6 float Damage_DamageInfo_SendEntity(entity to, float sf)
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);
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
22 // TODO maybe call this from non-edgedamage too?
23 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
27 if(!sound_allowed(MSG_BROADCAST, dmgowner))
32 e.projectiledeathtype = deathtype;
34 e.dmg_edge = edgedamage;
36 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
41 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
46 float checkrules_firstblood;
49 float damage_goodhits;
50 float damage_gooddamage;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
59 .float taunt_soundtime;
62 float IsDifferentTeam(entity a, entity b)
77 float IsFlying(entity a)
79 if(a.flags & FL_ONGROUND)
81 if(a.waterlevel >= WATERLEVEL_SWIMMING)
83 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84 if(trace_fraction < 1)
89 vector GetHeadshotMins(entity targ)
91 return '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
98 void UpdateFrags(entity player, float f)
100 PlayerTeamScore_AddScore(player, f);
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 void GiveFrags (entity attacker, entity targ, float f)
109 // TODO route through PlayerScores instead
117 PlayerScore_Add(attacker, SP_SUICIDES, 1);
122 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
128 PlayerScore_Add(attacker, SP_KILLS, 1);
131 PlayerScore_Add(targ, SP_DEATHS, 1);
134 if(cvar("g_arena_roundbased"))
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, choose another random weapon set
142 w = warmup_start_weapons;
146 attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
147 if(attacker.weapons < 0)
149 // error from randombits: no weapon available
150 // this means we can just give ALL weapons
151 attacker.weapons = w;
153 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
154 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
157 // FIXME fix the mess this is (we have REAL points now!)
161 frag_attacker = attacker;
164 if(MUTATOR_CALLHOOK(GiveFragsForKill))
174 f = RunematchHandleFrags(attacker, targ, f);
180 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
181 if(tl < lms_lowest_lives)
182 lms_lowest_lives = tl;
186 lms_next_place = player_count;
187 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
194 if(g_ctf_ignore_frags)
199 attacker.totalfrags += f;
202 UpdateFrags(attacker, f);
205 string AppendItemcodes(string s, entity player)
210 // w = player.switchweapon;
212 w = player.cnt; // previous weapon!
213 s = strcat(s, ftos(w));
214 if(time < player.strength_finished)
216 if(time < player.invincible_finished)
218 if(player.flagcarried != world)
220 if(player.BUTTON_CHAT)
225 s = strcat(s, "|", ftos(player.runes));
229 void LogDeath(string mode, float deathtype, entity killer, entity killed)
232 if(!cvar("sv_eventlog"))
234 s = strcat(":kill:", mode);
235 s = strcat(s, ":", ftos(killer.playerid));
236 s = strcat(s, ":", ftos(killed.playerid));
237 s = strcat(s, ":type=", ftos(deathtype));
238 s = strcat(s, ":items=");
239 s = AppendItemcodes(s, killer);
242 s = strcat(s, ":victimitems=");
243 s = AppendItemcodes(s, killed);
248 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
250 WriteByte(MSG_ALL, SVC_TEMPENTITY);
251 WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
252 WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
253 WriteString(MSG_ALL, s1);
254 WriteString(MSG_ALL, s2);
255 WriteString(MSG_ALL, s3);
256 WriteShort(MSG_ALL, msg);
257 WriteByte(MSG_ALL, type);
260 // TODO: writespectatable?
261 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
262 void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
264 if (clienttype(e) == CLIENTTYPE_REAL)
267 WriteByte(MSG_ONE, SVC_TEMPENTITY);
268 WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
269 WriteByte(MSG_ONE, CSQC_CENTERPRINT);
270 WriteString(MSG_ONE, s1);
271 WriteString(MSG_ONE, s2);
272 WriteShort(MSG_ONE, msg);
273 WriteByte(MSG_ONE, type);
277 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
282 if (targ.classname == "player" || targ.classname == "corpse")
284 if (targ.classname == "corpse")
289 a = attacker.netname;
291 if (targ == attacker) // suicides
293 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
294 msg = ColoredTeamName(targ.team); // TODO: check if needed?
295 Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
297 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
299 LogDeath("suicide", deathtype, targ, targ);
300 GiveFrags(attacker, targ, -1);
304 if (targ.killcount > 2)
305 bprint ("^1",s,"^1 faded after a ",ftos(targ.killcount)," point spree\n");
308 // TODO: wut is this?
309 // givefrags for logging apparently?
310 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
312 LogDeath("suicide", deathtype, targ, targ);
313 GiveFrags(attacker, targ, -1);
316 if (targ.killcount > 2)
317 msg = ftos(targ.killcount);
318 if(teams_matter && attacker.team == targ.team)
320 if(attacker.team == COLOR_TEAM1)
321 deathtype = KILL_TEAM_RED;
323 deathtype = KILL_TEAM_BLUE;
326 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
328 else if (attacker.classname == "player" || attacker.classname == "gib")
330 if(teams_matter && attacker.team == targ.team)
332 if(attacker.team == COLOR_TEAM1)
333 type = KILL_TEAM_RED;
335 type = KILL_TEAM_BLUE;
337 GiveFrags(attacker, targ, -1);
339 Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
341 if (targ.killcount > 2) {
342 msg = ftos(targ.killcount);
345 if (attacker.killcount > 2) {
346 msg = ftos(attacker.killcount);
347 type = KILL_TEAM_SPREE;
349 Send_KillNotification(a, s, msg, type, MSG_KILL);
351 attacker.killcount = 0;
353 LogDeath("tk", deathtype, attacker, targ);
357 string blood_message, victim_message;
358 if (!checkrules_firstblood)
360 checkrules_firstblood = TRUE;
361 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
362 // TODO: make these print at newline if they dont
363 Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
364 Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
367 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
368 Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
369 Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
371 Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
372 Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
375 attacker.taunt_soundtime = time + 1;
378 if (deathtype == DEATH_CUSTOM)
379 msg = strcat(deathmessage, " by ^1", msg);
380 else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
382 msg = ftos(strstrofs(inflictor.message2, "#", 0));
384 Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
386 if(g_ctf && targ.flagcarried)
388 UpdateFrags(attacker, ctf_score_value("score_kill"));
389 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
390 GiveFrags(attacker, targ, 0); // for logging
393 GiveFrags(attacker, targ, 1);
395 if (targ.killcount > 2) {
396 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
399 attacker.killcount = attacker.killcount + 1;
401 if (attacker.killcount > 2) {
402 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
405 LogDeath("frag", deathtype, attacker, targ);
407 if (attacker.killcount == 3)
409 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
410 AnnounceTo(attacker, "03kills");
412 else if (attacker.killcount == 5)
414 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
415 AnnounceTo(attacker, "05kills");
417 else if (attacker.killcount == 10)
419 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
420 AnnounceTo(attacker, "10kills");
422 else if (attacker.killcount == 15)
424 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
425 AnnounceTo(attacker, "15kills");
427 else if (attacker.killcount == 20)
429 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
430 AnnounceTo(attacker, "20kills");
432 else if (attacker.killcount == 25)
434 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
435 AnnounceTo(attacker, "25kills");
437 else if (attacker.killcount == 30)
439 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
440 AnnounceTo(attacker, "30kills");
446 Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
447 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
448 msg = inflictor.message;
449 else if (deathtype == DEATH_CUSTOM)
452 GiveFrags(targ, targ, -1);
453 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
454 AnnounceTo(targ, "botlike");
456 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
458 if (targ.killcount > 2)
459 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
461 LogDeath("accident", deathtype, targ, targ);
464 targ.death_origin = targ.origin;
466 targ.killer_origin = attacker.origin;
468 // FIXME: this should go in PutClientInServer
474 // these are updated by each Damage call for use in button triggering and such
476 entity damage_inflictor;
477 entity damage_attacker;
479 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
484 entity attacker_save;
488 if (gameover || targ.killcount == -666)
491 local entity oldself;
495 damage_inflictor = inflictor;
496 damage_attacker = attacker;
497 attacker_save = attacker;
499 if(targ.classname == "player")
502 if(targ.hook.aiment == attacker)
503 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
505 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
506 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
508 if(targ.classname == "player")
509 if not(IsDifferentTeam(targ, attacker))
516 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
518 // These are ALWAYS lethal
519 // No damage modification here
520 // Instead, prepare the victim for his death...
522 targ.spawnshieldtime = 0;
523 targ.health = 0.9; // this is < 1
524 targ.flags -= targ.flags & FL_GODMODE;
527 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
533 if (targ.classname == "player")
534 if (attacker.classname == "player")
537 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
539 // nullify damage if teamplay is on
540 if(deathtype != DEATH_TELEFRAG)
541 if(attacker.classname == "player")
543 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
548 else if(attacker.team == targ.team)
552 else if(attacker != targ)
556 else if(teamplay == 4)
558 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
560 teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
561 attacker.dmg_team = attacker.dmg_team + damage;
562 if(attacker.dmg_team > teamdamage0 && !g_ca)
563 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
564 mirrorforce = cvar("g_mirrordamage") * vlen(force);
567 if(cvar("g_friendlyfire") == 0)
573 damage = cvar("g_friendlyfire") * damage;
574 // mirrordamage will be used LATER
583 if(targ.classname == "player")
584 if(attacker.classname == "player")
587 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
588 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
591 if(targ.classname == "player")
594 if ((deathtype == DEATH_FALL) ||
595 (deathtype == DEATH_DROWN) ||
596 (deathtype == DEATH_SLIME) ||
597 (deathtype == DEATH_LAVA) ||
598 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
605 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
607 targ.armorvalue -= 1;
608 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
611 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
613 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
616 if (targ != attacker)
618 if ((targ.health >= 1) && (targ.classname == "player"))
619 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
629 if not(DEATH_ISSPECIAL(deathtype))
631 damage *= g_weapondamagefactor;
632 mirrordamage *= g_weapondamagefactor;
633 force = force * g_weaponforcefactor;
634 mirrorforce *= g_weaponforcefactor;
637 // apply strength multiplier
638 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
642 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
643 force = force * cvar("g_balance_powerup_strength_selfforce");
647 damage = damage * cvar("g_balance_powerup_strength_damage");
648 force = force * cvar("g_balance_powerup_strength_force");
652 // apply invincibility multiplier
653 if (targ.items & IT_INVINCIBLE && !g_minstagib)
654 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
656 if (targ == attacker)
658 if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
661 damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
664 // CTF: reduce damage/force
669 damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
670 force = force * cvar("g_ctf_flagcarrier_selfforce");
675 // apply strength rune
676 if (attacker.runes & RUNE_STRENGTH)
678 if(attacker.runes & CURSE_WEAK) // have both curse & rune
680 damage = damage * cvar("g_balance_rune_strength_combo_damage");
681 force = force * cvar("g_balance_rune_strength_combo_force");
685 damage = damage * cvar("g_balance_rune_strength_damage");
686 force = force * cvar("g_balance_rune_strength_force");
689 else if (attacker.runes & CURSE_WEAK)
691 damage = damage * cvar("g_balance_curse_weak_damage");
692 force = force * cvar("g_balance_curse_weak_force");
695 // apply defense rune
696 if (targ.runes & RUNE_DEFENSE)
698 if (targ.runes & CURSE_VULNER) // have both curse & rune
699 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
701 damage = damage * cvar("g_balance_rune_defense_takedamage");
703 else if (targ.runes & CURSE_VULNER)
704 damage = damage * cvar("g_balance_curse_vulner_takedamage");
710 if(targ.takedamage == DAMAGE_AIM)
713 if(targ.classname == "player")
716 // find height of hit on player axis
717 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
718 vector headmins, headmaxs, org;
719 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
720 headmins = org + GetHeadshotMins(targ);
721 headmaxs = org + GetHeadshotMaxs(targ);
722 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
724 deathtype |= HITTYPE_HEADSHOT;
727 else if(targ.classname == "turret_head")
729 deathtype |= HITTYPE_HEADSHOT;
731 if(deathtype & HITTYPE_HEADSHOT)
732 damage *= 1 + damage_headshotbonus;
734 if(targ.classname == "player")
736 if(IsDifferentTeam(targ, attacker))
741 attacker.typehitsound += 1;
743 attacker.hitsound += 1;
745 damage_goodhits += 1;
746 damage_gooddamage += damage;
748 if not(DEATH_ISSPECIAL(deathtype))
755 if(targ.items & IT_STRENGTH)
758 if(deathtype & HITTYPE_HEADSHOT)
765 if(deathtype != DEATH_FIRE)
766 attacker.typehitsound += 1;
768 if(time > attacker.teamkill_complain)
770 attacker.teamkill_complain = time + 5;
771 attacker.teamkill_soundtime = time + 0.4;
772 attacker.teamkill_soundsource = targ;
780 if (self.damageforcescale)
782 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
784 self.velocity = self.velocity + self.damageforcescale * force;
785 self.flags &~= FL_ONGROUND;
786 UpdateCSQCProjectile(self);
789 if (damage != 0 || (self.damageforcescale && vlen(force)))
790 if (self.event_damage)
791 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
794 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
796 // Savage: vampire mode
799 if (time >= self.spawnshieldtime)
801 attacker.health += damage;
805 if (attacker.runes & RUNE_VAMPIRE)
807 // apply vampire rune
808 if (attacker.runes & CURSE_EMPATHY) // have the curse too
810 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
811 attacker.health = bound(
812 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
813 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
814 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
818 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
819 attacker.health = bound(
820 attacker.health, // LA: was 3, but changed so that you can't lose health
821 // empathy won't let you gain health in the same way...
822 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
823 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
826 // apply empathy curse
827 else if (attacker.runes & CURSE_EMPATHY)
829 attacker.health = bound(
830 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
831 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
837 // apply mirror damage if any
838 if(mirrordamage > 0 || mirrorforce > 0)
840 attacker = attacker_save;
844 // just lose extra LIVES, don't kill the player for mirror damage
845 if(attacker.armorvalue > 0)
847 attacker.armorvalue = attacker.armorvalue - 1;
848 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
849 attacker.hitsound += 1;
853 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
854 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
858 vector NearestPointOnBox(entity box, vector org)
860 vector m1, m2, nearest;
862 m1 = box.mins + box.origin;
863 m2 = box.maxs + box.origin;
865 nearest_x = bound(m1_x, org_x, m2_x);
866 nearest_y = bound(m1_y, org_y, m2_y);
867 nearest_z = bound(m1_z, org_z, m2_z);
872 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
875 weaponid = DEATH_WEAPONOF(deathtype);
877 if not(inWarmupStage)
879 if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
880 attacker.stats_hit[weaponid - 1] += damage;
881 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
885 float RadiusDamage_running;
886 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
887 // Returns total damage applies to creatures
897 float total_damage_to_creatures;
902 float stat_damagedone;
903 float stat_maxdamage;
905 if(RadiusDamage_running)
908 print("RadiusDamage called recursively!\n");
909 print("Expect stuff to go HORRIBLY wrong.\n");
910 print("Causing a stack trace...\n");
911 save = cvar_string("prvm_backtraceforwarnings");
912 cvar_set("prvm_backtraceforwarnings", "1");
913 fclose(-1); // calls VM_Warning
914 cvar_set("prvm_backtraceforwarnings", save);
918 RadiusDamage_running = 1;
920 tfloordmg = cvar("g_throughfloor_damage");
921 tfloorforce = cvar("g_throughfloor_force");
923 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
924 total_damage_to_creatures = 0;
926 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
927 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
929 force = inflictor.velocity;
933 force = normalize(force);
934 if(forceintensity >= 0)
935 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
937 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
943 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
947 if (targ != inflictor)
948 if (ignore != targ) if(targ.takedamage)
950 // LordHavoc: measure distance to nearest point on target (not origin)
951 // (this guarentees 100% damage on a touch impact)
952 nearest = targ.WarpZone_findradius_nearest;
953 diff = targ.WarpZone_findradius_dist;
954 // round up a little on the damage to ensure full damage on impacts
955 // and turn the distance into a fraction of the radius
956 power = 1 - ((vlen (diff) - 2) / rad);
958 //bprint(ftos(power));
959 //if (targ == attacker)
960 // print(ftos(power), "\n");
965 finaldmg = coredamage * power + edgedamage * (1 - power);
972 local float hitratio;
974 local vector myblastorigin;
975 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
976 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
977 // if it's a player, use the view origin as reference
978 if (targ.classname == "player")
979 center = targ.origin + targ.view_ofs;
980 force = normalize(center - myblastorigin);
981 force = force * (finaldmg / coredamage) * forceintensity;
982 // test line of sight to multiple positions on box,
983 // and do damage if any of them hit
985 if (targ.classname == "player")
986 total = ceil(bound(1, finaldmg, 50));
988 total = ceil(bound(1, finaldmg/10, 5));
993 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
994 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
995 if (trace_fraction == 1 || trace_ent == targ)
999 hitloc = hitloc + nearest;
1003 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1004 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1005 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1008 nearest = hitloc * (1 / max(1, hits));
1009 hitratio = (hits / total);
1010 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1011 finaldmg = finaldmg * a;
1012 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1014 //if (targ == attacker)
1016 // print("hits ", ftos(hits), " / ", ftos(total));
1017 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1018 // print(" (", ftos(a), ")\n");
1020 if(hits || tfloordmg || tfloorforce)
1024 total_damage_to_creatures += finaldmg;
1026 if(targ.flags & FL_CLIENT)
1027 if(targ.deadflag == DEAD_NO)
1028 if(targ != attacker)
1029 if(!teamplay || targ.team != attacker.team)
1031 stat_damagedone += finaldmg;
1032 stat_maxdamage += coredamage;
1036 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1037 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1039 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1047 RadiusDamage_running = 0;
1049 Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1051 return total_damage_to_creatures;
1054 .float fire_damagepersec;
1055 .float fire_endtime;
1056 .float fire_deathtype;
1058 .float fire_hitsound;
1059 .entity fire_burner;
1061 void fireburner_think();
1063 float Fire_IsBurning(entity e)
1065 return (time < e.fire_endtime);
1068 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1071 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1073 if(e.classname == "player")
1082 // print("adding a fire burner to ", e.classname, "\n");
1083 e.fire_burner = spawn();
1084 e.fire_burner.classname = "fireburner";
1085 e.fire_burner.think = fireburner_think;
1086 e.fire_burner.nextthink = time;
1087 e.fire_burner.owner = e;
1093 if(Fire_IsBurning(e))
1095 mintime = e.fire_endtime - time;
1096 maxtime = max(mintime, t);
1098 mindps = e.fire_damagepersec;
1099 maxdps = max(mindps, dps);
1101 if(maxtime > mintime || maxdps > mindps)
1103 mindamage = mindps * mintime;
1104 maxdamage = mindamage + d;
1106 // interval [mintime, maxtime] * [mindps, maxdps]
1108 // [mindamage, maxdamage]
1111 if(maxdamage >= maxtime * maxdps)
1113 totaltime = maxtime;
1114 totaldamage = maxtime * maxdps;
1116 // this branch increases totaldamage if either t > mintime, or dps > mindps
1120 // maxdamage is inside the interval!
1121 // first, try to use mindps; only if this fails, increase dps as needed
1122 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1123 totaldamage = maxdamage;
1124 // can totaldamage / totaltime be >= maxdps?
1125 // max(mindps, maxdamage / maxtime) >= maxdps?
1126 // we know maxdamage < maxtime * maxdps
1129 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1132 // total conditions for increasing:
1133 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1135 // if maxtime = mintime, maxdps = mindps
1137 // maxdamage = mindamage + d
1138 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1139 // so the last condition is not needed
1141 e.fire_damagepersec = totaldamage / totaltime;
1142 e.fire_endtime = time + totaltime;
1143 if(totaldamage > 1.2 * mindamage)
1145 e.fire_deathtype = dt;
1146 if(e.fire_owner != o)
1149 e.fire_hitsound = FALSE;
1152 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1159 e.fire_damagepersec = dps;
1160 e.fire_endtime = time + t;
1161 e.fire_deathtype = dt;
1163 e.fire_hitsound = FALSE;
1168 void Fire_ApplyDamage(entity e)
1173 if not(Fire_IsBurning(e))
1179 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1182 // water and slime stop fire
1184 if(e.watertype != CONTENT_LAVA)
1187 t = min(frametime, e.fire_endtime - time);
1188 d = e.fire_damagepersec * t;
1190 hi = e.fire_owner.hitsound;
1191 ty = e.fire_owner.typehitsound;
1192 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1193 if(e.fire_hitsound && e.fire_owner)
1195 e.fire_owner.hitsound = hi;
1196 e.fire_owner.typehitsound = ty;
1198 e.fire_hitsound = TRUE;
1200 Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1202 if not(IS_INDEPENDENT_PLAYER(e))
1203 FOR_EACH_PLAYER(other) if(e != other)
1205 if(other.classname == "player")
1206 if(other.deadflag == DEAD_NO)
1207 if not(IS_INDEPENDENT_PLAYER(other))
1208 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1210 t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1211 d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1212 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1217 void Fire_ApplyEffect(entity e)
1219 if(Fire_IsBurning(e))
1220 e.effects |= EF_FLAME;
1222 e.effects &~= EF_FLAME;
1225 void fireburner_think()
1227 // for players, this is done in the regular loop
1228 if(wasfreed(self.owner))
1233 Fire_ApplyEffect(self.owner);
1234 if(!Fire_IsBurning(self.owner))
1236 self.owner.fire_burner = world;
1240 Fire_ApplyDamage(self.owner);
1241 self.nextthink = time;