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Death messages are now FULLY FUNCTIONAL (minus some new feature ideas yet)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
180                 // after a frag, choose another random weapon set
181                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
216                                         lms_next_place = min(lms_next_place, player_count);
217                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
239                 // health/armor of attacker (person who killed you)
240                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
242                 
243                 // ping display
244                 if(autocvar_sv_fraginfo_ping)
245                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
250                         if(autocvar_sv_fraginfo_handicap == 2)  
251                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
253                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
254                 }
255                 
256                 // format the string
257                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
258                         ping_output, (handicap_output ? "^7 / " : ""), 
259                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", Deathtype_Name(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
312 {
313         float handled, hits;
314         if(DEATH_ISSPECIAL(deathtype))
315         {
316                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if msg_death != NO_MSG \
320                                         if not(murder) \
321                                         { \
322                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death, s1, s2, f1, f2, f3); \
323                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death, s1, s2, f1, f2, f3); \
324                                                 ++handled; \
325                                         } \
326                                 #endif \
327                                 #if msg_death_by != NO_MSG \
328                                         if(murder) \
329                                         { \
330                                                 Send_Notification(notif_target, MSG_ONE, MSG_DEATH, msg_death_by, s1, s2, f1, f2, f3); \
331                                                 Send_Notification_ToAll(notif_target, TRUE, MSG_INFO, INFO_##msg_death_by, s1, s2, f1, f2, f3); \
332                                                 ++handled; \
333                                         } \
334                                 #endif \
335                                 ++hits; \
336                         } }
337
338                 DEATHTYPES
339                 #undef DEATHTYPE
340                 
341                 if not(hits)
342                 {
343                         backtrace("Unhandled deathtype. Please notify Samual!\n");
344                         //return;
345                 }
346                 if not(handled)
347                 {
348                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
349                         return;
350                 }
351         }
352 }
353 float w_deathtype;
354 void Obituary_WeaponDeath(float murder, float deathtype, string s1, string s2)
355 {
356         float death_weapon = DEATH_WEAPONOF(deathtype);
357
358         if(death_weapon)
359         {
360                 w_deathtype = deathtype;
361                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
362                 w_deathtype = FALSE;
363
364                 if(death_message) { Send_Notification(world, MSG_ALL, MSG_WEAPON, death_message, s1, s2, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
365                 else { print(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
366         }
367 }
368
369 .float FRAG_VERBOSE;
370
371 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
372 {
373         // Sanity check
374         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
375
376         // Declarations
377         string  s, a, msg;
378         float w, type;
379
380         string s1 = NO_STR_ARG, s2 = NO_STR_ARG;
381         float f1 = NO_FL_ARG, f2 = NO_FL_ARG, f3 = NO_FL_ARG;
382         float notif_firstblood;
383
384
385         dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
386
387
388         // =======
389         // SUICIDE
390         // =======
391         if(targ == attacker)
392         {
393                 if(DEATH_ISSPECIAL(deathtype))
394                 {
395                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
396                         {
397                                 s1 = targ.netname;
398                                 f1 = targ.team;
399                         }
400                         else
401                         {
402                                 switch(deathtype)
403                                 {
404                                         case DEATH_MIRRORDAMAGE:
405                                         {
406                                                 s1 = targ.netname;
407                                                 f1 = targ.killcount;
408                                                 break;
409                                         }
410                                         
411                                         default:
412                                         {
413                                                 s1 = targ.netname;
414                                                 f1 = targ.killcount;
415                                                 s2 = NO_STR_ARG;
416                                                 f2 = f3 = NO_FL_ARG;
417                                                 break;
418                                         }
419                                 }
420                                 LogDeath("suicide", deathtype, targ, targ);
421                                 GiveFrags(attacker, targ, -1, deathtype);
422                         }
423                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
424                 }
425                 else if(DEATH_WEAPONOF(deathtype))
426                 {
427                         Obituary_WeaponDeath(FALSE, deathtype, targ.netname, NO_STR_ARG);
428                 }
429                 else
430                 {
431                         backtrace("SUICIDE: what the hell happened here?\n");
432                 }
433         }
434
435
436         // ======
437         // MURDER
438         // ======
439         else if(attacker.classname == "player")
440         {
441                 s1 = attacker.netname;
442                 s2 = targ.netname;
443
444                 // TODO: ADD REAL CHECK HERE!
445                 attacker.FRAG_VERBOSE = TRUE;
446                 targ.FRAG_VERBOSE = TRUE;
447                 
448                 if(!IsDifferentTeam(attacker, targ))
449                 {
450                         LogDeath("tk", deathtype, attacker, targ);
451                         GiveFrags(attacker, targ, -1, deathtype);
452
453                         attacker.killcount = 0;
454                         
455                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAG, s2, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
456                         Send_Notification(targ, MSG_ONE, MSG_DEATH, DEATH_TEAMKILL_FRAGGED, s1, NO_STR_ARG, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG);
457                         Send_Notification(world, MSG_ALL, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG);
458
459                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
460                         // No need for specific death/weapon messages...
461                         //if(DEATH_WEAPONOF(deathtype)) { print("Currently unhandled...\n"); }
462                         //else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, NO_FL_ARG, NO_FL_ARG, NO_FL_ARG); }
463                 }
464                 else
465                 {
466                         LogDeath("frag", deathtype, attacker, targ);
467                         GiveFrags(attacker, targ, 1, deathtype);
468
469                         attacker.taunt_soundtime = time + 1;
470                         attacker.killcount = attacker.killcount + 1;
471                         if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
472                         
473                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
474                                 case numa: \
475                                 { \
476                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
477                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
478                                         break; \
479                                 }
480                         switch(attacker.killcount)
481                         {
482                                 ADD_ACHIEVEMENT_CASE(3, 03)
483                                 ADD_ACHIEVEMENT_CASE(5, 05)
484                                 ADD_ACHIEVEMENT_CASE(10, 10)
485                                 ADD_ACHIEVEMENT_CASE(15, 15)
486                                 ADD_ACHIEVEMENT_CASE(20, 20)
487                                 ADD_ACHIEVEMENT_CASE(25, 25)
488                                 ADD_ACHIEVEMENT_CASE(30, 30)
489                                 default: break;
490                         }
491                         #undef ADD_ACHIEVEMENT_CASE
492
493                         if(!checkrules_firstblood)
494                         {
495                                 checkrules_firstblood = TRUE;
496                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
497                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
498                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
499                         }
500
501                         if(notif_firstblood) // first blood, no kill sprees yet
502                         {
503                                 if(targ.istypefrag)
504                                 {
505                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAG_FIRST),
506                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
507                                                 
508                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_FIRST_VERBOSE : DEATH_MURDER_TYPEFRAGGED_FIRST),
509                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
510                                 }
511                                 else
512                                 {
513                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_FIRST_VERBOSE : DEATH_MURDER_FRAG_FIRST),
514                                                 s2, s1, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
515                                                 
516                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_FIRST_VERBOSE : DEATH_MURDER_FRAGGED_FIRST),
517                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
518                                 }
519                         }
520                         else // normal frags, kill sprees listed
521                         {
522                                 if(targ.istypefrag)
523                                 {
524                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAG_VERBOSE : DEATH_MURDER_TYPEFRAG),
525                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
526                                                 
527                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_TYPEFRAGGED_VERBOSE : DEATH_MURDER_TYPEFRAGGED),
528                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
529                                 }
530                                 else
531                                 {
532                                         Send_Notification(attacker, MSG_ONE, MSG_DEATH, (attacker.FRAG_VERBOSE ? DEATH_MURDER_FRAG_VERBOSE : DEATH_MURDER_FRAG),
533                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
534                                                 
535                                         Send_Notification(targ, MSG_ONE, MSG_DEATH, (targ.FRAG_VERBOSE ? DEATH_MURDER_FRAGGED_VERBOSE : DEATH_MURDER_FRAGGED),
536                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
537                                 }
538                         }
539                         
540                         if(DEATH_WEAPONOF(deathtype)) { Obituary_WeaponDeath(TRUE, deathtype, targ.netname, attacker.netname); }
541                         else { Obituary_SpecialDeath(targ, TRUE, deathtype, s2, s1, targ.killcount, NO_FL_ARG, NO_FL_ARG); }
542                 }
543         }
544
545         // =============
546         // ACCIDENT/TRAP
547         // =============
548         else
549         {
550                 switch(deathtype)
551                 {
552                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
553                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
554                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
555                         /*case DEATH_HURTTRIGGER:
556                         {
557                                 s1 = targ.netname;
558                                 s2 = inflictor.message;
559                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
560                                 break;
561                         }*/
562
563                         case DEATH_CUSTOM:
564                         {
565                                 s1 = targ.netname;
566                                 s2 = deathmessage;
567                                 f1 = targ.killcount;
568                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
569                                 f2 = f3 = NO_FL_ARG;
570                                 break;
571                         }
572                         
573                         default:
574                         {
575                                 s1 = targ.netname;
576                                 f1 = targ.killcount;
577                                 s2 = NO_STR_ARG;
578                                 f2 = f3 = NO_FL_ARG;
579                                 break;
580                         }
581                 }
582
583                 LogDeath("accident", deathtype, targ, targ);
584                 GiveFrags(targ, targ, -1, deathtype);
585
586                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
587                 {
588                         AnnounceTo(targ, "botlike");
589                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
590                 }
591
592                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, f3);
593         }
594
595         // Set final information for the death
596         targ.death_origin = targ.origin;
597         if(targ != attacker) { targ.killer_origin = attacker.origin; }
598         if(targ.killcount) { targ.killcount = 0; }
599 }
600
601 // these are updated by each Damage call for use in button triggering and such
602 entity damage_targ;
603 entity damage_inflictor;
604 entity damage_attacker;
605
606 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
607 {
608         float mirrordamage;
609         float mirrorforce;
610         float teamdamage0;
611         entity attacker_save;
612         mirrordamage = 0;
613         mirrorforce = 0;
614
615         if (gameover || targ.killcount == -666)
616                 return;
617
618         entity oldself;
619         oldself = self;
620         self = targ;
621         damage_targ = targ;
622         damage_inflictor = inflictor;
623         damage_attacker = attacker;
624                 attacker_save = attacker;
625
626         if(targ.classname == "player")
627                 if(targ.hook)
628                         if(targ.hook.aiment)
629                                 if(targ.hook.aiment == attacker)
630                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
631
632         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
633         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
634         {
635                 if(targ.classname == "player")
636                         if not(IsDifferentTeam(targ, attacker))
637                         {
638                                 self = oldself;
639                                 return;
640                         }
641         }
642
643         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
644         {
645                 // These are ALWAYS lethal
646                 // No damage modification here
647                 // Instead, prepare the victim for his death...
648                 targ.armorvalue = 0;
649                 targ.spawnshieldtime = 0;
650                 targ.health = 0.9; // this is < 1
651                 targ.flags -= targ.flags & FL_GODMODE;
652                 damage = 100000;
653         }
654         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
655         {
656                 // no processing
657         }
658         else
659         {
660                 /*
661                 skill based bot damage? gtfo. (tZork)
662                 if (targ.classname == "player")
663                 if (attacker.classname == "player")
664                 if (!targ.isbot)
665                 if (attacker.isbot)
666                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
667         */
668         
669                 // nullify damage if teamplay is on
670                 if(deathtype != DEATH_TELEFRAG)
671                 if(attacker.classname == "player")
672                 {
673                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
674                         {
675                                 damage = 0;
676                                 force = '0 0 0';
677                         }
678                         else if(!IsDifferentTeam(attacker, targ))
679                         {
680                                 if(autocvar_teamplay_mode == 1)
681                                         damage = 0;
682                                 else if(attacker != targ)
683                                 {
684                                         if(autocvar_teamplay_mode == 3)
685                                                 damage = 0;
686                                         else if(autocvar_teamplay_mode == 4)
687                                         {
688                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
689                                                 {
690                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
691                                                         attacker.dmg_team = attacker.dmg_team + damage;
692                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
693                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
694                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
695                                                         if(g_minstagib)
696                                                         {
697                                                                 if(autocvar_g_friendlyfire == 0)
698                                                                         damage = 0;
699                                                         }
700                                                         else if(g_ca)
701                                                                 damage = 0;
702                                                         else
703                                                                 damage = autocvar_g_friendlyfire * damage;
704                                                         // mirrordamage will be used LATER
705
706                                                         if(autocvar_g_mirrordamage_virtual)
707                                                         {
708                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
709                                                                 attacker.dmg_take += v_x;
710                                                                 attacker.dmg_save += v_y;
711                                                                 attacker.dmg_inflictor = inflictor;
712                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
713                                                                 mirrorforce = 0;
714                                                         }
715
716                                                         if(autocvar_g_friendlyfire_virtual)
717                                                         {
718                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
719                                                                 targ.dmg_take += v_x;
720                                                                 targ.dmg_save += v_y;
721                                                                 targ.dmg_inflictor = inflictor;
722                                                                 damage = 0;
723                                                                 if(!autocvar_g_friendlyfire_virtual_force)
724                                                                         force = '0 0 0';
725                                                         }
726                                                 }
727                                                 else
728                                                         damage = 0;
729                                         }
730                                 }
731                         }
732                 }
733
734                 if(targ.classname == "player")
735                 if(attacker.classname == "player")
736                 if(attacker != targ)
737                 {
738                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
739                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
740                 }
741
742                 if(targ.classname == "player")
743                 if (g_minstagib)
744                 {
745                         if ((deathtype == DEATH_FALL)  ||
746                                 (deathtype == DEATH_DROWN) ||
747                                 (deathtype == DEATH_SLIME) ||
748                                 (deathtype == DEATH_LAVA)  ||
749                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
750                         {
751                                 self = oldself;
752                                 return;
753                         }
754                         if(damage > 0)
755                             damage = 10000;
756                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
757                         {
758                                 targ.armorvalue -= 1;
759                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
760                                 damage = 0;
761                                 targ.hitsound += 1;
762                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
763                         }
764                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
765                         {
766                                 damage = 0;
767                                 mirrordamage = 0;
768                                 if (targ != attacker)
769                                 {
770                                         if ((targ.health >= 1) && (targ.classname == "player"))
771                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
772                                         force = '0 0 0';
773                                         // keep mirrorforce
774                                         attacker = targ;
775                                 }
776                         }
777                 }
778
779                 if not(DEATH_ISSPECIAL(deathtype))
780                 {
781                         damage *= g_weapondamagefactor;
782                         mirrordamage *= g_weapondamagefactor;
783                         force = force * g_weaponforcefactor;
784                         mirrorforce *= g_weaponforcefactor;
785                 }
786                 
787                 // should this be changed at all? If so, in what way?
788                 frag_attacker = attacker;
789                 frag_target = targ;
790                 frag_damage = damage;
791                 frag_force = force;
792         frag_deathtype = deathtype;
793                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
794                 damage = frag_damage;
795                 force = frag_force;
796                 
797                 // apply strength multiplier
798                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
799                 {
800                         if(targ == attacker)
801                         {
802                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
803                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
804                         }
805                         else
806                         {
807                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
808                                 force = force * autocvar_g_balance_powerup_strength_force;
809                         }
810                 }
811
812                 // apply invincibility multiplier
813                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
814                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
815
816                 if (targ == attacker)
817                 {
818                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
819                                 damage = 0;
820                         else
821                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
822                 }
823
824                 if(g_runematch)
825                 {
826                         // apply strength rune
827                         if (attacker.runes & RUNE_STRENGTH)
828                         {
829                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
830                                 {
831                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
832                                         force = force * autocvar_g_balance_rune_strength_combo_force;
833                                 }
834                                 else
835                                 {
836                                         damage = damage * autocvar_g_balance_rune_strength_damage;
837                                         force = force * autocvar_g_balance_rune_strength_force;
838                                 }
839                         }
840                         else if (attacker.runes & CURSE_WEAK)
841                         {
842                                 damage = damage * autocvar_g_balance_curse_weak_damage;
843                                 force = force * autocvar_g_balance_curse_weak_force;
844                         }
845
846                         // apply defense rune
847                         if (targ.runes & RUNE_DEFENSE)
848                         {
849                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
850                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
851                                 else
852                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
853                         }
854                         else if (targ.runes & CURSE_VULNER)
855                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
856                 }
857
858                 // count the damage
859                 if(attacker)
860                 if(!targ.deadflag)
861                 if(targ.takedamage == DAMAGE_AIM)
862                 if(targ != attacker)
863                 {
864                         if(damage_headshotbonus)
865                         {
866                                 if(targ.classname == "player")
867                                 {
868                                         // HEAD SHOT:
869                                         // find height of hit on player axis
870                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
871                                         vector headmins, headmaxs, org;
872                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
873                                         headmins = org + GetHeadshotMins(targ);
874                                         headmaxs = org + GetHeadshotMaxs(targ);
875                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
876                                         {
877                                                 deathtype |= HITTYPE_HEADSHOT;
878                                         }
879                                 }
880                                 else if(targ.classname == "turret_head")
881                                 {
882                                         deathtype |= HITTYPE_HEADSHOT;
883                                 }
884                                 if(deathtype & HITTYPE_HEADSHOT)
885                                         if(damage_headshotbonus > 0)
886                                                 damage *= 1 + damage_headshotbonus;
887                         }
888
889                         entity victim;
890                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
891                                 victim = targ.owner;
892                         else
893                                 victim = targ;
894
895                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
896                         {
897                                 if(IsDifferentTeam(victim, attacker))
898                                 {
899                                         if(damage > 0)
900                                         {
901                                                 if(deathtype != DEATH_FIRE)
902                                                 {
903                                                         if(victim.BUTTON_CHAT)
904                                                                 attacker.typehitsound += 1;
905                                                         else
906                                                                 attacker.hitsound += 1;
907                                                 }
908
909                                                 damage_goodhits += 1;
910                                                 damage_gooddamage += damage;
911
912                                                 if not(DEATH_ISSPECIAL(deathtype))
913                                                 {
914                                                         if(targ.classname == "player") // don't do this for vehicles
915                                                         if(!g_minstagib)
916                                                         if(IsFlying(victim))
917                                                                 yoda = 1;
918
919                                                         if(g_minstagib)
920                                                         if(victim.items & IT_STRENGTH)
921                                                                 yoda = 1;
922
923                                                         if(deathtype & HITTYPE_HEADSHOT)
924                                                                 headshot = 1;
925                                                 }
926                                         }
927                                 }
928                                 else
929                                 {
930                                         if(deathtype != DEATH_FIRE)
931                                         {
932                                                 attacker.typehitsound += 1;
933                                         }
934                                         if(mirrordamage > 0)
935                                                 if(time > attacker.teamkill_complain)
936                                                 {
937                                                         attacker.teamkill_complain = time + 5;
938                                                         attacker.teamkill_soundtime = time + 0.4;
939                                                         attacker.teamkill_soundsource = targ;
940                                                 }
941                                 }
942                         }
943                 }
944         }
945
946         // apply push
947         if (self.damageforcescale)
948         if (vlen(force))
949         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
950         {
951                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
952                 if(self.movetype == MOVETYPE_PHYSICS)
953                 {
954                         entity farcent;
955                         farcent = spawn();
956                         farcent.classname = "farce";
957                         farcent.enemy = self;
958                         farcent.movedir = farce * 10;
959                         if(self.mass)
960                                 farcent.movedir = farcent.movedir * self.mass;
961                         farcent.origin = hitloc;
962                         farcent.forcetype = FORCETYPE_FORCEATPOS;
963                         farcent.nextthink = time + 0.1;
964                         farcent.think = SUB_Remove;
965                 }
966                 else
967                         self.velocity = self.velocity + farce;
968                 self.flags &~= FL_ONGROUND;
969                 UpdateCSQCProjectile(self);
970         }
971         // apply damage
972         if (damage != 0 || (self.damageforcescale && vlen(force)))
973         if (self.event_damage)
974                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
975         self = oldself;
976
977         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
978         {
979                 if(g_runematch)
980                 {
981                         if (attacker.runes & RUNE_VAMPIRE)
982                         {
983                         // apply vampire rune
984                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
985                                 {
986                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
987                                         attacker.health = bound(
988                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
989                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
990                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
991                                 }
992                                 else
993                                 {
994                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
995                                         attacker.health = bound(
996                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
997                                                                                         // empathy won't let you gain health in the same way...
998                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
999                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
1000                                         }
1001                         }
1002                         // apply empathy curse
1003                         else if (attacker.runes & CURSE_EMPATHY)
1004                         {
1005                                 attacker.health = bound(
1006                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
1007                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
1008                                         attacker.health);
1009                         }
1010                 }
1011         }
1012
1013         // apply mirror damage if any
1014         if(mirrordamage > 0 || mirrorforce > 0)
1015         {
1016                 attacker = attacker_save;
1017                 if(g_minstagib)
1018                 if(mirrordamage > 0)
1019                 {
1020                         // just lose extra LIVES, don't kill the player for mirror damage
1021                         if(attacker.armorvalue > 0)
1022                         {
1023                                 attacker.armorvalue = attacker.armorvalue - 1;
1024                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1025                                 attacker.hitsound += 1;
1026                         }
1027                         mirrordamage = 0;
1028                 }
1029
1030                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1031                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1032         }
1033 }
1034
1035 float RadiusDamage_running;
1036 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1037         // Returns total damage applies to creatures
1038 {
1039         entity  targ;
1040         vector  blastorigin;
1041         vector  force;
1042         float   total_damage_to_creatures;
1043         entity  next;
1044         float   tfloordmg;
1045         float   tfloorforce;
1046
1047         float stat_damagedone;
1048
1049         if(RadiusDamage_running)
1050         {
1051                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1052                 return 0;
1053         }
1054
1055         RadiusDamage_running = 1;
1056
1057         tfloordmg = autocvar_g_throughfloor_damage;
1058         tfloorforce = autocvar_g_throughfloor_force;
1059
1060         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1061         total_damage_to_creatures = 0;
1062
1063         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1064                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1065                 {
1066                         force = inflictor.velocity;
1067                         if(vlen(force) == 0)
1068                                 force = '0 0 -1';
1069                         else
1070                                 force = normalize(force);
1071                         if(forceintensity >= 0)
1072                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1073                         else
1074                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1075                 }
1076
1077         stat_damagedone = 0;
1078
1079         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1080         while (targ)
1081         {
1082                 next = targ.chain;
1083                 if (targ != inflictor)
1084                         if (ignore != targ) if(targ.takedamage)
1085                         {
1086                                 vector nearest;
1087                                 vector diff;
1088                                 float power;
1089
1090                                 // LordHavoc: measure distance to nearest point on target (not origin)
1091                                 // (this guarentees 100% damage on a touch impact)
1092                                 nearest = targ.WarpZone_findradius_nearest;
1093                                 diff = targ.WarpZone_findradius_dist;
1094                                 // round up a little on the damage to ensure full damage on impacts
1095                                 // and turn the distance into a fraction of the radius
1096                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1097                                 //bprint(" ");
1098                                 //bprint(ftos(power));
1099                                 //if (targ == attacker)
1100                                 //      print(ftos(power), "\n");
1101                                 if (power > 0)
1102                                 {
1103                                         float finaldmg;
1104                                         if (power > 1)
1105                                                 power = 1;
1106                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1107                                         if (finaldmg > 0)
1108                                         {
1109                                                 float a;
1110                                                 float c;
1111                                                 vector hitloc;
1112                                                 vector myblastorigin;
1113                                                 vector center;
1114
1115                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1116
1117                                                 // if it's a player, use the view origin as reference
1118                                                 center = CENTER_OR_VIEWOFS(targ);
1119
1120                                                 force = normalize(center - myblastorigin);
1121                                                 force = force * (finaldmg / coredamage) * forceintensity;
1122                                                 hitloc = nearest;
1123
1124                                                 if(targ != directhitentity)
1125                                                 {
1126                                                         float hits;
1127                                                         float total;
1128                                                         float hitratio;
1129                                                         float mininv_f, mininv_d;
1130
1131                                                         // test line of sight to multiple positions on box,
1132                                                         // and do damage if any of them hit
1133                                                         hits = 0;
1134
1135                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1136                                                         // so for a given max stddev:
1137                                                         // n = (1 / (2 * max stddev of hitratio))^2
1138
1139                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1140                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1141
1142                                                         if(autocvar_g_throughfloor_debug)
1143                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1144
1145                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1146
1147                                                         if(autocvar_g_throughfloor_debug)
1148                                                                 print(sprintf(" steps=%f", total));
1149
1150                                                         if (targ.classname == "player")
1151                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1152                                                         else
1153                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1154
1155                                                         if(autocvar_g_throughfloor_debug)
1156                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1157
1158                                                         for(c = 0; c < total; ++c)
1159                                                         {
1160                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1161                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1162                                                                 if (trace_fraction == 1 || trace_ent == targ)
1163                                                                 {
1164                                                                         ++hits;
1165                                                                         if (hits > 1)
1166                                                                                 hitloc = hitloc + nearest;
1167                                                                         else
1168                                                                                 hitloc = nearest;
1169                                                                 }
1170                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1171                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1172                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1173                                                         }
1174
1175                                                         nearest = hitloc * (1 / max(1, hits));
1176                                                         hitratio = (hits / total);
1177                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1178                                                         finaldmg = finaldmg * a;
1179                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1180                                                         force = force * a;
1181
1182                                                         if(autocvar_g_throughfloor_debug)
1183                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1184                                                 }
1185
1186                                                 // laser force adjustments :P
1187                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1188                                                 {
1189                                                         if (targ == attacker)
1190                                                         {
1191                                                                 vector vel;
1192
1193                                                                 float force_zscale;
1194                                                                 float force_velocitybiasramp;
1195                                                                 float force_velocitybias;
1196
1197                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1198                                                                 if(deathtype & HITTYPE_SECONDARY)
1199                                                                 {
1200                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1201                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1202                                                                 }
1203                                                                 else
1204                                                                 {
1205                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1206                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1207                                                                 }
1208
1209                                                                 vel = targ.velocity;
1210                                                                 vel_z = 0;
1211                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1212                                                                 force =
1213                                                                         vlen(force)
1214                                                                         *
1215                                                                         normalize(normalize(force) + vel);
1216
1217                                                                 force_z *= force_zscale;
1218                                                         }
1219                                                         else
1220                                                         {
1221                                                                 if(deathtype & HITTYPE_SECONDARY)
1222                                                                 {
1223                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1224                                                                 }
1225                                                                 else
1226                                                                 {
1227                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1228                                                                 }
1229                                                         }
1230                                                 }
1231
1232                                                 //if (targ == attacker)
1233                                                 //{
1234                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1235                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1236                                                 //      print(" (", ftos(a), ")\n");
1237                                                 //}
1238                                                 if(finaldmg || vlen(force))
1239                                                 {
1240                                                         if(targ.iscreature)
1241                                                         {
1242                                                                 total_damage_to_creatures += finaldmg;
1243
1244                                                                 if(accuracy_isgooddamage(attacker, targ))
1245                                                                         stat_damagedone += finaldmg;
1246                                                         }
1247
1248                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1249                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1250                                                         else
1251                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1252                                                 }
1253                                         }
1254                                 }
1255                         }
1256                 targ = next;
1257         }
1258
1259         RadiusDamage_running = 0;
1260
1261         if(!DEATH_ISSPECIAL(deathtype))
1262                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1263
1264         return total_damage_to_creatures;
1265 }
1266
1267 .float fire_damagepersec;
1268 .float fire_endtime;
1269 .float fire_deathtype;
1270 .entity fire_owner;
1271 .float fire_hitsound;
1272 .entity fire_burner;
1273
1274 void fireburner_think();
1275
1276 float Fire_IsBurning(entity e)
1277 {
1278         return (time < e.fire_endtime);
1279 }
1280
1281 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1282 {
1283         float dps;
1284         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1285
1286         if(e.classname == "player")
1287         {
1288                 if(e.deadflag)
1289                         return -1;
1290         }
1291         else
1292         {
1293                 if(!e.fire_burner)
1294                 {
1295                         // print("adding a fire burner to ", e.classname, "\n");
1296                         e.fire_burner = spawn();
1297                         e.fire_burner.classname = "fireburner";
1298                         e.fire_burner.think = fireburner_think;
1299                         e.fire_burner.nextthink = time;
1300                         e.fire_burner.owner = e;
1301                 }
1302         }
1303
1304         t = max(t, 0.1);
1305         dps = d / t;
1306         if(Fire_IsBurning(e))
1307         {
1308                 mintime = e.fire_endtime - time;
1309                 maxtime = max(mintime, t);
1310
1311                 mindps = e.fire_damagepersec;
1312                 maxdps = max(mindps, dps);
1313
1314                 if(maxtime > mintime || maxdps > mindps)
1315                 {
1316                         // Constraints:
1317                         
1318                         // damage we have right now
1319                         mindamage = mindps * mintime;
1320
1321                         // damage we want to get
1322                         maxdamage = mindamage + d;
1323
1324                         // but we can't exceed maxtime * maxdps!
1325                         totaldamage = min(maxdamage, maxtime * maxdps);
1326
1327                         // LEMMA:
1328                         // Look at:
1329                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1330                         // We see:
1331                         // totaldamage <= maxtime * maxdps
1332                         // ==> totaldamage / maxdps <= maxtime.
1333                         // We also see:
1334                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1335                         //                     >= min(mintime, maxtime)
1336                         // ==> totaldamage / maxdps >= mintime.
1337
1338                         /*
1339                         // how long do we damage then?
1340                         // at least as long as before
1341                         // but, never exceed maxdps
1342                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1343                         */
1344
1345                         // alternate:
1346                         // at most as long as maximum allowed
1347                         // but, never below mindps
1348                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1349
1350                         // assuming t > mintime, dps > mindps:
1351                         // we get d = t * dps = maxtime * maxdps
1352                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1353                         // totaldamage / maxdps = maxtime
1354                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1355                         // FROM THIS:
1356                         // a) totaltime = max(mintime, maxtime) = maxtime
1357                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1358
1359                         // assuming t <= mintime:
1360                         // we get maxtime = mintime
1361                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1362                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1363
1364                         // assuming dps <= mindps:
1365                         // we get mindps = maxdps.
1366                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1367                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1368                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1369
1370                         e.fire_damagepersec = totaldamage / totaltime;
1371                         e.fire_endtime = time + totaltime;
1372                         if(totaldamage > 1.2 * mindamage)
1373                         {
1374                                 e.fire_deathtype = dt;
1375                                 if(e.fire_owner != o)
1376                                 {
1377                                         e.fire_owner = o;
1378                                         e.fire_hitsound = FALSE;
1379                                 }
1380                         }
1381                         if(accuracy_isgooddamage(o, e))
1382                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1383                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1384                 }
1385                 else
1386                         return 0;
1387         }
1388         else
1389         {
1390                 e.fire_damagepersec = dps;
1391                 e.fire_endtime = time + t;
1392                 e.fire_deathtype = dt;
1393                 e.fire_owner = o;
1394                 e.fire_hitsound = FALSE;
1395                 if(accuracy_isgooddamage(o, e))
1396                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1397                 return d;
1398         }
1399 }
1400
1401 void Fire_ApplyDamage(entity e)
1402 {
1403         float t, d, hi, ty;
1404         entity o;
1405
1406         if not(Fire_IsBurning(e))
1407                 return;
1408
1409         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1410         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1411                 o = e.fire_owner;
1412
1413         // water and slime stop fire
1414         if(e.waterlevel)
1415         if(e.watertype != CONTENT_LAVA)
1416                 e.fire_endtime = 0;
1417
1418         // ice stops fire
1419         if(e.freezetag_frozen)
1420                 e.fire_endtime = 0;
1421
1422         t = min(frametime, e.fire_endtime - time);
1423         d = e.fire_damagepersec * t;
1424
1425         hi = e.fire_owner.hitsound;
1426         ty = e.fire_owner.typehitsound;
1427         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1428         if(e.fire_hitsound && e.fire_owner)
1429         {
1430                 e.fire_owner.hitsound = hi;
1431                 e.fire_owner.typehitsound = ty;
1432         }
1433         e.fire_hitsound = TRUE;
1434
1435         if not(IS_INDEPENDENT_PLAYER(e))
1436         FOR_EACH_PLAYER(other) if(e != other)
1437         {
1438                 if(other.classname == "player")
1439                 if(other.deadflag == DEAD_NO)
1440                 if not(IS_INDEPENDENT_PLAYER(other))
1441                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1442                 {
1443                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1444                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1445                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1446                 }
1447         }
1448 }
1449
1450 void Fire_ApplyEffect(entity e)
1451 {
1452         if(Fire_IsBurning(e))
1453                 e.effects |= EF_FLAME;
1454         else
1455                 e.effects &~= EF_FLAME;
1456 }
1457
1458 void fireburner_think()
1459 {
1460         // for players, this is done in the regular loop
1461         if(wasfreed(self.owner))
1462         {
1463                 remove(self);
1464                 return;
1465         }
1466         Fire_ApplyEffect(self.owner);
1467         if(!Fire_IsBurning(self.owner))
1468         {
1469                 self.owner.fire_burner = world;
1470                 remove(self);
1471                 return;
1472         }
1473         Fire_ApplyDamage(self.owner);
1474         self.nextthink = time;
1475 }