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Fix compile errors
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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
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
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)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
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));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_runematch)
190                 {
191                         f = RunematchHandleFrags(attacker, targ, f);
192                 }
193                 else if(g_lms)
194                 {
195                         // remove a life
196                         float tl;
197                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198                         if(tl < lms_lowest_lives)
199                                 lms_lowest_lives = tl;
200                         if(tl <= 0)
201                         {
202                                 if(!lms_next_place)
203                                         lms_next_place = player_count;
204                                 else
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
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211         }
212
213         attacker.totalfrags += f;
214
215         if(f)
216                 UpdateFrags(attacker, f);
217 }
218
219 string AppendItemcodes(string s, entity player)
220 {
221         float w;
222         w = player.weapon;
223         //if(w == 0)
224         //      w = player.switchweapon;
225         if(w == 0)
226                 w = player.cnt; // previous weapon!
227         s = strcat(s, ftos(w));
228         if(time < player.strength_finished)
229                 s = strcat(s, "S");
230         if(time < player.invincible_finished)
231                 s = strcat(s, "I");
232         if(player.flagcarried != world)
233                 s = strcat(s, "F");
234         if(player.BUTTON_CHAT)
235                 s = strcat(s, "T");
236         if(player.kh_next)
237                 s = strcat(s, "K");
238         if(player.runes)
239                 s = strcat(s, "|", ftos(player.runes));
240         return s;
241 }
242
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
244 {
245         string s;
246         if(!autocvar_sv_eventlog)
247                 return;
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);
254         if(killed != killer)
255         {
256                 s = strcat(s, ":victimitems=");
257                 s = AppendItemcodes(s, killed);
258         }
259         GameLogEcho(s);
260 }
261
262 void Obituary_SpecialDeath(
263         entity notif_target,
264         float murder,
265         float deathtype,
266         string s1, string s2, string s3,
267         float f1, float f2, float f3)
268 {
269         if(DEATH_ISSPECIAL(deathtype))
270         {
271                 entity deathent = deathtypes[(deathtype - DT_FIRST) - 1];
272                 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
273
274                 if(murder)
275                 {
276                         if(deathent.death_msgmurder)
277                         {
278                                 Send_Notification_WOVA(
279                                         NOTIF_ONE,
280                                         notif_target,
281                                         MSG_MULTI,
282                                         deathent.death_msgmurder.nent_id,
283                                         s1, s2, s3, "",
284                                         f1, f2, f3, 0
285                                 );
286                                 Send_Notification_WOVA(
287                                         NOTIF_ALL_EXCEPT,
288                                         notif_target,
289                                         MSG_INFO,
290                                         deathent.death_msgmurder.nent_msginfo.nent_id,
291                                         s1, s2, s3, "",
292                                         f1, f2, f3, 0
293                                 );
294                         }
295                 }
296                 else
297                 {
298                         if(deathent.death_msgself)
299                         {
300                                 Send_Notification_WOVA(
301                                         NOTIF_ONE,
302                                         notif_target,
303                                         MSG_MULTI,
304                                         deathent.death_msgself.nent_id,
305                                         s1, s2, s3, "",
306                                         f1, f2, f3, 0
307                                 );
308                                 Send_Notification_WOVA(
309                                         NOTIF_ALL_EXCEPT,
310                                         notif_target,
311                                         MSG_INFO,
312                                         deathent.death_msgself.nent_msginfo.nent_id,
313                                         s1, s2, s3, "",
314                                         f1, f2, f3, 0
315                                 );
316                         }
317                 }
318         }
319         else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
320 }
321
322 float w_deathtype;
323 float Obituary_WeaponDeath(
324         entity notif_target,
325         float murder,
326         float deathtype,
327         string s1, string s2, string s3,
328         float f1, float f2)
329 {
330         float death_weapon = DEATH_WEAPONOF(deathtype);
331         if(death_weapon)
332         {
333                 w_deathtype = deathtype;
334                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
335                 w_deathtype = FALSE;
336
337                 if(death_message)
338                 {
339                         Send_Notification_WOVA(
340                                 NOTIF_ONE,
341                                 notif_target,
342                                 MSG_MULTI,
343                                 death_message,
344                                 s1, s2, s3, "",
345                                 f1, f2, 0, 0
346                         );
347                         Send_Notification_WOVA(
348                                 NOTIF_ALL_EXCEPT,
349                                 notif_target,
350                                 MSG_INFO,
351                                 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
352                                 s1, s2, s3, "",
353                                 f1, f2, 0, 0
354                         );
355                 }
356                 else
357                 {
358                         dprint(sprintf(
359                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
360                                 deathtype,
361                                 death_weapon
362                         ));
363                 }
364
365                 return TRUE;
366         }
367         return FALSE;
368 }
369
370 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
371 {
372         // Sanity check
373         if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
374
375         // Declarations
376         float notif_firstblood = FALSE;
377         float kill_count_to_attacker, kill_count_to_target;
378
379         // Set final information for the death
380         targ.death_origin = targ.origin;
381         if(targ != attacker) { targ.killer_origin = attacker.origin; }
382         string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
383
384         #ifdef NOTIFICATIONS_DEBUG
385         dprint(
386                 sprintf(
387                         "Obituary(%s, %s, %s, %s = %d);\n",
388                         attacker.netname,
389                         inflictor.netname,
390                         targ.netname,
391                         Deathtype_Name(deathtype),
392                         deathtype
393                 )
394         );
395         #endif
396         
397         // =======
398         // SUICIDE
399         // =======
400         if(targ == attacker)
401         {
402                 if(DEATH_ISSPECIAL(deathtype))
403                 {
404                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
405                         {
406                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
407                         }
408                         else
409                         {
410                                 switch(deathtype)
411                                 {
412                                         case DEATH_MIRRORDAMAGE:
413                                         {
414                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
415                                                 break;
416                                         }
417                                         
418                                         default:
419                                         {
420                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
421                                                 break;
422                                         }
423                                 }
424                         }
425                 }
426                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
427                 {
428                         backtrace("SUICIDE: what the hell happened here?\n");
429                         return;
430                 }
431                 LogDeath("suicide", deathtype, targ, targ);
432                 GiveFrags(attacker, targ, -1, deathtype);
433         }
434
435         // ======
436         // MURDER
437         // ======
438         else if(IS_PLAYER(attacker))
439         {
440                 if(!IsDifferentTeam(attacker, targ))
441                 {
442                         LogDeath("tk", deathtype, attacker, targ);
443                         GiveFrags(attacker, targ, -1, deathtype);
444
445                         attacker.killcount = 0;
446                         
447                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
448                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
449                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
450
451                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
452                         // No need for specific death/weapon messages...
453                 }
454                 else
455                 {
456                         LogDeath("frag", deathtype, attacker, targ);
457                         GiveFrags(attacker, targ, 1, deathtype);
458
459                         attacker.taunt_soundtime = time + 1;
460                         attacker.killcount = attacker.killcount + 1;
461
462                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
463                                 case counta: \
464                                 { \
465                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
466                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
467                                         break; \
468                                 }
469                         switch(attacker.killcount)
470                         {
471                                 KILL_SPREE_LIST
472                                 default: break;
473                         }
474                         #undef SPREE_ITEM
475
476                         if(!checkrules_firstblood)
477                         {
478                                 checkrules_firstblood = TRUE;
479                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
480                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
481                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
482
483                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
484                                 kill_count_to_attacker = -1;
485                                 kill_count_to_target = -2;
486                         }
487                         else
488                         {
489                                 kill_count_to_attacker = attacker.killcount;
490                                 kill_count_to_target = 0;
491                         }
492
493                         float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
494                         if(targ.istypefrag)
495                         {
496                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
497                                         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));
498                                 else
499                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
500
501                                 if(targ.FRAG_VERBOSE && verbose_allowed)
502                                         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));
503                                 else
504                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
505                         }
506                         else
507                         {
508                                 if(attacker.FRAG_VERBOSE && verbose_allowed)
509                                         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));
510                                 else
511                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
512
513                                 if(targ.FRAG_VERBOSE && verbose_allowed)
514                                         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));
515                                 else
516                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
517                         }
518
519                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
520                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
521                 }
522         }
523
524         // =============
525         // ACCIDENT/TRAP
526         // =============
527         else
528         {
529                 switch(deathtype)
530                 {
531                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
532                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
533                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
534                         /*case DEATH_HURTTRIGGER:
535                         {
536                                 s1 = targ.netname;
537                                 s2 = inflictor.message;
538                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
539                                 break;
540                         }*/
541
542                         case DEATH_CUSTOM:
543                         {
544                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
545                                         targ.netname,
546                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
547                                         deathlocation,
548                                         targ.killcount,
549                                         0,
550                                         0);
551                                 break;
552                         }
553                         
554                         default:
555                         {
556                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
557                                 break;
558                         }
559                 }
560
561                 LogDeath("accident", deathtype, targ, targ);
562                 GiveFrags(targ, targ, -1, deathtype);
563
564                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
565                 {
566                         AnnounceTo(targ, "botlike");
567                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
568                 }
569         }
570
571         // reset target kill count
572         if(targ.killcount) { targ.killcount = 0; }
573 }
574
575 // these are updated by each Damage call for use in button triggering and such
576 entity damage_targ;
577 entity damage_inflictor;
578 entity damage_attacker;
579
580 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
581 {
582         float mirrordamage;
583         float mirrorforce;
584         float complainteamdamage = 0; 
585         entity attacker_save;
586         mirrordamage = 0;
587         mirrorforce = 0;
588
589         if (gameover || targ.killcount == -666)
590                 return;
591
592         entity oldself;
593         oldself = self;
594         self = targ;
595         damage_targ = targ;
596         damage_inflictor = inflictor;
597         damage_attacker = attacker;
598                 attacker_save = attacker;
599
600         if(targ.classname == "player")
601                 if(targ.hook)
602                         if(targ.hook.aiment)
603                                 if(targ.hook.aiment == attacker)
604                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
605
606         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
607         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
608         {
609                 if(targ.classname == "player")
610                         if not(IsDifferentTeam(targ, attacker))
611                         {
612                                 self = oldself;
613                                 return;
614                         }
615         }
616
617         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
618         {
619                 // These are ALWAYS lethal
620                 // No damage modification here
621                 // Instead, prepare the victim for his death...
622                 targ.armorvalue = 0;
623                 targ.spawnshieldtime = 0;
624                 targ.health = 0.9; // this is < 1
625                 targ.flags -= targ.flags & FL_GODMODE;
626                 damage = 100000;
627         }
628         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
629         {
630                 // no processing
631         }
632         else
633         {
634                 /*
635                 skill based bot damage? gtfo. (tZork)
636                 if (targ.classname == "player")
637                 if (attacker.classname == "player")
638                 if (!targ.isbot)
639                 if (attacker.isbot)
640                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
641         */
642         
643                 // nullify damage if teamplay is on
644                 if(deathtype != DEATH_TELEFRAG)
645                 if(attacker.classname == "player")
646                 {
647                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
648                         {
649                                 damage = 0;
650                                 force = '0 0 0';
651                         }
652                         else if(!IsDifferentTeam(attacker, targ))
653                         {
654                                 if(autocvar_teamplay_mode == 1)
655                                         damage = 0;
656                                 else if(attacker != targ)
657                                 {
658                                         if(autocvar_teamplay_mode == 3)
659                                                 damage = 0;
660                                         else if(autocvar_teamplay_mode == 4)
661                                         {
662                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
663                                                 {
664                                                         attacker.dmg_team = attacker.dmg_team + damage;
665                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
666                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
667                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
668                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
669                                                         if(g_ca)
670                                                                 damage = 0;
671                                                         else
672                                                                 damage = autocvar_g_friendlyfire * damage;
673                                                         // mirrordamage will be used LATER
674
675                                                         if(autocvar_g_mirrordamage_virtual)
676                                                         {
677                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
678                                                                 attacker.dmg_take += v_x;
679                                                                 attacker.dmg_save += v_y;
680                                                                 attacker.dmg_inflictor = inflictor;
681                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
682                                                                 mirrorforce = 0;
683                                                         }
684
685                                                         if(autocvar_g_friendlyfire_virtual)
686                                                         {
687                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
688                                                                 targ.dmg_take += v_x;
689                                                                 targ.dmg_save += v_y;
690                                                                 targ.dmg_inflictor = inflictor;
691                                                                 damage = 0;
692                                                                 if(!autocvar_g_friendlyfire_virtual_force)
693                                                                         force = '0 0 0';
694                                                         }
695                                                 }
696                                                 else
697                                                         damage = 0;
698                                         }
699                                 }
700                         }
701                 }
702
703                 if(targ.classname == "player")
704                 if(attacker.classname == "player")
705                 if(attacker != targ)
706                 {
707                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
708                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
709                 }
710
711                 if not(DEATH_ISSPECIAL(deathtype))
712                 {
713                         damage *= g_weapondamagefactor;
714                         mirrordamage *= g_weapondamagefactor;
715                         complainteamdamage *= g_weapondamagefactor;
716                         force = force * g_weaponforcefactor;
717                         mirrorforce *= g_weaponforcefactor;
718                 }
719                 
720                 // should this be changed at all? If so, in what way?
721                 frag_attacker = attacker;
722                 frag_target = targ;
723                 frag_damage = damage;
724                 frag_force = force;
725         frag_deathtype = deathtype;
726                 frag_mirrordamage = mirrordamage;
727                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
728                 damage = frag_damage;
729                 mirrordamage = frag_mirrordamage;
730                 force = frag_force;
731                 
732                 if not(g_minstagib)
733                 {
734                         // apply strength multiplier
735                         if (attacker.items & IT_STRENGTH)
736                         {
737                                 if(targ == attacker)
738                                 {
739                                         damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
740                                         force = force * autocvar_g_balance_powerup_strength_selfforce;
741                                 }
742                                 else
743                                 {
744                                         damage = damage * autocvar_g_balance_powerup_strength_damage;
745                                         force = force * autocvar_g_balance_powerup_strength_force;
746                                 }
747                         }
748
749                         // apply invincibility multiplier
750                         if (targ.items & IT_INVINCIBLE)
751                                 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
752                 }
753
754                 if (targ == attacker)
755                 {
756                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
757                                 damage = 0;
758                         else
759                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
760                 }
761
762                 if(g_runematch)
763                 {
764                         // apply strength rune
765                         if (attacker.runes & RUNE_STRENGTH)
766                         {
767                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
768                                 {
769                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
770                                         force = force * autocvar_g_balance_rune_strength_combo_force;
771                                 }
772                                 else
773                                 {
774                                         damage = damage * autocvar_g_balance_rune_strength_damage;
775                                         force = force * autocvar_g_balance_rune_strength_force;
776                                 }
777                         }
778                         else if (attacker.runes & CURSE_WEAK)
779                         {
780                                 damage = damage * autocvar_g_balance_curse_weak_damage;
781                                 force = force * autocvar_g_balance_curse_weak_force;
782                         }
783
784                         // apply defense rune
785                         if (targ.runes & RUNE_DEFENSE)
786                         {
787                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
788                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
789                                 else
790                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
791                         }
792                         else if (targ.runes & CURSE_VULNER)
793                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
794                 }
795
796                 // count the damage
797                 if(attacker)
798                 if(!targ.deadflag)
799                 if(targ.takedamage == DAMAGE_AIM)
800                 if(targ != attacker)
801                 {
802                         entity victim;
803                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
804                                 victim = targ.owner;
805                         else
806                                 victim = targ;
807
808                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
809                         {
810                                 if(IsDifferentTeam(victim, attacker))
811                                 {
812                                         if(damage > 0)
813                                         {
814                                                 if(deathtype != DEATH_FIRE)
815                                                 {
816                                                         if(victim.BUTTON_CHAT)
817                                                                 attacker.typehitsound += 1;
818                                                         else
819                                                                 attacker.hitsound += 1;
820                                                 }
821
822                                                 damage_goodhits += 1;
823                                                 damage_gooddamage += damage;
824
825                                                 if not(DEATH_ISSPECIAL(deathtype))
826                                                 {
827                                                         if(targ.classname == "player") // don't do this for vehicles
828                                                         if(IsFlying(victim))
829                                                                 yoda = 1;
830                                                 }
831                                         }
832                                 }
833                                 else
834                                 {
835                                         if(deathtype != DEATH_FIRE)
836                                         {
837                                                 attacker.typehitsound += 1;
838                                         }
839                                         if(complainteamdamage > 0)
840                                                 if(time > attacker.teamkill_complain)
841                                                 {
842                                                         attacker.teamkill_complain = time + 5;
843                                                         attacker.teamkill_soundtime = time + 0.4;
844                                                         attacker.teamkill_soundsource = targ;
845                                                 }
846                                 }
847                         }
848                 }
849         }
850
851         // apply push
852         if (self.damageforcescale)
853         if (vlen(force))
854         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
855         {
856                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
857                 if(self.movetype == MOVETYPE_PHYSICS)
858                 {
859                         entity farcent;
860                         farcent = spawn();
861                         farcent.classname = "farce";
862                         farcent.enemy = self;
863                         farcent.movedir = farce * 10;
864                         if(self.mass)
865                                 farcent.movedir = farcent.movedir * self.mass;
866                         farcent.origin = hitloc;
867                         farcent.forcetype = FORCETYPE_FORCEATPOS;
868                         farcent.nextthink = time + 0.1;
869                         farcent.think = SUB_Remove;
870                 }
871                 else
872                         self.velocity = self.velocity + farce;
873                 self.flags &~= FL_ONGROUND;
874                 UpdateCSQCProjectile(self);
875         }
876         // apply damage
877         if (damage != 0 || (self.damageforcescale && vlen(force)))
878         if (self.event_damage)
879                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
880         self = oldself;
881
882         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
883         {
884                 if(g_runematch)
885                 {
886                         if (attacker.runes & RUNE_VAMPIRE)
887                         {
888                         // apply vampire rune
889                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
890                                 {
891                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
892                                         attacker.health = bound(
893                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
894                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
895                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
896                                 }
897                                 else
898                                 {
899                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
900                                         attacker.health = bound(
901                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
902                                                                                         // empathy won't let you gain health in the same way...
903                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
904                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
905                                         }
906                         }
907                         // apply empathy curse
908                         else if (attacker.runes & CURSE_EMPATHY)
909                         {
910                                 attacker.health = bound(
911                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
912                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
913                                         attacker.health);
914                         }
915                 }
916         }
917
918         // apply mirror damage if any
919         if(mirrordamage > 0 || mirrorforce > 0)
920         {
921                 attacker = attacker_save;
922
923                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
924                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
925         }
926 }
927
928 float RadiusDamage_running;
929 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
930         // Returns total damage applies to creatures
931 {
932         entity  targ;
933         vector  blastorigin;
934         vector  force;
935         float   total_damage_to_creatures;
936         entity  next;
937         float   tfloordmg;
938         float   tfloorforce;
939
940         float stat_damagedone;
941
942         if(RadiusDamage_running)
943         {
944                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
945                 return 0;
946         }
947
948         RadiusDamage_running = 1;
949
950         tfloordmg = autocvar_g_throughfloor_damage;
951         tfloorforce = autocvar_g_throughfloor_force;
952
953         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
954         total_damage_to_creatures = 0;
955
956         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
957                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
958                 {
959                         force = inflictor.velocity;
960                         if(vlen(force) == 0)
961                                 force = '0 0 -1';
962                         else
963                                 force = normalize(force);
964                         if(forceintensity >= 0)
965                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
966                         else
967                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
968                 }
969
970         stat_damagedone = 0;
971
972         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
973         while (targ)
974         {
975                 next = targ.chain;
976                 if (targ != inflictor)
977                         if (ignore != targ) if(targ.takedamage)
978                         {
979                                 vector nearest;
980                                 vector diff;
981                                 float power;
982
983                                 // LordHavoc: measure distance to nearest point on target (not origin)
984                                 // (this guarentees 100% damage on a touch impact)
985                                 nearest = targ.WarpZone_findradius_nearest;
986                                 diff = targ.WarpZone_findradius_dist;
987                                 // round up a little on the damage to ensure full damage on impacts
988                                 // and turn the distance into a fraction of the radius
989                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
990                                 //bprint(" ");
991                                 //bprint(ftos(power));
992                                 //if (targ == attacker)
993                                 //      print(ftos(power), "\n");
994                                 if (power > 0)
995                                 {
996                                         float finaldmg;
997                                         if (power > 1)
998                                                 power = 1;
999                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1000                                         if (finaldmg > 0)
1001                                         {
1002                                                 float a;
1003                                                 float c;
1004                                                 vector hitloc;
1005                                                 vector myblastorigin;
1006                                                 vector center;
1007
1008                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1009
1010                                                 // if it's a player, use the view origin as reference
1011                                                 center = CENTER_OR_VIEWOFS(targ);
1012
1013                                                 force = normalize(center - myblastorigin);
1014                                                 force = force * (finaldmg / coredamage) * forceintensity;
1015                                                 hitloc = nearest;
1016
1017                                                 if(targ != directhitentity)
1018                                                 {
1019                                                         float hits;
1020                                                         float total;
1021                                                         float hitratio;
1022                                                         float mininv_f, mininv_d;
1023
1024                                                         // test line of sight to multiple positions on box,
1025                                                         // and do damage if any of them hit
1026                                                         hits = 0;
1027
1028                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1029                                                         // so for a given max stddev:
1030                                                         // n = (1 / (2 * max stddev of hitratio))^2
1031
1032                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1033                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1034
1035                                                         if(autocvar_g_throughfloor_debug)
1036                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1037
1038                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1039
1040                                                         if(autocvar_g_throughfloor_debug)
1041                                                                 print(sprintf(" steps=%f", total));
1042
1043                                                         if (targ.classname == "player")
1044                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1045                                                         else
1046                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1047
1048                                                         if(autocvar_g_throughfloor_debug)
1049                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1050
1051                                                         for(c = 0; c < total; ++c)
1052                                                         {
1053                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1054                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1055                                                                 if (trace_fraction == 1 || trace_ent == targ)
1056                                                                 {
1057                                                                         ++hits;
1058                                                                         if (hits > 1)
1059                                                                                 hitloc = hitloc + nearest;
1060                                                                         else
1061                                                                                 hitloc = nearest;
1062                                                                 }
1063                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1064                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1065                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1066                                                         }
1067
1068                                                         nearest = hitloc * (1 / max(1, hits));
1069                                                         hitratio = (hits / total);
1070                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1071                                                         finaldmg = finaldmg * a;
1072                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1073                                                         force = force * a;
1074
1075                                                         if(autocvar_g_throughfloor_debug)
1076                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1077                                                 }
1078
1079                                                 // laser force adjustments :P
1080                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1081                                                 {
1082                                                         if (targ == attacker)
1083                                                         {
1084                                                                 vector vel;
1085
1086                                                                 float force_zscale;
1087                                                                 float force_velocitybiasramp;
1088                                                                 float force_velocitybias;
1089
1090                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1091                                                                 if(deathtype & HITTYPE_SECONDARY)
1092                                                                 {
1093                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1094                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1095                                                                 }
1096                                                                 else
1097                                                                 {
1098                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1099                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1100                                                                 }
1101
1102                                                                 vel = targ.velocity;
1103                                                                 vel_z = 0;
1104                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1105                                                                 force =
1106                                                                         vlen(force)
1107                                                                         *
1108                                                                         normalize(normalize(force) + vel);
1109
1110                                                                 force_z *= force_zscale;
1111                                                         }
1112                                                         else
1113                                                         {
1114                                                                 if(deathtype & HITTYPE_SECONDARY)
1115                                                                 {
1116                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1117                                                                 }
1118                                                                 else
1119                                                                 {
1120                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1121                                                                 }
1122                                                         }
1123                                                 }
1124
1125                                                 //if (targ == attacker)
1126                                                 //{
1127                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1128                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1129                                                 //      print(" (", ftos(a), ")\n");
1130                                                 //}
1131                                                 if(finaldmg || vlen(force))
1132                                                 {
1133                                                         if(targ.iscreature)
1134                                                         {
1135                                                                 total_damage_to_creatures += finaldmg;
1136
1137                                                                 if(accuracy_isgooddamage(attacker, targ))
1138                                                                         stat_damagedone += finaldmg;
1139                                                         }
1140
1141                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1142                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1143                                                         else
1144                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1145                                                 }
1146                                         }
1147                                 }
1148                         }
1149                 targ = next;
1150         }
1151
1152         RadiusDamage_running = 0;
1153
1154         if(!DEATH_ISSPECIAL(deathtype))
1155                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1156
1157         return total_damage_to_creatures;
1158 }
1159
1160 .float fire_damagepersec;
1161 .float fire_endtime;
1162 .float fire_deathtype;
1163 .entity fire_owner;
1164 .float fire_hitsound;
1165 .entity fire_burner;
1166
1167 void fireburner_think();
1168
1169 float Fire_IsBurning(entity e)
1170 {
1171         return (time < e.fire_endtime);
1172 }
1173
1174 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1175 {
1176         float dps;
1177         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1178
1179         if(e.classname == "player")
1180         {
1181                 if(e.deadflag)
1182                         return -1;
1183         }
1184         else
1185         {
1186                 if(!e.fire_burner)
1187                 {
1188                         // print("adding a fire burner to ", e.classname, "\n");
1189                         e.fire_burner = spawn();
1190                         e.fire_burner.classname = "fireburner";
1191                         e.fire_burner.think = fireburner_think;
1192                         e.fire_burner.nextthink = time;
1193                         e.fire_burner.owner = e;
1194                 }
1195         }
1196
1197         t = max(t, 0.1);
1198         dps = d / t;
1199         if(Fire_IsBurning(e))
1200         {
1201                 mintime = e.fire_endtime - time;
1202                 maxtime = max(mintime, t);
1203
1204                 mindps = e.fire_damagepersec;
1205                 maxdps = max(mindps, dps);
1206
1207                 if(maxtime > mintime || maxdps > mindps)
1208                 {
1209                         // Constraints:
1210                         
1211                         // damage we have right now
1212                         mindamage = mindps * mintime;
1213
1214                         // damage we want to get
1215                         maxdamage = mindamage + d;
1216
1217                         // but we can't exceed maxtime * maxdps!
1218                         totaldamage = min(maxdamage, maxtime * maxdps);
1219
1220                         // LEMMA:
1221                         // Look at:
1222                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1223                         // We see:
1224                         // totaldamage <= maxtime * maxdps
1225                         // ==> totaldamage / maxdps <= maxtime.
1226                         // We also see:
1227                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1228                         //                     >= min(mintime, maxtime)
1229                         // ==> totaldamage / maxdps >= mintime.
1230
1231                         /*
1232                         // how long do we damage then?
1233                         // at least as long as before
1234                         // but, never exceed maxdps
1235                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1236                         */
1237
1238                         // alternate:
1239                         // at most as long as maximum allowed
1240                         // but, never below mindps
1241                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1242
1243                         // assuming t > mintime, dps > mindps:
1244                         // we get d = t * dps = maxtime * maxdps
1245                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1246                         // totaldamage / maxdps = maxtime
1247                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1248                         // FROM THIS:
1249                         // a) totaltime = max(mintime, maxtime) = maxtime
1250                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1251
1252                         // assuming t <= mintime:
1253                         // we get maxtime = mintime
1254                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1255                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1256
1257                         // assuming dps <= mindps:
1258                         // we get mindps = maxdps.
1259                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1260                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1261                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1262
1263                         e.fire_damagepersec = totaldamage / totaltime;
1264                         e.fire_endtime = time + totaltime;
1265                         if(totaldamage > 1.2 * mindamage)
1266                         {
1267                                 e.fire_deathtype = dt;
1268                                 if(e.fire_owner != o)
1269                                 {
1270                                         e.fire_owner = o;
1271                                         e.fire_hitsound = FALSE;
1272                                 }
1273                         }
1274                         if(accuracy_isgooddamage(o, e))
1275                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1276                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1277                 }
1278                 else
1279                         return 0;
1280         }
1281         else
1282         {
1283                 e.fire_damagepersec = dps;
1284                 e.fire_endtime = time + t;
1285                 e.fire_deathtype = dt;
1286                 e.fire_owner = o;
1287                 e.fire_hitsound = FALSE;
1288                 if(accuracy_isgooddamage(o, e))
1289                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1290                 return d;
1291         }
1292 }
1293
1294 void Fire_ApplyDamage(entity e)
1295 {
1296         float t, d, hi, ty;
1297         entity o;
1298
1299         if not(Fire_IsBurning(e))
1300                 return;
1301
1302         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1303         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1304                 o = e.fire_owner;
1305
1306         // water and slime stop fire
1307         if(e.waterlevel)
1308         if(e.watertype != CONTENT_LAVA)
1309                 e.fire_endtime = 0;
1310
1311         // ice stops fire
1312         if(e.freezetag_frozen)
1313                 e.fire_endtime = 0;
1314
1315         t = min(frametime, e.fire_endtime - time);
1316         d = e.fire_damagepersec * t;
1317
1318         hi = e.fire_owner.hitsound;
1319         ty = e.fire_owner.typehitsound;
1320         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1321         if(e.fire_hitsound && e.fire_owner)
1322         {
1323                 e.fire_owner.hitsound = hi;
1324                 e.fire_owner.typehitsound = ty;
1325         }
1326         e.fire_hitsound = TRUE;
1327
1328         if not(IS_INDEPENDENT_PLAYER(e))
1329         FOR_EACH_PLAYER(other) if(e != other)
1330         {
1331                 if(other.classname == "player")
1332                 if(other.deadflag == DEAD_NO)
1333                 if not(IS_INDEPENDENT_PLAYER(other))
1334                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1335                 {
1336                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1337                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1338                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1339                 }
1340         }
1341 }
1342
1343 void Fire_ApplyEffect(entity e)
1344 {
1345         if(Fire_IsBurning(e))
1346                 e.effects |= EF_FLAME;
1347         else
1348                 e.effects &~= EF_FLAME;
1349 }
1350
1351 void fireburner_think()
1352 {
1353         // for players, this is done in the regular loop
1354         if(wasfreed(self.owner))
1355         {
1356                 remove(self);
1357                 return;
1358         }
1359         Fire_ApplyEffect(self.owner);
1360         if(!Fire_IsBurning(self.owner))
1361         {
1362                 self.owner.fire_burner = world;
1363                 remove(self);
1364                 return;
1365         }
1366         Fire_ApplyDamage(self.owner);
1367         self.nextthink = time;
1368 }