0)
907                                         {
908                                                 if(deathtype != DEATH_FIRE)
909                                                 {
910                                                         if(victim.BUTTON_CHAT)
911                                                                 attacker.typehitsound += 1;
912                                                         else
913                                                                 attacker.hitsound += 1;
914                                                 }
915
916                                                 damage_goodhits += 1;
917                                                 damage_gooddamage += damage;
918
919                                                 if not(DEATH_ISSPECIAL(deathtype))
920                                                 {
921                                                         if(targ.classname == "player") // don't do this for vehicles
922                                                         if(!g_minstagib)
923                                                         if(IsFlying(victim))
924                                                                 yoda = 1;
925
926                                                         if(g_minstagib)
927                                                         if(victim.items & IT_STRENGTH)
928                                                                 yoda = 1;
929
930                                                         if(deathtype & HITTYPE_HEADSHOT)
931                                                                 headshot = 1;
932                                                 }
933                                         }
934                                 }
935                                 else
936                                 {
937                                         if(deathtype != DEATH_FIRE)
938                                         {
939                                                 attacker.typehitsound += 1;
940                                         }
941                                         if(mirrordamage > 0)
942                                                 if(time > attacker.teamkill_complain)
943                                                 {
944                                                         attacker.teamkill_complain = time + 5;
945                                                         attacker.teamkill_soundtime = time + 0.4;
946                                                         attacker.teamkill_soundsource = targ;
947                                                 }
948                                 }
949                         }
950                 }
951         }
952
953         // apply push
954         if (self.damageforcescale)
955         if (vlen(force))
956         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
957         {
958                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
959                 if(self.movetype == MOVETYPE_PHYSICS)
960                 {
961                         entity farcent;
962                         farcent = spawn();
963                         farcent.classname = "farce";
964                         farcent.enemy = self;
965                         farcent.movedir = farce * 10;
966                         if(self.mass)
967                                 farcent.movedir = farcent.movedir * self.mass;
968                         farcent.origin = hitloc;
969                         farcent.forcetype = FORCETYPE_FORCEATPOS;
970                         farcent.nextthink = time + 0.1;
971                         farcent.think = SUB_Remove;
972                 }
973                 else
974                         self.velocity = self.velocity + farce;
975                 self.flags &~= FL_ONGROUND;
976                 UpdateCSQCProjectile(self);
977         }
978         // apply damage
979         if (damage != 0 || (self.damageforcescale && vlen(force)))
980         if (self.event_damage)
981                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
982         self = oldself;
983
984         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
985         {
986                 if(g_runematch)
987                 {
988                         if (attacker.runes & RUNE_VAMPIRE)
989                         {
990                         // apply vampire rune
991                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
992                                 {
993                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
994                                         attacker.health = bound(
995                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
996                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
997                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
998                                 }
999                                 else
1000                                 {
1001                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
1002                                         attacker.health = bound(
1003                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
1004                                                                                         // empathy won't let you gain health in the same way...
1005                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
1006                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
1007                                         }
1008                         }
1009                         // apply empathy curse
1010                         else if (attacker.runes & CURSE_EMPATHY)
1011                         {
1012                                 attacker.health = bound(
1013                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1014                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1015                                         attacker.health);
1016                         }
1017                 }
1018         }
1019
1020         // apply mirror damage if any
1021         if(mirrordamage > 0 || mirrorforce > 0)
1022         {
1023                 attacker = attacker_save;
1024                 if(g_minstagib)
1025                 if(mirrordamage > 0)
1026                 {
1027                         // just lose extra LIVES, don't kill the player for mirror damage
1028                         if(attacker.armorvalue > 0)
1029                         {
1030                                 attacker.armorvalue = attacker.armorvalue - 1;
1031                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1032                                 attacker.hitsound += 1;
1033                         }
1034                         mirrordamage = 0;
1035                 }
1036
1037                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1038                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1039         }
1040 }
1041
1042 float RadiusDamage_running;
1043 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1044         // Returns total damage applies to creatures
1045 {
1046         entity  targ;
1047         vector  blastorigin;
1048         vector  force;
1049         float   total_damage_to_creatures;
1050         entity  next;
1051         float   tfloordmg;
1052         float   tfloorforce;
1053
1054         float stat_damagedone;
1055
1056         if(RadiusDamage_running)
1057         {
1058                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1059                 return 0;
1060         }
1061
1062         RadiusDamage_running = 1;
1063
1064         tfloordmg = autocvar_g_throughfloor_damage;
1065         tfloorforce = autocvar_g_throughfloor_force;
1066
1067         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1068         total_damage_to_creatures = 0;
1069
1070         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1071                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1072                 {
1073                         force = inflictor.velocity;
1074                         if(vlen(force) == 0)
1075                                 force = '0 0 -1';
1076                         else
1077                                 force = normalize(force);
1078                         if(forceintensity >= 0)
1079                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1080                         else
1081                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1082                 }
1083
1084         stat_damagedone = 0;
1085
1086         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1087         while (targ)
1088         {
1089                 next = targ.chain;
1090                 if (targ != inflictor)
1091                         if (ignore != targ) if(targ.takedamage)
1092                         {
1093                                 vector nearest;
1094                                 vector diff;
1095                                 float power;
1096
1097                                 // LordHavoc: measure distance to nearest point on target (not origin)
1098                                 // (this guarentees 100% damage on a touch impact)
1099                                 nearest = targ.WarpZone_findradius_nearest;
1100                                 diff = targ.WarpZone_findradius_dist;
1101                                 // round up a little on the damage to ensure full damage on impacts
1102                                 // and turn the distance into a fraction of the radius
1103                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1104                                 //bprint(" ");
1105                                 //bprint(ftos(power));
1106                                 //if (targ == attacker)
1107                                 //      print(ftos(power), "\n");
1108                                 if (power > 0)
1109                                 {
1110                                         float finaldmg;
1111                                         if (power > 1)
1112                                                 power = 1;
1113                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1114                                         if (finaldmg > 0)
1115                                         {
1116                                                 float a;
1117                                                 float c;
1118                                                 vector hitloc;
1119                                                 vector myblastorigin;
1120                                                 vector center;
1121
1122                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1123
1124                                                 // if it's a player, use the view origin as reference
1125                                                 center = CENTER_OR_VIEWOFS(targ);
1126
1127                                                 force = normalize(center - myblastorigin);
1128                                                 force = force * (finaldmg / coredamage) * forceintensity;
1129                                                 hitloc = nearest;
1130
1131                                                 if(targ != directhitentity)
1132                                                 {
1133                                                         float hits;
1134                                                         float total;
1135                                                         float hitratio;
1136                                                         float mininv_f, mininv_d;
1137
1138                                                         // test line of sight to multiple positions on box,
1139                                                         // and do damage if any of them hit
1140                                                         hits = 0;
1141
1142                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1143                                                         // so for a given max stddev:
1144                                                         // n = (1 / (2 * max stddev of hitratio))^2
1145
1146                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1147                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1148
1149                                                         if(autocvar_g_throughfloor_debug)
1150                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1151
1152                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1153
1154                                                         if(autocvar_g_throughfloor_debug)
1155                                                                 print(sprintf(" steps=%f", total));
1156
1157                                                         if (targ.classname == "player")
1158                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1159                                                         else
1160                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1161
1162                                                         if(autocvar_g_throughfloor_debug)
1163                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1164
1165                                                         for(c = 0; c < total; ++c)
1166                                                         {
1167                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1168                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1169                                                                 if (trace_fraction == 1 || trace_ent == targ)
1170                                                                 {
1171                                                                         ++hits;
1172                                                                         if (hits > 1)
1173                                                                                 hitloc = hitloc + nearest;
1174                                                                         else
1175                                                                                 hitloc = nearest;
1176                                                                 }
1177                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1178                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1179                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1180                                                         }
1181
1182                                                         nearest = hitloc * (1 / max(1, hits));
1183                                                         hitratio = (hits / total);
1184                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1185                                                         finaldmg = finaldmg * a;
1186                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1187                                                         force = force * a;
1188
1189                                                         if(autocvar_g_throughfloor_debug)
1190                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1191                                                 }
1192
1193                                                 // laser force adjustments :P
1194                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1195                                                 {
1196                                                         if (targ == attacker)
1197                                                         {
1198                                                                 vector vel;
1199
1200                                                                 float force_zscale;
1201                                                                 float force_velocitybiasramp;
1202                                                                 float force_velocitybias;
1203
1204                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1205                                                                 if(deathtype & HITTYPE_SECONDARY)
1206                                                                 {
1207                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1208                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1209                                                                 }
1210                                                                 else
1211                                                                 {
1212                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1213                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1214                                                                 }
1215
1216                                                                 vel = targ.velocity;
1217                                                                 vel_z = 0;
1218                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1219                                                                 force =
1220                                                                         vlen(force)
1221                                                                         *
1222                                                                         normalize(normalize(force) + vel);
1223
1224                                                                 force_z *= force_zscale;
1225                                                         }
1226                                                         else
1227                                                         {
1228                                                                 if(deathtype & HITTYPE_SECONDARY)
1229                                                                 {
1230                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1231                                                                 }
1232                                                                 else
1233                                                                 {
1234                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1235                                                                 }
1236                                                         }
1237                                                 }
1238
1239                                                 //if (targ == attacker)
1240                                                 //{
1241                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1242                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1243                                                 //      print(" (", ftos(a), ")\n");
1244                                                 //}
1245                                                 if(finaldmg || vlen(force))
1246                                                 {
1247                                                         if(targ.iscreature)
1248                                                         {
1249                                                                 total_damage_to_creatures += finaldmg;
1250
1251                                                                 if(accuracy_isgooddamage(attacker, targ))
1252                                                                         stat_damagedone += finaldmg;
1253                                                         }
1254
1255                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1256                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1257                                                         else
1258                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1259                                                 }
1260                                         }
1261                                 }
1262                         }
1263                 targ = next;
1264         }
1265
1266         RadiusDamage_running = 0;
1267
1268         if(!DEATH_ISSPECIAL(deathtype))
1269                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1270
1271         return total_damage_to_creatures;
1272 }
1273
1274 .float fire_damagepersec;
1275 .float fire_endtime;
1276 .float fire_deathtype;
1277 .entity fire_owner;
1278 .float fire_hitsound;
1279 .entity fire_burner;
1280
1281 void fireburner_think();
1282
1283 float Fire_IsBurning(entity e)
1284 {
1285         return (time < e.fire_endtime);
1286 }
1287
1288 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1289 {
1290         float dps;
1291         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1292
1293         if(e.classname == "player")
1294         {
1295                 if(e.deadflag)
1296                         return -1;
1297         }
1298         else
1299         {
1300                 if(!e.fire_burner)
1301                 {
1302                         // print("adding a fire burner to ", e.classname, "\n");
1303                         e.fire_burner = spawn();
1304                         e.fire_burner.classname = "fireburner";
1305                         e.fire_burner.think = fireburner_think;
1306                         e.fire_burner.nextthink = time;
1307                         e.fire_burner.owner = e;
1308                 }
1309         }
1310
1311         t = max(t, 0.1);
1312         dps = d / t;
1313         if(Fire_IsBurning(e))
1314         {
1315                 mintime = e.fire_endtime - time;
1316                 maxtime = max(mintime, t);
1317
1318                 mindps = e.fire_damagepersec;
1319                 maxdps = max(mindps, dps);
1320
1321                 if(maxtime > mintime || maxdps > mindps)
1322                 {
1323                         // Constraints:
1324                         
1325                         // damage we have right now
1326                         mindamage = mindps * mintime;
1327
1328                         // damage we want to get
1329                         maxdamage = mindamage + d;
1330
1331                         // but we can't exceed maxtime * maxdps!
1332                         totaldamage = min(maxdamage, maxtime * maxdps);
1333
1334                         // LEMMA:
1335                         // Look at:
1336                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1337                         // We see:
1338                         // totaldamage <= maxtime * maxdps
1339                         // ==> totaldamage / maxdps <= maxtime.
1340                         // We also see:
1341                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1342                         //                     >= min(mintime, maxtime)
1343                         // ==> totaldamage / maxdps >= mintime.
1344
1345                         /*
1346                         // how long do we damage then?
1347                         // at least as long as before
1348                         // but, never exceed maxdps
1349                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1350                         */
1351
1352                         // alternate:
1353                         // at most as long as maximum allowed
1354                         // but, never below mindps
1355                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1356
1357                         // assuming t > mintime, dps > mindps:
1358                         // we get d = t * dps = maxtime * maxdps
1359                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1360                         // totaldamage / maxdps = maxtime
1361                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1362                         // FROM THIS:
1363                         // a) totaltime = max(mintime, maxtime) = maxtime
1364                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1365
1366                         // assuming t <= mintime:
1367                         // we get maxtime = mintime
1368                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1369                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1370
1371                         // assuming dps <= mindps:
1372                         // we get mindps = maxdps.
1373                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1374                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1375                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1376
1377                         e.fire_damagepersec = totaldamage / totaltime;
1378                         e.fire_endtime = time + totaltime;
1379                         if(totaldamage > 1.2 * mindamage)
1380                         {
1381                                 e.fire_deathtype = dt;
1382                                 if(e.fire_owner != o)
1383                                 {
1384                                         e.fire_owner = o;
1385                                         e.fire_hitsound = FALSE;
1386                                 }
1387                         }
1388                         if(accuracy_isgooddamage(o, e))
1389                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1390                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1391                 }
1392                 else
1393                         return 0;
1394         }
1395         else
1396         {
1397                 e.fire_damagepersec = dps;
1398                 e.fire_endtime = time + t;
1399                 e.fire_deathtype = dt;
1400                 e.fire_owner = o;
1401                 e.fire_hitsound = FALSE;
1402                 if(accuracy_isgooddamage(o, e))
1403                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1404                 return d;
1405         }
1406 }
1407
1408 void Fire_ApplyDamage(entity e)
1409 {
1410         float t, d, hi, ty;
1411         entity o;
1412
1413         if not(Fire_IsBurning(e))
1414                 return;
1415
1416         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1417         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1418                 o = e.fire_owner;
1419
1420         // water and slime stop fire
1421         if(e.waterlevel)
1422         if(e.watertype != CONTENT_LAVA)
1423                 e.fire_endtime = 0;
1424
1425         // ice stops fire
1426         if(e.freezetag_frozen)
1427                 e.fire_endtime = 0;
1428
1429         t = min(frametime, e.fire_endtime - time);
1430         d = e.fire_damagepersec * t;
1431
1432         hi = e.fire_owner.hitsound;
1433         ty = e.fire_owner.typehitsound;
1434         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1435         if(e.fire_hitsound && e.fire_owner)
1436         {
1437                 e.fire_owner.hitsound = hi;
1438                 e.fire_owner.typehitsound = ty;
1439         }
1440         e.fire_hitsound = TRUE;
1441
1442         if not(IS_INDEPENDENT_PLAYER(e))
1443         FOR_EACH_PLAYER(other) if(e != other)
1444         {
1445                 if(other.classname == "player")
1446                 if(other.deadflag == DEAD_NO)
1447                 if not(IS_INDEPENDENT_PLAYER(other))
1448                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1449                 {
1450                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1451                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1452                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1453                 }
1454         }
1455 }
1456
1457 void Fire_ApplyEffect(entity e)
1458 {
1459         if(Fire_IsBurning(e))
1460                 e.effects |= EF_FLAME;
1461         else
1462                 e.effects &~= EF_FLAME;
1463 }
1464
1465 void fireburner_think()
1466 {
1467         // for players, this is done in the regular loop
1468         if(wasfreed(self.owner))
1469         {
1470                 remove(self);
1471                 return;
1472         }
1473         Fire_ApplyEffect(self.owner);
1474         if(!Fire_IsBurning(self.owner))
1475         {
1476                 self.owner.fire_burner = world;
1477                 remove(self);
1478                 return;
1479         }
1480         Fire_ApplyDamage(self.owner);
1481         self.nextthink = time;
1482 }