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);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
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?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
124 if(autocvar_g_arena_roundbased)
127 if(targ != attacker) // not for suicides
128 if(g_weaponarena_random)
130 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
132 culprit = DEATH_WEAPONOF(deathtype);
134 culprit = attacker.weapon;
135 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136 culprit = attacker.weapon;
138 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
144 if(!GiveFrags_randomweapons)
146 GiveFrags_randomweapons = spawn();
147 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
151 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
153 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
155 // all others (including the culprit): remove
156 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
159 // among the remaining ones, choose one by random
160 W_RandomWeapons(GiveFrags_randomweapons, 1);
162 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
164 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165 WEPSET_ANDNOT_EW(attacker, culprit);
169 // after a frag, choose another random weapon set
170 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
191 f = RunematchHandleFrags(attacker, targ, f);
197 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198 if(tl < lms_lowest_lives)
199 lms_lowest_lives = tl;
203 lms_next_place = player_count;
205 lms_next_place = min(lms_next_place, player_count);
206 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
213 attacker.totalfrags += f;
216 UpdateFrags(attacker, f);
219 string AppendItemcodes(string s, entity player)
224 // w = player.switchweapon;
226 w = player.cnt; // previous weapon!
227 s = strcat(s, ftos(w));
228 if(time < player.strength_finished)
230 if(time < player.invincible_finished)
232 if(player.flagcarried != world)
234 if(player.BUTTON_CHAT)
239 s = strcat(s, "|", ftos(player.runes));
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
246 if(!autocvar_sv_eventlog)
248 s = strcat(":kill:", mode);
249 s = strcat(s, ":", ftos(killer.playerid));
250 s = strcat(s, ":", ftos(killed.playerid));
251 s = strcat(s, ":type=", Deathtype_Name(deathtype));
252 s = strcat(s, ":items=");
253 s = AppendItemcodes(s, killer);
256 s = strcat(s, ":victimitems=");
257 s = AppendItemcodes(s, killed);
262 #define INFO_NO_MSG 0
264 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
266 float handled = 0, hits = 0;
267 if(DEATH_ISSPECIAL(deathtype))
269 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
270 { if(deathtype == max(0, name)) \
272 #if msg_death != NO_MSG \
275 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
276 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
280 #if msg_death_by != NO_MSG \
283 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
284 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
296 backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
300 dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
307 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
309 float death_weapon = DEATH_WEAPONOF(deathtype);
312 w_deathtype = deathtype;
313 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
318 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, death_message, s1, s2, s3, "", f1, f2, 0, 0);
319 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_multi_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
321 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
328 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
331 if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
334 float notif_firstblood = FALSE;
335 float kill_count_to_attacker, kill_count_to_target;
337 // Set final information for the death
338 targ.death_origin = targ.origin;
339 if(targ != attacker) { targ.killer_origin = attacker.origin; }
340 string deathlocation = NearestLocation(targ.death_origin);
342 #ifdef NOTIFICATIONS_DEBUG
344 sprintf("Obituary(%s, %s, %s, %s = %d);\n",
348 Deathtype_Name(deathtype),
359 if(DEATH_ISSPECIAL(deathtype))
361 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
363 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
369 case DEATH_MIRRORDAMAGE:
371 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
377 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
381 LogDeath("suicide", deathtype, targ, targ);
382 GiveFrags(attacker, targ, -1, deathtype);
385 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
387 backtrace("SUICIDE: what the hell happened here?\n");
394 else if(attacker.classname == "player")
396 if(!IsDifferentTeam(attacker, targ))
398 LogDeath("tk", deathtype, attacker, targ);
399 GiveFrags(attacker, targ, -1, deathtype);
401 attacker.killcount = 0;
403 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
404 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
405 Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
407 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
408 // No need for specific death/weapon messages...
412 LogDeath("frag", deathtype, attacker, targ);
413 GiveFrags(attacker, targ, 1, deathtype);
415 attacker.taunt_soundtime = time + 1;
416 attacker.killcount = attacker.killcount + 1;
418 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
421 AnnounceTo(attacker, strcat(#countb, "kills")); \
422 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
425 switch(attacker.killcount)
432 if(!checkrules_firstblood)
434 checkrules_firstblood = TRUE;
435 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
436 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
437 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
439 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
440 kill_count_to_attacker = -1;
441 kill_count_to_target = -2;
445 kill_count_to_attacker = attacker.killcount;
446 kill_count_to_target = 0;
451 if(attacker.FRAG_VERBOSE)
452 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
454 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
456 if(targ.FRAG_VERBOSE)
457 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
459 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
463 if(attacker.FRAG_VERBOSE)
464 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
466 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
468 if(targ.FRAG_VERBOSE)
469 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
471 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
474 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
475 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
486 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
487 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
488 // and there will be a REAL DEATH_VOID implementation which mappers will use.
489 /*case DEATH_HURTTRIGGER:
492 s2 = inflictor.message;
493 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
499 Obituary_SpecialDeath(targ, FALSE, deathtype,
501 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
511 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
516 LogDeath("accident", deathtype, targ, targ);
517 GiveFrags(targ, targ, -1, deathtype);
519 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
521 AnnounceTo(targ, "botlike");
522 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
526 // reset target kill count
527 if(targ.killcount) { targ.killcount = 0; }
530 // these are updated by each Damage call for use in button triggering and such
532 entity damage_inflictor;
533 entity damage_attacker;
535 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
539 float complainteamdamage = 0;
540 entity attacker_save;
544 if (gameover || targ.killcount == -666)
551 damage_inflictor = inflictor;
552 damage_attacker = attacker;
553 attacker_save = attacker;
555 if(targ.classname == "player")
558 if(targ.hook.aiment == attacker)
559 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
561 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
562 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
564 if(targ.classname == "player")
565 if not(IsDifferentTeam(targ, attacker))
572 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
574 // These are ALWAYS lethal
575 // No damage modification here
576 // Instead, prepare the victim for his death...
578 targ.spawnshieldtime = 0;
579 targ.health = 0.9; // this is < 1
580 targ.flags -= targ.flags & FL_GODMODE;
583 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
590 skill based bot damage? gtfo. (tZork)
591 if (targ.classname == "player")
592 if (attacker.classname == "player")
595 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
598 // nullify damage if teamplay is on
599 if(deathtype != DEATH_TELEFRAG)
600 if(attacker.classname == "player")
602 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
607 else if(!IsDifferentTeam(attacker, targ))
609 if(autocvar_teamplay_mode == 1)
611 else if(attacker != targ)
613 if(autocvar_teamplay_mode == 3)
615 else if(autocvar_teamplay_mode == 4)
617 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
619 attacker.dmg_team = attacker.dmg_team + damage;
620 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
621 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
622 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
623 mirrorforce = autocvar_g_mirrordamage * vlen(force);
626 if(autocvar_g_friendlyfire == 0)
632 damage = autocvar_g_friendlyfire * damage;
633 // mirrordamage will be used LATER
635 if(autocvar_g_mirrordamage_virtual)
637 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
638 attacker.dmg_take += v_x;
639 attacker.dmg_save += v_y;
640 attacker.dmg_inflictor = inflictor;
641 mirrordamage = v_z; // = 0, to make fteqcc stfu
645 if(autocvar_g_friendlyfire_virtual)
647 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
648 targ.dmg_take += v_x;
649 targ.dmg_save += v_y;
650 targ.dmg_inflictor = inflictor;
652 if(!autocvar_g_friendlyfire_virtual_force)
663 if(targ.classname == "player")
664 if(attacker.classname == "player")
667 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
668 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
671 if(targ.classname == "player")
674 if ((deathtype == DEATH_FALL) ||
675 (deathtype == DEATH_DROWN) ||
676 (deathtype == DEATH_SLIME) ||
677 (deathtype == DEATH_LAVA) ||
678 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
685 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
687 targ.armorvalue -= 1;
688 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
691 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
693 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
697 complainteamdamage = 0;
698 if (targ != attacker)
700 if ((targ.health >= 1) && (targ.classname == "player"))
701 centerprint(attacker, "Secondary fire inflicts no damage!");
709 if not(DEATH_ISSPECIAL(deathtype))
711 damage *= g_weapondamagefactor;
712 mirrordamage *= g_weapondamagefactor;
713 complainteamdamage *= g_weapondamagefactor;
714 force = force * g_weaponforcefactor;
715 mirrorforce *= g_weaponforcefactor;
718 // should this be changed at all? If so, in what way?
719 frag_attacker = attacker;
721 frag_damage = damage;
723 frag_deathtype = deathtype;
724 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
725 damage = frag_damage;
728 // apply strength multiplier
729 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
733 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
734 force = force * autocvar_g_balance_powerup_strength_selfforce;
738 damage = damage * autocvar_g_balance_powerup_strength_damage;
739 force = force * autocvar_g_balance_powerup_strength_force;
743 // apply invincibility multiplier
744 if (targ.items & IT_INVINCIBLE && !g_minstagib)
745 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
747 if (targ == attacker)
749 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
752 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
757 // apply strength rune
758 if (attacker.runes & RUNE_STRENGTH)
760 if(attacker.runes & CURSE_WEAK) // have both curse & rune
762 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
763 force = force * autocvar_g_balance_rune_strength_combo_force;
767 damage = damage * autocvar_g_balance_rune_strength_damage;
768 force = force * autocvar_g_balance_rune_strength_force;
771 else if (attacker.runes & CURSE_WEAK)
773 damage = damage * autocvar_g_balance_curse_weak_damage;
774 force = force * autocvar_g_balance_curse_weak_force;
777 // apply defense rune
778 if (targ.runes & RUNE_DEFENSE)
780 if (targ.runes & CURSE_VULNER) // have both curse & rune
781 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
783 damage = damage * autocvar_g_balance_rune_defense_takedamage;
785 else if (targ.runes & CURSE_VULNER)
786 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
792 if(targ.takedamage == DAMAGE_AIM)
796 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
801 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
803 if(IsDifferentTeam(victim, attacker))
807 if(deathtype != DEATH_FIRE)
809 if(victim.BUTTON_CHAT)
810 attacker.typehitsound += 1;
812 attacker.hitsound += 1;
815 damage_goodhits += 1;
816 damage_gooddamage += damage;
818 if not(DEATH_ISSPECIAL(deathtype))
820 if(targ.classname == "player") // don't do this for vehicles
826 if(victim.items & IT_STRENGTH)
833 if(deathtype != DEATH_FIRE)
835 attacker.typehitsound += 1;
837 if(complainteamdamage > 0)
838 if(time > attacker.teamkill_complain)
840 attacker.teamkill_complain = time + 5;
841 attacker.teamkill_soundtime = time + 0.4;
842 attacker.teamkill_soundsource = targ;
850 if (self.damageforcescale)
852 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
854 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
855 if(self.movetype == MOVETYPE_PHYSICS)
859 farcent.classname = "farce";
860 farcent.enemy = self;
861 farcent.movedir = farce * 10;
863 farcent.movedir = farcent.movedir * self.mass;
864 farcent.origin = hitloc;
865 farcent.forcetype = FORCETYPE_FORCEATPOS;
866 farcent.nextthink = time + 0.1;
867 farcent.think = SUB_Remove;
870 self.velocity = self.velocity + farce;
871 self.flags &~= FL_ONGROUND;
872 UpdateCSQCProjectile(self);
875 if (damage != 0 || (self.damageforcescale && vlen(force)))
876 if (self.event_damage)
877 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
880 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
884 if (attacker.runes & RUNE_VAMPIRE)
886 // apply vampire rune
887 if (attacker.runes & CURSE_EMPATHY) // have the curse too
889 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
890 attacker.health = bound(
891 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
892 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
893 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
897 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
898 attacker.health = bound(
899 attacker.health, // LA: was 3, but changed so that you can't lose health
900 // empathy won't let you gain health in the same way...
901 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
902 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
905 // apply empathy curse
906 else if (attacker.runes & CURSE_EMPATHY)
908 attacker.health = bound(
909 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
910 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
916 // apply mirror damage if any
917 if(mirrordamage > 0 || mirrorforce > 0)
919 attacker = attacker_save;
923 // just lose extra LIVES, don't kill the player for mirror damage
924 if(attacker.armorvalue > 0)
926 attacker.armorvalue = attacker.armorvalue - 1;
927 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
928 attacker.hitsound += 1;
933 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
934 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
938 float RadiusDamage_running;
939 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
940 // Returns total damage applies to creatures
945 float total_damage_to_creatures;
950 float stat_damagedone;
952 if(RadiusDamage_running)
954 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
958 RadiusDamage_running = 1;
960 tfloordmg = autocvar_g_throughfloor_damage;
961 tfloorforce = autocvar_g_throughfloor_force;
963 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
964 total_damage_to_creatures = 0;
966 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
967 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
969 force = inflictor.velocity;
973 force = normalize(force);
974 if(forceintensity >= 0)
975 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
977 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
982 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
986 if (targ != inflictor)
987 if (ignore != targ) if(targ.takedamage)
993 // LordHavoc: measure distance to nearest point on target (not origin)
994 // (this guarentees 100% damage on a touch impact)
995 nearest = targ.WarpZone_findradius_nearest;
996 diff = targ.WarpZone_findradius_dist;
997 // round up a little on the damage to ensure full damage on impacts
998 // and turn the distance into a fraction of the radius
999 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1001 //bprint(ftos(power));
1002 //if (targ == attacker)
1003 // print(ftos(power), "\n");
1009 finaldmg = coredamage * power + edgedamage * (1 - power);
1015 vector myblastorigin;
1018 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1020 // if it's a player, use the view origin as reference
1021 center = CENTER_OR_VIEWOFS(targ);
1023 force = normalize(center - myblastorigin);
1024 force = force * (finaldmg / coredamage) * forceintensity;
1027 if(targ != directhitentity)
1032 float mininv_f, mininv_d;
1034 // test line of sight to multiple positions on box,
1035 // and do damage if any of them hit
1038 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1039 // so for a given max stddev:
1040 // n = (1 / (2 * max stddev of hitratio))^2
1042 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1043 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1045 if(autocvar_g_throughfloor_debug)
1046 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1048 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1050 if(autocvar_g_throughfloor_debug)
1051 print(sprintf(" steps=%f", total));
1053 if (targ.classname == "player")
1054 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1056 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1058 if(autocvar_g_throughfloor_debug)
1059 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1061 for(c = 0; c < total; ++c)
1063 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1064 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1065 if (trace_fraction == 1 || trace_ent == targ)
1069 hitloc = hitloc + nearest;
1073 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1074 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1075 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1078 nearest = hitloc * (1 / max(1, hits));
1079 hitratio = (hits / total);
1080 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1081 finaldmg = finaldmg * a;
1082 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1085 if(autocvar_g_throughfloor_debug)
1086 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1089 // laser force adjustments :P
1090 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1092 if (targ == attacker)
1097 float force_velocitybiasramp;
1098 float force_velocitybias;
1100 force_velocitybiasramp = autocvar_sv_maxspeed;
1101 if(deathtype & HITTYPE_SECONDARY)
1103 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1104 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1108 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1109 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1112 vel = targ.velocity;
1114 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1118 normalize(normalize(force) + vel);
1120 force_z *= force_zscale;
1124 if(deathtype & HITTYPE_SECONDARY)
1126 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1130 force *= autocvar_g_balance_laser_primary_force_other_scale;
1135 //if (targ == attacker)
1137 // print("hits ", ftos(hits), " / ", ftos(total));
1138 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1139 // print(" (", ftos(a), ")\n");
1141 if(finaldmg || vlen(force))
1145 total_damage_to_creatures += finaldmg;
1147 if(accuracy_isgooddamage(attacker, targ))
1148 stat_damagedone += finaldmg;
1151 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1152 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1154 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1162 RadiusDamage_running = 0;
1164 if(!DEATH_ISSPECIAL(deathtype))
1165 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1167 return total_damage_to_creatures;
1170 .float fire_damagepersec;
1171 .float fire_endtime;
1172 .float fire_deathtype;
1174 .float fire_hitsound;
1175 .entity fire_burner;
1177 void fireburner_think();
1179 float Fire_IsBurning(entity e)
1181 return (time < e.fire_endtime);
1184 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1187 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1189 if(e.classname == "player")
1198 // print("adding a fire burner to ", e.classname, "\n");
1199 e.fire_burner = spawn();
1200 e.fire_burner.classname = "fireburner";
1201 e.fire_burner.think = fireburner_think;
1202 e.fire_burner.nextthink = time;
1203 e.fire_burner.owner = e;
1209 if(Fire_IsBurning(e))
1211 mintime = e.fire_endtime - time;
1212 maxtime = max(mintime, t);
1214 mindps = e.fire_damagepersec;
1215 maxdps = max(mindps, dps);
1217 if(maxtime > mintime || maxdps > mindps)
1221 // damage we have right now
1222 mindamage = mindps * mintime;
1224 // damage we want to get
1225 maxdamage = mindamage + d;
1227 // but we can't exceed maxtime * maxdps!
1228 totaldamage = min(maxdamage, maxtime * maxdps);
1232 // totaldamage = min(mindamage + d, maxtime * maxdps)
1234 // totaldamage <= maxtime * maxdps
1235 // ==> totaldamage / maxdps <= maxtime.
1237 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1238 // >= min(mintime, maxtime)
1239 // ==> totaldamage / maxdps >= mintime.
1242 // how long do we damage then?
1243 // at least as long as before
1244 // but, never exceed maxdps
1245 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1249 // at most as long as maximum allowed
1250 // but, never below mindps
1251 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1253 // assuming t > mintime, dps > mindps:
1254 // we get d = t * dps = maxtime * maxdps
1255 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1256 // totaldamage / maxdps = maxtime
1257 // totaldamage / mindps > totaldamage / maxdps = maxtime
1259 // a) totaltime = max(mintime, maxtime) = maxtime
1260 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1262 // assuming t <= mintime:
1263 // we get maxtime = mintime
1264 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1265 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1267 // assuming dps <= mindps:
1268 // we get mindps = maxdps.
1269 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1270 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1271 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1273 e.fire_damagepersec = totaldamage / totaltime;
1274 e.fire_endtime = time + totaltime;
1275 if(totaldamage > 1.2 * mindamage)
1277 e.fire_deathtype = dt;
1278 if(e.fire_owner != o)
1281 e.fire_hitsound = FALSE;
1284 if(accuracy_isgooddamage(o, e))
1285 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1286 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1293 e.fire_damagepersec = dps;
1294 e.fire_endtime = time + t;
1295 e.fire_deathtype = dt;
1297 e.fire_hitsound = FALSE;
1298 if(accuracy_isgooddamage(o, e))
1299 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1304 void Fire_ApplyDamage(entity e)
1309 if not(Fire_IsBurning(e))
1312 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1313 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1316 // water and slime stop fire
1318 if(e.watertype != CONTENT_LAVA)
1322 if(e.freezetag_frozen)
1325 t = min(frametime, e.fire_endtime - time);
1326 d = e.fire_damagepersec * t;
1328 hi = e.fire_owner.hitsound;
1329 ty = e.fire_owner.typehitsound;
1330 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1331 if(e.fire_hitsound && e.fire_owner)
1333 e.fire_owner.hitsound = hi;
1334 e.fire_owner.typehitsound = ty;
1336 e.fire_hitsound = TRUE;
1338 if not(IS_INDEPENDENT_PLAYER(e))
1339 FOR_EACH_PLAYER(other) if(e != other)
1341 if(other.classname == "player")
1342 if(other.deadflag == DEAD_NO)
1343 if not(IS_INDEPENDENT_PLAYER(other))
1344 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1346 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1347 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1348 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1353 void Fire_ApplyEffect(entity e)
1355 if(Fire_IsBurning(e))
1356 e.effects |= EF_FLAME;
1358 e.effects &~= EF_FLAME;
1361 void fireburner_think()
1363 // for players, this is done in the regular loop
1364 if(wasfreed(self.owner))
1369 Fire_ApplyEffect(self.owner);
1370 if(!Fire_IsBurning(self.owner))
1372 self.owner.fire_burner = world;
1376 Fire_ApplyDamage(self.owner);
1377 self.nextthink = time;