6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
59 .float taunt_soundtime;
62 float IsDifferentTeam(entity a, entity b)
77 float IsFlying(entity a)
79 if(a.flags & FL_ONGROUND)
81 if(a.waterlevel >= WATERLEVEL_SWIMMING)
83 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84 if(trace_fraction < 1)
89 vector GetHeadshotMins(entity targ)
91 return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
98 void UpdateFrags(entity player, float f)
100 PlayerTeamScore_AddScore(player, f);
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
108 // TODO route through PlayerScores instead
116 PlayerScore_Add(attacker, SP_SUICIDES, 1);
121 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
127 PlayerScore_Add(attacker, SP_KILLS, 1);
129 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
132 PlayerScore_Add(targ, SP_DEATHS, 1);
135 if(autocvar_g_arena_roundbased)
138 if(targ != attacker) // not for suicides
139 if(g_weaponarena_random)
141 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
143 culprit = DEATH_WEAPONOF(deathtype);
145 culprit = attacker.weapon;
146 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147 culprit = attacker.weapon;
149 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
155 if(!GiveFrags_randomweapons)
157 GiveFrags_randomweapons = spawn();
158 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
162 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
164 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
166 // all others (including the culprit): remove
167 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
170 // among the remaining ones, choose one by random
171 W_RandomWeapons(GiveFrags_randomweapons, 1);
173 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
175 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176 WEPSET_ANDNOT_EW(attacker, culprit);
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));
185 // FIXME fix the mess this is (we have REAL points now!)
189 frag_attacker = attacker;
192 if(MUTATOR_CALLHOOK(GiveFragsForKill))
202 f = RunematchHandleFrags(attacker, targ, f);
208 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209 if(tl < lms_lowest_lives)
210 lms_lowest_lives = tl;
214 lms_next_place = player_count;
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
224 attacker.totalfrags += f;
227 UpdateFrags(attacker, f);
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
232 string health_output = string_null;
233 string ping_output = string_null;
234 string handicap_output = string_null;
235 string output = string_null;
237 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
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)");
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"));
248 if(autocvar_sv_fraginfo_handicap)
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)));
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)" : ""));
261 // add new line to the beginning if there is a message
262 if(output) { output = strcat("\n", output); }
268 string AppendItemcodes(string s, entity player)
273 // w = player.switchweapon;
275 w = player.cnt; // previous weapon!
276 s = strcat(s, ftos(w));
277 if(time < player.strength_finished)
279 if(time < player.invincible_finished)
281 if(player.flagcarried != world)
283 if(player.BUTTON_CHAT)
288 s = strcat(s, "|", ftos(player.runes));
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
295 if(!autocvar_sv_eventlog)
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);
305 s = strcat(s, ":victimitems=");
306 s = AppendItemcodes(s, killed);
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
314 if(DEATH_ISSPECIAL(deathtype))
316 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
317 { if(deathtype == max(0, name)) \
319 #if msg_death != NO_MSG \
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); \
327 #if msg_death_by != NO_MSG \
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); \
343 backtrace("Unhandled deathtype. Please notify Samual!\n");
348 print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
354 void Obituary_WeaponDeath(float murder, float deathtype, string s1, string s2)
356 float death_weapon = DEATH_WEAPONOF(deathtype);
360 w_deathtype = deathtype;
361 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
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)); }
371 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
374 if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
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;
385 dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
393 if(DEATH_ISSPECIAL(deathtype))
395 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
404 case DEATH_MIRRORDAMAGE:
420 LogDeath("suicide", deathtype, targ, targ);
421 GiveFrags(attacker, targ, -1, deathtype);
423 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
425 else if(DEATH_WEAPONOF(deathtype))
427 Obituary_WeaponDeath(FALSE, deathtype, targ.netname, NO_STR_ARG);
431 backtrace("SUICIDE: what the hell happened here?\n");
439 else if(attacker.classname == "player")
441 s1 = attacker.netname;
444 // TODO: ADD REAL CHECK HERE!
445 attacker.FRAG_VERBOSE = TRUE;
446 targ.FRAG_VERBOSE = TRUE;
448 if(!IsDifferentTeam(attacker, targ))
450 LogDeath("tk", deathtype, attacker, targ);
451 GiveFrags(attacker, targ, -1, deathtype);
453 attacker.killcount = 0;
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);
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); }
466 LogDeath("frag", deathtype, attacker, targ);
467 GiveFrags(attacker, targ, 1, deathtype);
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); }
473 #define ADD_ACHIEVEMENT_CASE(numa,numb) \
476 AnnounceTo(attacker, strcat(#numb, "kills")); \
477 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
480 switch(attacker.killcount)
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)
491 #undef ADD_ACHIEVEMENT_CASE
493 if(!checkrules_firstblood)
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);
501 if(notif_firstblood) // first blood, no kill sprees yet
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);
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));
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);
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));
520 else // normal frags, kill sprees listed
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);
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));
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);
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));
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); }
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:
558 s2 = inflictor.message;
559 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
568 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
583 LogDeath("accident", deathtype, targ, targ);
584 GiveFrags(targ, targ, -1, deathtype);
586 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
588 AnnounceTo(targ, "botlike");
589 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
592 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, f3);
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; }
601 // these are updated by each Damage call for use in button triggering and such
603 entity damage_inflictor;
604 entity damage_attacker;
606 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
611 entity attacker_save;
615 if (gameover || targ.killcount == -666)
622 damage_inflictor = inflictor;
623 damage_attacker = attacker;
624 attacker_save = attacker;
626 if(targ.classname == "player")
629 if(targ.hook.aiment == attacker)
630 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
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))
635 if(targ.classname == "player")
636 if not(IsDifferentTeam(targ, attacker))
643 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
645 // These are ALWAYS lethal
646 // No damage modification here
647 // Instead, prepare the victim for his death...
649 targ.spawnshieldtime = 0;
650 targ.health = 0.9; // this is < 1
651 targ.flags -= targ.flags & FL_GODMODE;
654 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
661 skill based bot damage? gtfo. (tZork)
662 if (targ.classname == "player")
663 if (attacker.classname == "player")
666 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
669 // nullify damage if teamplay is on
670 if(deathtype != DEATH_TELEFRAG)
671 if(attacker.classname == "player")
673 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
678 else if(!IsDifferentTeam(attacker, targ))
680 if(autocvar_teamplay_mode == 1)
682 else if(attacker != targ)
684 if(autocvar_teamplay_mode == 3)
686 else if(autocvar_teamplay_mode == 4)
688 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
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);
697 if(autocvar_g_friendlyfire == 0)
703 damage = autocvar_g_friendlyfire * damage;
704 // mirrordamage will be used LATER
706 if(autocvar_g_mirrordamage_virtual)
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
716 if(autocvar_g_friendlyfire_virtual)
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;
723 if(!autocvar_g_friendlyfire_virtual_force)
734 if(targ.classname == "player")
735 if(attacker.classname == "player")
738 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
739 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
742 if(targ.classname == "player")
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))
756 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
758 targ.armorvalue -= 1;
759 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
762 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
764 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
768 if (targ != attacker)
770 if ((targ.health >= 1) && (targ.classname == "player"))
771 centerprint(attacker, "Secondary fire inflicts no damage!");
779 if not(DEATH_ISSPECIAL(deathtype))
781 damage *= g_weapondamagefactor;
782 mirrordamage *= g_weapondamagefactor;
783 force = force * g_weaponforcefactor;
784 mirrorforce *= g_weaponforcefactor;
787 // should this be changed at all? If so, in what way?
788 frag_attacker = attacker;
790 frag_damage = damage;
792 frag_deathtype = deathtype;
793 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
794 damage = frag_damage;
797 // apply strength multiplier
798 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
802 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
803 force = force * autocvar_g_balance_powerup_strength_selfforce;
807 damage = damage * autocvar_g_balance_powerup_strength_damage;
808 force = force * autocvar_g_balance_powerup_strength_force;
812 // apply invincibility multiplier
813 if (targ.items & IT_INVINCIBLE && !g_minstagib)
814 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
816 if (targ == attacker)
818 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
821 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
826 // apply strength rune
827 if (attacker.runes & RUNE_STRENGTH)
829 if(attacker.runes & CURSE_WEAK) // have both curse & rune
831 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
832 force = force * autocvar_g_balance_rune_strength_combo_force;
836 damage = damage * autocvar_g_balance_rune_strength_damage;
837 force = force * autocvar_g_balance_rune_strength_force;
840 else if (attacker.runes & CURSE_WEAK)
842 damage = damage * autocvar_g_balance_curse_weak_damage;
843 force = force * autocvar_g_balance_curse_weak_force;
846 // apply defense rune
847 if (targ.runes & RUNE_DEFENSE)
849 if (targ.runes & CURSE_VULNER) // have both curse & rune
850 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
852 damage = damage * autocvar_g_balance_rune_defense_takedamage;
854 else if (targ.runes & CURSE_VULNER)
855 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
861 if(targ.takedamage == DAMAGE_AIM)
864 if(damage_headshotbonus)
866 if(targ.classname == "player")
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))
877 deathtype |= HITTYPE_HEADSHOT;
880 else if(targ.classname == "turret_head")
882 deathtype |= HITTYPE_HEADSHOT;
884 if(deathtype & HITTYPE_HEADSHOT)
885 if(damage_headshotbonus > 0)
886 damage *= 1 + damage_headshotbonus;
890 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
895 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
897 if(IsDifferentTeam(victim, attacker))
901 if(deathtype != DEATH_FIRE)
903 if(victim.BUTTON_CHAT)
904 attacker.typehitsound += 1;
906 attacker.hitsound += 1;
909 damage_goodhits += 1;
910 damage_gooddamage += damage;
912 if not(DEATH_ISSPECIAL(deathtype))
914 if(targ.classname == "player") // don't do this for vehicles
920 if(victim.items & IT_STRENGTH)
923 if(deathtype & HITTYPE_HEADSHOT)
930 if(deathtype != DEATH_FIRE)
932 attacker.typehitsound += 1;
935 if(time > attacker.teamkill_complain)
937 attacker.teamkill_complain = time + 5;
938 attacker.teamkill_soundtime = time + 0.4;
939 attacker.teamkill_soundsource = targ;
947 if (self.damageforcescale)
949 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
951 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
952 if(self.movetype == MOVETYPE_PHYSICS)
956 farcent.classname = "farce";
957 farcent.enemy = self;
958 farcent.movedir = farce * 10;
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;
967 self.velocity = self.velocity + farce;
968 self.flags &~= FL_ONGROUND;
969 UpdateCSQCProjectile(self);
972 if (damage != 0 || (self.damageforcescale && vlen(force)))
973 if (self.event_damage)
974 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
977 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
981 if (attacker.runes & RUNE_VAMPIRE)
983 // apply vampire rune
984 if (attacker.runes & CURSE_EMPATHY) // have the curse too
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
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
1002 // apply empathy curse
1003 else if (attacker.runes & CURSE_EMPATHY)
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,
1013 // apply mirror damage if any
1014 if(mirrordamage > 0 || mirrorforce > 0)
1016 attacker = attacker_save;
1018 if(mirrordamage > 0)
1020 // just lose extra LIVES, don't kill the player for mirror damage
1021 if(attacker.armorvalue > 0)
1023 attacker.armorvalue = attacker.armorvalue - 1;
1024 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1025 attacker.hitsound += 1;
1030 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1031 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
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
1042 float total_damage_to_creatures;
1047 float stat_damagedone;
1049 if(RadiusDamage_running)
1051 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1055 RadiusDamage_running = 1;
1057 tfloordmg = autocvar_g_throughfloor_damage;
1058 tfloorforce = autocvar_g_throughfloor_force;
1060 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1061 total_damage_to_creatures = 0;
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)
1066 force = inflictor.velocity;
1067 if(vlen(force) == 0)
1070 force = normalize(force);
1071 if(forceintensity >= 0)
1072 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1074 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1077 stat_damagedone = 0;
1079 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1083 if (targ != inflictor)
1084 if (ignore != targ) if(targ.takedamage)
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);
1098 //bprint(ftos(power));
1099 //if (targ == attacker)
1100 // print(ftos(power), "\n");
1106 finaldmg = coredamage * power + edgedamage * (1 - power);
1112 vector myblastorigin;
1115 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1117 // if it's a player, use the view origin as reference
1118 center = CENTER_OR_VIEWOFS(targ);
1120 force = normalize(center - myblastorigin);
1121 force = force * (finaldmg / coredamage) * forceintensity;
1124 if(targ != directhitentity)
1129 float mininv_f, mininv_d;
1131 // test line of sight to multiple positions on box,
1132 // and do damage if any of them hit
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
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;
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));
1145 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1147 if(autocvar_g_throughfloor_debug)
1148 print(sprintf(" steps=%f", total));
1150 if (targ.classname == "player")
1151 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1153 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
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))));
1158 for(c = 0; c < total; ++c)
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)
1166 hitloc = hitloc + nearest;
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;
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);
1182 if(autocvar_g_throughfloor_debug)
1183 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1186 // laser force adjustments :P
1187 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1189 if (targ == attacker)
1194 float force_velocitybiasramp;
1195 float force_velocitybias;
1197 force_velocitybiasramp = autocvar_sv_maxspeed;
1198 if(deathtype & HITTYPE_SECONDARY)
1200 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1201 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1205 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1206 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1209 vel = targ.velocity;
1211 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1215 normalize(normalize(force) + vel);
1217 force_z *= force_zscale;
1221 if(deathtype & HITTYPE_SECONDARY)
1223 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1227 force *= autocvar_g_balance_laser_primary_force_other_scale;
1232 //if (targ == attacker)
1234 // print("hits ", ftos(hits), " / ", ftos(total));
1235 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1236 // print(" (", ftos(a), ")\n");
1238 if(finaldmg || vlen(force))
1242 total_damage_to_creatures += finaldmg;
1244 if(accuracy_isgooddamage(attacker, targ))
1245 stat_damagedone += finaldmg;
1248 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1249 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1251 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1259 RadiusDamage_running = 0;
1261 if(!DEATH_ISSPECIAL(deathtype))
1262 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1264 return total_damage_to_creatures;
1267 .float fire_damagepersec;
1268 .float fire_endtime;
1269 .float fire_deathtype;
1271 .float fire_hitsound;
1272 .entity fire_burner;
1274 void fireburner_think();
1276 float Fire_IsBurning(entity e)
1278 return (time < e.fire_endtime);
1281 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1284 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1286 if(e.classname == "player")
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;
1306 if(Fire_IsBurning(e))
1308 mintime = e.fire_endtime - time;
1309 maxtime = max(mintime, t);
1311 mindps = e.fire_damagepersec;
1312 maxdps = max(mindps, dps);
1314 if(maxtime > mintime || maxdps > mindps)
1318 // damage we have right now
1319 mindamage = mindps * mintime;
1321 // damage we want to get
1322 maxdamage = mindamage + d;
1324 // but we can't exceed maxtime * maxdps!
1325 totaldamage = min(maxdamage, maxtime * maxdps);
1329 // totaldamage = min(mindamage + d, maxtime * maxdps)
1331 // totaldamage <= maxtime * maxdps
1332 // ==> totaldamage / maxdps <= maxtime.
1334 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1335 // >= min(mintime, maxtime)
1336 // ==> totaldamage / maxdps >= mintime.
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
1346 // at most as long as maximum allowed
1347 // but, never below mindps
1348 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
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
1356 // a) totaltime = max(mintime, maxtime) = maxtime
1357 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
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
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
1370 e.fire_damagepersec = totaldamage / totaltime;
1371 e.fire_endtime = time + totaltime;
1372 if(totaldamage > 1.2 * mindamage)
1374 e.fire_deathtype = dt;
1375 if(e.fire_owner != o)
1378 e.fire_hitsound = FALSE;
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
1390 e.fire_damagepersec = dps;
1391 e.fire_endtime = time + t;
1392 e.fire_deathtype = dt;
1394 e.fire_hitsound = FALSE;
1395 if(accuracy_isgooddamage(o, e))
1396 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1401 void Fire_ApplyDamage(entity e)
1406 if not(Fire_IsBurning(e))
1409 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1410 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1413 // water and slime stop fire
1415 if(e.watertype != CONTENT_LAVA)
1419 if(e.freezetag_frozen)
1422 t = min(frametime, e.fire_endtime - time);
1423 d = e.fire_damagepersec * t;
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)
1430 e.fire_owner.hitsound = hi;
1431 e.fire_owner.typehitsound = ty;
1433 e.fire_hitsound = TRUE;
1435 if not(IS_INDEPENDENT_PLAYER(e))
1436 FOR_EACH_PLAYER(other) if(e != other)
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))
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);
1450 void Fire_ApplyEffect(entity e)
1452 if(Fire_IsBurning(e))
1453 e.effects |= EF_FLAME;
1455 e.effects &~= EF_FLAME;
1458 void fireburner_think()
1460 // for players, this is done in the regular loop
1461 if(wasfreed(self.owner))
1466 Fire_ApplyEffect(self.owner);
1467 if(!Fire_IsBurning(self.owner))
1469 self.owner.fire_burner = world;
1473 Fire_ApplyDamage(self.owner);
1474 self.nextthink = time;