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detect headshots for minstanex again
[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 taunt_soundtime;
59
60
61 float IsDifferentTeam(entity a, entity b)
62 {
63         if(teamplay)
64         {
65                 if(a.team == b.team)
66                         return 0;
67         }
68         else
69         {
70                 if(a == b)
71                         return 0;
72         }
73         return 1;
74 }
75
76 float IsFlying(entity a)
77 {
78         if(a.flags & FL_ONGROUND)
79                 return 0;
80         if(a.waterlevel >= WATERLEVEL_SWIMMING)
81                 return 0;
82         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
83         if(trace_fraction < 1)
84                 return 0;
85         return 1;
86 }
87
88 vector GetHeadshotMins(entity targ)
89 {
90         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
91 }
92 vector GetHeadshotMaxs(entity targ)
93 {
94         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
95 }
96
97 void UpdateFrags(entity player, float f)
98 {
99         PlayerTeamScore_AddScore(player, f);
100 }
101
102 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
103 void W_SwitchWeapon_Force(entity e, float w);
104 entity GiveFrags_randomweapons;
105 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
106 {
107         // TODO route through PlayerScores instead
108         if(gameover) return;
109
110         if(f < 0)
111         {
112                 if(targ == attacker)
113                 {
114                         // suicide
115                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
116                 }
117                 else
118                 {
119                         // teamkill
120                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
121                 }
122         }
123         else
124         {
125                 // regular frag
126                 PlayerScore_Add(attacker, SP_KILLS, 1);
127                 if(targ.playerid)
128                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
129         }
130
131         PlayerScore_Add(targ, SP_DEATHS, 1);
132
133         if(g_arena || g_ca)
134                 if(autocvar_g_arena_roundbased)
135                         return;
136
137         if(targ != attacker) // not for suicides
138         if(g_weaponarena_random)
139         {
140                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
141                 float culprit;
142                 culprit = DEATH_WEAPONOF(deathtype);
143                 if(!culprit || !WEPSET_CONTAINS_EW(attacker, culprit))
144                         culprit = attacker.weapon;
145
146                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
147                 {
148                         // no exchange
149                 }
150                 else
151                 {
152                         if(!GiveFrags_randomweapons)
153                         {
154                                 GiveFrags_randomweapons = spawn();
155                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
156                         }
157
158                         if(inWarmupStage)
159                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
160                         else
161                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
162
163                         // all others (including the culprit): remove
164                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
165                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
166
167                         // among the remaining ones, choose one by random
168                         W_RandomWeapons(GiveFrags_randomweapons, 1);
169
170                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
171                         {
172                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
173                                 WEPSET_ANDNOT_EW(attacker, culprit);
174                         }
175                 }
176
177                 // after a frag, choose another random weapon set
178                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
179                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
180         }
181
182         // FIXME fix the mess this is (we have REAL points now!)
183         entity oldself;
184         oldself = self;
185         self = attacker;
186         frag_attacker = attacker;
187         frag_target = targ;
188         frag_score = f;
189         if(MUTATOR_CALLHOOK(GiveFragsForKill))
190         {
191                 f = frag_score;
192                 self = oldself;
193         }
194         else
195         {
196                 self = oldself;
197                 if(g_runematch)
198                 {
199                         f = RunematchHandleFrags(attacker, targ, f);
200                 }
201                 else if(g_lms)
202                 {
203                         // remove a life
204                         float tl;
205                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
206                         if(tl < lms_lowest_lives)
207                                 lms_lowest_lives = tl;
208                         if(tl <= 0)
209                         {
210                                 if(!lms_next_place)
211                                         lms_next_place = player_count;
212                                 else
213                                         lms_next_place = min(lms_next_place, player_count);
214                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
215                                 --lms_next_place;
216                         }
217                         f = 0;
218                 }
219                 else if(g_ctf)
220                 {
221                         if(g_ctf_ignore_frags)
222                                 f = 0;
223                 }
224         }
225
226         attacker.totalfrags += f;
227
228         if(f)
229                 UpdateFrags(attacker, f);
230 }
231
232 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
233 {
234         string health_output;
235         string ping_output;
236         string handicap_output;
237         string output;
238
239         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
240         {
241                 // health/armor of attacker (person who killed you)
242                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
243                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
244                 
245                 // ping display
246                 if(autocvar_sv_fraginfo_ping)
247                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
248                         
249                 // handicap display 
250                 if(autocvar_sv_fraginfo_handicap) 
251                 {
252                         if(autocvar_sv_fraginfo_handicap == 2)  
253                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
254                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
255                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
256                 }
257                 
258                 // format the string
259                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
260                         ping_output, (handicap_output ? "^7 / " : ""), 
261                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
262                 
263                 // add new line to the beginning if there is a message
264                 if(output) { output = strcat("\n", output); }
265         }
266         
267         return output;
268 }
269
270 string AppendItemcodes(string s, entity player)
271 {
272         float w;
273         w = player.weapon;
274         //if(w == 0)
275         //      w = player.switchweapon;
276         if(w == 0)
277                 w = player.cnt; // previous weapon!
278         s = strcat(s, ftos(w));
279         if(time < player.strength_finished)
280                 s = strcat(s, "S");
281         if(time < player.invincible_finished)
282                 s = strcat(s, "I");
283         if(player.flagcarried != world)
284                 s = strcat(s, "F");
285         if(player.BUTTON_CHAT)
286                 s = strcat(s, "T");
287         if(player.kh_next)
288                 s = strcat(s, "K");
289         if(player.runes)
290                 s = strcat(s, "|", ftos(player.runes));
291         return s;
292 }
293
294 void LogDeath(string mode, float deathtype, entity killer, entity killed)
295 {
296         string s;
297         if(!autocvar_sv_eventlog)
298                 return;
299         s = strcat(":kill:", mode);
300         s = strcat(s, ":", ftos(killer.playerid));
301         s = strcat(s, ":", ftos(killed.playerid));
302         s = strcat(s, ":type=", ftos(deathtype));
303         s = strcat(s, ":items=");
304         s = AppendItemcodes(s, killer);
305         if(killed != killer)
306         {
307                 s = strcat(s, ":victimitems=");
308                 s = AppendItemcodes(s, killed);
309         }
310         GameLogEcho(s);
311 }
312
313 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
314 {
315         WriteByte(MSG_ALL, SVC_TEMPENTITY);
316         WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
317         WriteString(MSG_ALL, s1);
318         WriteString(MSG_ALL, s2);
319         WriteString(MSG_ALL, s3);
320         WriteShort(MSG_ALL, msg);
321         WriteByte(MSG_ALL, type);
322 }
323
324 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
325 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
326 {
327         if (clienttype(e) == CLIENTTYPE_REAL)
328         {
329                 msg_entity = e;
330                 WRITESPECTATABLE_MSG_ONE({
331                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
332                         WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
333                         WriteString(MSG_ONE, s1);
334                         WriteString(MSG_ONE, s2);
335                         WriteShort(MSG_ONE, msg);
336                         WriteByte(MSG_ONE, type);
337                 });
338         }
339 }
340
341 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
342 {
343         string  s, a, msg;
344         float w, type;
345
346         if (targ.classname == "player")
347         {
348                 s = targ.netname;
349                 a = attacker.netname;
350
351                 if (targ == attacker) // suicides
352                 {
353                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
354                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
355             if(!g_cts) // no "killed your own dumb self" message in CTS
356                 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
357
358                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
359                         {
360                                 LogDeath("suicide", deathtype, targ, targ);
361                                 GiveFrags(attacker, targ, -1, deathtype);
362                         }
363
364                         if (targ.killcount > 2)
365                                 msg = ftos(targ.killcount);
366                         if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
367                         {
368                                 if(attacker.team == COLOR_TEAM1)
369                                         deathtype = KILL_TEAM_RED;
370                                 else
371                                         deathtype = KILL_TEAM_BLUE;
372                         }
373
374                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
375                 }
376                 else if (attacker.classname == "player")
377                 {
378                         if(!IsDifferentTeam(attacker, targ))
379                         {
380                                 if(attacker.team == COLOR_TEAM1)
381                                         type = KILL_TEAM_RED;
382                                 else
383                                         type = KILL_TEAM_BLUE;
384
385                                 GiveFrags(attacker, targ, -1, deathtype);
386
387                                 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
388
389                                 if (targ.killcount > 2) {
390                                         msg = ftos(targ.killcount);
391                                 }
392
393                                 if (attacker.killcount > 2) {
394                                         msg = ftos(attacker.killcount);
395                                         type = KILL_TEAM_SPREE;
396                                 }
397                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
398
399                                 attacker.killcount = 0;
400
401                                 LogDeath("tk", deathtype, attacker, targ);
402                         }
403                         else
404                         {
405                                 if (!checkrules_firstblood)
406                                 {
407                                         checkrules_firstblood = TRUE;
408                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
409                                         // TODO: make these print a newline if they dont
410                                         Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
411                                         Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
412                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
413                                         PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
414                                 }
415
416                                 if(targ.BUTTON_CHAT) {
417                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
418                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
419                                 } else {
420                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
421                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
422                                 }
423
424                                 attacker.taunt_soundtime = time + 1;
425
426                                 // TODO: fix this?
427                                 if (deathtype == DEATH_CUSTOM)
428                                         msg = deathmessage;
429                                 else
430                                         msg = inflictor.message2;
431
432                                 if(strstrofs(msg, "%", 0) < 0)
433                                         msg = strcat("%s ", msg, " by %s");
434
435                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
436
437                                 if(g_ctf && targ.flagcarried)
438                                 {
439                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
440                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
441                                         GiveFrags(attacker, targ, 0, deathtype); // for logging
442                                 }
443                                 else
444                                         GiveFrags(attacker, targ, 1, deathtype);
445
446                                 if (targ.killcount > 2) {
447                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
448                                 }
449
450                                 attacker.killcount = attacker.killcount + 1;
451
452                                 if (attacker.killcount > 2) {
453                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
454                                 }
455                                 else if (attacker.killcount == 3)
456                                 {
457                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
458                                         AnnounceTo(attacker, "03kills");
459                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
460                                 }
461                                 else if (attacker.killcount == 5)
462                                 {
463                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
464                                         AnnounceTo(attacker, "05kills");
465                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
466                                 }
467                                 else if (attacker.killcount == 10)
468                                 {
469                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
470                                         AnnounceTo(attacker, "10kills");
471                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
472                                 }
473                                 else if (attacker.killcount == 15)
474                                 {
475                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
476                                         AnnounceTo(attacker, "15kills");
477                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
478                                 }
479                                 else if (attacker.killcount == 20)
480                                 {
481                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
482                                         AnnounceTo(attacker, "20kills");
483                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
484                                 }
485                                 else if (attacker.killcount == 25)
486                                 {
487                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
488                                         AnnounceTo(attacker, "25kills");
489                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
490                                 }
491                                 else if (attacker.killcount == 30)
492                                 {
493                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
494                                         AnnounceTo(attacker, "30kills");
495                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
496                                 }
497                                 LogDeath("frag", deathtype, attacker, targ);
498                         }
499                 }
500                 else
501                 {
502                         Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
503                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
504                                 msg = inflictor.message;
505                         else if (deathtype == DEATH_CUSTOM)
506                                 msg = deathmessage;
507                         if(strstrofs(msg, "%", 0) < 0)
508                                 msg = strcat("%s ", msg);
509
510                         GiveFrags(targ, targ, -1, deathtype);
511                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
512                                 AnnounceTo(targ, "botlike");
513                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
514                         }
515                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
516
517                         if (targ.killcount > 2)
518                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
519
520                         LogDeath("accident", deathtype, targ, targ);
521                 }
522
523                 targ.death_origin = targ.origin;
524                 if(targ != attacker)
525                         targ.killer_origin = attacker.origin;
526
527                 // FIXME: this should go in PutClientInServer
528                 if (targ.killcount)
529                         targ.killcount = 0;
530         }
531 }
532
533 // these are updated by each Damage call for use in button triggering and such
534 entity damage_targ;
535 entity damage_inflictor;
536 entity damage_attacker;
537
538 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
539 {
540         float mirrordamage;
541         float mirrorforce;
542         float teamdamage0;
543         entity attacker_save;
544         mirrordamage = 0;
545         mirrorforce = 0;
546
547         if (gameover || targ.killcount == -666)
548                 return;
549
550         entity oldself;
551         oldself = self;
552         self = targ;
553         damage_targ = targ;
554         damage_inflictor = inflictor;
555         damage_attacker = attacker;
556                 attacker_save = attacker;
557
558         if(targ.classname == "player")
559                 if(targ.hook)
560                         if(targ.hook.aiment)
561                                 if(targ.hook.aiment == attacker)
562                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
563
564         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
565         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
566         {
567                 if(targ.classname == "player")
568                         if not(IsDifferentTeam(targ, attacker))
569                         {
570                                 self = oldself;
571                                 return;
572                         }
573         }
574
575         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
576         {
577                 // These are ALWAYS lethal
578                 // No damage modification here
579                 // Instead, prepare the victim for his death...
580                 targ.armorvalue = 0;
581                 targ.spawnshieldtime = 0;
582                 targ.health = 0.9; // this is < 1
583                 targ.flags -= targ.flags & FL_GODMODE;
584                 damage = 100000;
585         }
586         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
587         {
588                 // no processing
589         }
590         else
591         {
592                 /*
593                 skill based bot damage? gtfo. (tZork)
594                 if (targ.classname == "player")
595                 if (attacker.classname == "player")
596                 if (!targ.isbot)
597                 if (attacker.isbot)
598                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
599         */
600         
601                 // nullify damage if teamplay is on
602                 if(deathtype != DEATH_TELEFRAG)
603                 if(attacker.classname == "player")
604                 {
605                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
606                         {
607                                 damage = 0;
608                                 force = '0 0 0';
609                         }
610                         else if(!IsDifferentTeam(attacker, targ))
611                         {
612                                 if(autocvar_teamplay_mode == 1)
613                                         damage = 0;
614                                 else if(attacker != targ)
615                                 {
616                                         if(autocvar_teamplay_mode == 3)
617                                                 damage = 0;
618                                         else if(autocvar_teamplay_mode == 4)
619                                         {
620                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
621                                                 {
622                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
623                                                         attacker.dmg_team = attacker.dmg_team + damage;
624                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
625                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
626                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
627                                                         if(g_minstagib)
628                                                         {
629                                                                 if(autocvar_g_friendlyfire == 0)
630                                                                         damage = 0;
631                                                         }
632                                                         else if(g_ca)
633                                                                 damage = 0;
634                                                         else
635                                                                 damage = autocvar_g_friendlyfire * damage;
636                                                         // mirrordamage will be used LATER
637
638                                                         if(autocvar_g_mirrordamage_virtual)
639                                                         {
640                                                                 vector v;
641                                                                 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
642                                                                 v_z = 0; // fteqcc sucks
643                                                                 attacker.dmg_take += v_x;
644                                                                 attacker.dmg_save += v_y;
645                                                                 attacker.dmg_inflictor = inflictor;
646                                                                 mirrordamage = 0;
647                                                                 mirrorforce = 0;
648                                                         }
649
650                                                         if(autocvar_g_friendlyfire_virtual)
651                                                         {
652                                                                 vector v;
653                                                                 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
654                                                                 v_z = 0; // fteqcc sucks
655                                                                 targ.dmg_take += v_x;
656                                                                 targ.dmg_save += v_y;
657                                                                 targ.dmg_inflictor = inflictor;
658                                                                 damage = 0;
659                                                                 if(!autocvar_g_friendlyfire_virtual_force)
660                                                                         force = '0 0 0';
661                                                         }
662                                                 }
663                                                 else
664                                                         damage = 0;
665                                         }
666                                 }
667                         }
668                 }
669
670                 if(targ.classname == "player")
671                 if(attacker.classname == "player")
672                 if(attacker != targ)
673                 {
674                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
675                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
676                 }
677
678                 if(targ.classname == "player")
679                 if (g_minstagib)
680                 {
681                         if ((deathtype == DEATH_FALL)  ||
682                                 (deathtype == DEATH_DROWN) ||
683                                 (deathtype == DEATH_SLIME) ||
684                                 (deathtype == DEATH_LAVA)  ||
685                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
686                         {
687                                 self = oldself;
688                                 return;
689                         }
690                         if(damage > 0)
691                             damage = 10000;
692                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
693                         {
694                                 targ.armorvalue -= 1;
695                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
696                                 damage = 0;
697                                 targ.hitsound += 1;
698                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
699                         }
700                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
701                         {
702                                 damage = 0;
703                                 mirrordamage = 0;
704                                 if (targ != attacker)
705                                 {
706                                         if ((targ.health >= 1) && (targ.classname == "player"))
707                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
708                                         force = '0 0 0';
709                                         // keep mirrorforce
710                                         attacker = targ;
711                                 }
712                         }
713                 }
714
715                 if not(DEATH_ISSPECIAL(deathtype))
716                 {
717                         damage *= g_weapondamagefactor;
718                         mirrordamage *= g_weapondamagefactor;
719                         force = force * g_weaponforcefactor;
720                         mirrorforce *= g_weaponforcefactor;
721                 }
722                 
723                 // should this be changed at all? If so, in what way?
724                 frag_attacker = attacker;
725                 frag_target = targ;
726                 frag_damage = damage;
727                 frag_force = force;
728         frag_deathtype = deathtype;
729                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
730                 damage = frag_damage;
731                 force = frag_force;
732                 
733                 // apply strength multiplier
734                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
735                 {
736                         if(targ == attacker)
737                         {
738                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
739                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
740                         }
741                         else
742                         {
743                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
744                                 force = force * autocvar_g_balance_powerup_strength_force;
745                         }
746                 }
747
748                 // apply invincibility multiplier
749                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
750                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
751
752                 if (targ == attacker)
753                 {
754                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
755                                 damage = 0;
756                         else
757                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
758                 }
759
760                 // CTF: reduce damage/force
761                 if(g_ctf)
762                 if(targ == attacker)
763                 if(targ.flagcarried)
764                 {
765                         damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
766                         force = force * autocvar_g_ctf_flagcarrier_selfforce;
767                 }
768
769                 if(g_runematch)
770                 {
771                         // apply strength rune
772                         if (attacker.runes & RUNE_STRENGTH)
773                         {
774                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
775                                 {
776                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
777                                         force = force * autocvar_g_balance_rune_strength_combo_force;
778                                 }
779                                 else
780                                 {
781                                         damage = damage * autocvar_g_balance_rune_strength_damage;
782                                         force = force * autocvar_g_balance_rune_strength_force;
783                                 }
784                         }
785                         else if (attacker.runes & CURSE_WEAK)
786                         {
787                                 damage = damage * autocvar_g_balance_curse_weak_damage;
788                                 force = force * autocvar_g_balance_curse_weak_force;
789                         }
790
791                         // apply defense rune
792                         if (targ.runes & RUNE_DEFENSE)
793                         {
794                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
795                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
796                                 else
797                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
798                         }
799                         else if (targ.runes & CURSE_VULNER)
800                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
801                 }
802
803                 // count the damage
804                 if(attacker)
805                 if(!targ.deadflag)
806                 if(targ.takedamage == DAMAGE_AIM)
807                 if(targ != attacker)
808                 {
809                         if(damage_headshotbonus)
810                         {
811                                 if(targ.classname == "player")
812                                 {
813                                         // HEAD SHOT:
814                                         // find height of hit on player axis
815                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
816                                         vector headmins, headmaxs, org;
817                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
818                                         headmins = org + GetHeadshotMins(targ);
819                                         headmaxs = org + GetHeadshotMaxs(targ);
820                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
821                                         {
822                                                 deathtype |= HITTYPE_HEADSHOT;
823                                         }
824                                 }
825                                 else if(targ.classname == "turret_head")
826                                 {
827                                         deathtype |= HITTYPE_HEADSHOT;
828                                 }
829                                 if(deathtype & HITTYPE_HEADSHOT)
830                                         if(damage_headshotbonus > 0)
831                                                 damage *= 1 + damage_headshotbonus;
832                         }
833
834                         entity victim;
835                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
836                                 victim = targ.owner;
837                         else
838                                 victim = targ;
839
840                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
841                         {
842                                 if(IsDifferentTeam(victim, attacker))
843                                 {
844                                         if(damage > 0)
845                                         {
846                                                 if(deathtype != DEATH_FIRE)
847                                                 {
848                                                         if(victim.BUTTON_CHAT)
849                                                                 attacker.typehitsound += 1;
850                                                         else
851                                                                 attacker.hitsound += 1;
852                                                 }
853
854                                                 damage_goodhits += 1;
855                                                 damage_gooddamage += damage;
856
857                                                 if not(DEATH_ISSPECIAL(deathtype))
858                                                 {
859                                                         if(targ.classname == "player") // don't do this for vehicles
860                                                         if(!g_minstagib)
861                                                         if(IsFlying(victim))
862                                                                 yoda = 1;
863
864                                                         if(g_minstagib)
865                                                         if(victim.items & IT_STRENGTH)
866                                                                 yoda = 1;
867
868                                                         if(deathtype & HITTYPE_HEADSHOT)
869                                                                 headshot = 1;
870                                                 }
871                                                 if(g_ca)
872                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
873                                         }
874                                 }
875                                 else
876                                 {
877                                         if(deathtype != DEATH_FIRE)
878                                         {
879                                                 attacker.typehitsound += 1;
880                                         }
881                                         if(mirrordamage > 0)
882                                                 if(time > attacker.teamkill_complain)
883                                                 {
884                                                         attacker.teamkill_complain = time + 5;
885                                                         attacker.teamkill_soundtime = time + 0.4;
886                                                         attacker.teamkill_soundsource = targ;
887                                                 }
888                                 }
889                         }
890                 }
891         }
892
893         // apply push
894         if (self.damageforcescale)
895         if (vlen(force))
896         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
897         {
898                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
899                 if(self.movetype == MOVETYPE_PHYSICS)
900                 {
901                         entity farcent;
902                         farcent = spawn();
903                         farcent.classname = "farce";
904                         farcent.enemy = self;
905                         farcent.movedir = farce * 10;
906                         if(self.mass)
907                                 farcent.movedir = farcent.movedir * self.mass;
908                         farcent.origin = hitloc;
909                         farcent.forcetype = FORCETYPE_FORCEATPOS;
910                         farcent.nextthink = time + 0.1;
911                         farcent.think = SUB_Remove;
912                 }
913                 else
914                         self.velocity = self.velocity + farce;
915                 self.flags &~= FL_ONGROUND;
916                 UpdateCSQCProjectile(self);
917         }
918         // apply damage
919         if (damage != 0 || (self.damageforcescale && vlen(force)))
920         if (self.event_damage)
921                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
922         self = oldself;
923
924         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
925         {
926                 if(g_runematch)
927                 {
928                         if (attacker.runes & RUNE_VAMPIRE)
929                         {
930                         // apply vampire rune
931                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
932                                 {
933                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
934                                         attacker.health = bound(
935                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
936                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
937                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
938                                 }
939                                 else
940                                 {
941                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
942                                         attacker.health = bound(
943                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
944                                                                                         // empathy won't let you gain health in the same way...
945                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
946                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
947                                         }
948                         }
949                         // apply empathy curse
950                         else if (attacker.runes & CURSE_EMPATHY)
951                         {
952                                 attacker.health = bound(
953                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
954                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
955                                         attacker.health);
956                         }
957                 }
958         }
959
960         // apply mirror damage if any
961         if(mirrordamage > 0 || mirrorforce > 0)
962         {
963                 attacker = attacker_save;
964                 if(g_minstagib)
965                 if(mirrordamage > 0)
966                 {
967                         // just lose extra LIVES, don't kill the player for mirror damage
968                         if(attacker.armorvalue > 0)
969                         {
970                                 attacker.armorvalue = attacker.armorvalue - 1;
971                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
972                                 attacker.hitsound += 1;
973                         }
974                         mirrordamage = 0;
975                 }
976
977                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
978                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
979         }
980 }
981
982 float RadiusDamage_running;
983 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
984 // Returns total damage applies to creatures
985 {
986         entity  targ;
987         float   finaldmg;
988         float   power;
989         vector  blastorigin;
990         vector  force;
991         vector  diff;
992         vector  center;
993         vector  nearest;
994         float   total_damage_to_creatures;
995         entity  next;
996         float   tfloordmg;
997         float   tfloorforce;
998
999         float stat_damagedone;
1000
1001         if(RadiusDamage_running)
1002         {
1003                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1004                 return 0;
1005         }
1006
1007         RadiusDamage_running = 1;
1008
1009         tfloordmg = autocvar_g_throughfloor_damage;
1010         tfloorforce = autocvar_g_throughfloor_force;
1011
1012         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1013         total_damage_to_creatures = 0;
1014
1015         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1016         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1017         {
1018                 force = inflictor.velocity;
1019                 if(vlen(force) == 0)
1020                         force = '0 0 -1';
1021                 else
1022                         force = normalize(force);
1023                 if(forceintensity >= 0)
1024                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1025                 else
1026                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1027         }
1028
1029         stat_damagedone = 0;
1030
1031         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1032         while (targ)
1033         {
1034                 next = targ.chain;
1035                 if (targ != inflictor)
1036                         if (ignore != targ) if(targ.takedamage)
1037                         {
1038                                 // LordHavoc: measure distance to nearest point on target (not origin)
1039                                 // (this guarentees 100% damage on a touch impact)
1040                                 nearest = targ.WarpZone_findradius_nearest;
1041                                 diff = targ.WarpZone_findradius_dist;
1042                                 // round up a little on the damage to ensure full damage on impacts
1043                                 // and turn the distance into a fraction of the radius
1044                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1045                                 //bprint(" ");
1046                                 //bprint(ftos(power));
1047                                 //if (targ == attacker)
1048                                 //      print(ftos(power), "\n");
1049                                 if (power > 0)
1050                                 {
1051                                         if (power > 1)
1052                                                 power = 1;
1053                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1054                                         if (finaldmg > 0)
1055                                         {
1056                                                 float a;
1057                                                 float c;
1058                                                 float hits;
1059                                                 float total;
1060                                                 float hitratio;
1061                                                 vector hitloc;
1062                                                 vector myblastorigin;
1063                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1064                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1065                                                 // if it's a player, use the view origin as reference
1066                                                 if (targ.classname == "player")
1067                                                         center = targ.origin + targ.view_ofs;
1068                                                 force = normalize(center - myblastorigin);
1069                                                 force = force * (finaldmg / coredamage) * forceintensity;
1070                                                 // test line of sight to multiple positions on box,
1071                                                 // and do damage if any of them hit
1072                                                 hits = 0;
1073                                                 if (targ.classname == "player")
1074                                                         total = ceil(bound(1, finaldmg, 50));
1075                                                 else
1076                                                         total = ceil(bound(1, finaldmg/10, 5));
1077                                                 hitloc = nearest;
1078                                                 c = 0;
1079                                                 while (c < total)
1080                                                 {
1081                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1082                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1083                                                         if (trace_fraction == 1 || trace_ent == targ)
1084                                                         {
1085                                                                 hits = hits + 1;
1086                                                                 if (hits > 1)
1087                                                                         hitloc = hitloc + nearest;
1088                                                                 else
1089                                                                         hitloc = nearest;
1090                                                         }
1091                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1092                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1093                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1094                                                         c = c + 1;
1095                                                 }
1096                                                 nearest = hitloc * (1 / max(1, hits));
1097                                                 hitratio = (hits / total);
1098                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1099                                                 finaldmg = finaldmg * a;
1100                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1101                                                 force = force * a;
1102
1103                                                 // laser force adjustments :P
1104                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1105                                                 {
1106                             if (targ == attacker)
1107                             {
1108                                 vector vel;
1109
1110                                 float force_zscale;
1111                                 float force_velocitybiasramp;
1112                                 float force_velocitybias;
1113
1114                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1115                                 if(deathtype & HITTYPE_SECONDARY)
1116                                 {
1117                                     force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1118                                     force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1119                                 }
1120                                 else
1121                                 {
1122                                     force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1123                                     force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1124                                 }
1125
1126                                 vel = targ.velocity;
1127                                 vel_z = 0;
1128                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1129                                 force =
1130                                     vlen(force)
1131                                     *
1132                                     normalize(normalize(force) + vel);
1133
1134                                 force_z *= force_zscale;
1135                             }
1136                             else
1137                             {
1138                                 if(deathtype & HITTYPE_SECONDARY)
1139                                 {
1140                                     force *= autocvar_g_balance_laser_secondary_force_other_scale;
1141                                 }
1142                                 else
1143                                 {
1144                                     force *= autocvar_g_balance_laser_primary_force_other_scale;
1145                                 }
1146                             }
1147                                                 }
1148
1149                                                 //if (targ == attacker)
1150                                                 //{
1151                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1152                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1153                                                 //      print(" (", ftos(a), ")\n");
1154                                                 //}
1155                                                 if(hits || tfloordmg || tfloorforce)
1156                                                 {
1157                                                         if(targ.iscreature)
1158                                                         {
1159                                                                 total_damage_to_creatures += finaldmg;
1160
1161                                                                 if(accuracy_isgooddamage(attacker, targ))
1162                                                                         stat_damagedone += finaldmg;
1163                                                         }
1164
1165                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1166                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1167                                                         else
1168                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1169                                                 }
1170                                         }
1171                                 }
1172                         }
1173                 targ = next;
1174         }
1175
1176         RadiusDamage_running = 0;
1177
1178         if(!DEATH_ISSPECIAL(deathtype))
1179                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1180
1181         return total_damage_to_creatures;
1182 }
1183
1184 .float fire_damagepersec;
1185 .float fire_endtime;
1186 .float fire_deathtype;
1187 .entity fire_owner;
1188 .float fire_hitsound;
1189 .entity fire_burner;
1190
1191 void fireburner_think();
1192
1193 float Fire_IsBurning(entity e)
1194 {
1195         return (time < e.fire_endtime);
1196 }
1197
1198 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1199 {
1200         float dps;
1201         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1202
1203         if(e.classname == "player")
1204         {
1205                 if(e.deadflag)
1206                         return -1;
1207         }
1208         else
1209         {
1210                 if(!e.fire_burner)
1211                 {
1212                         // print("adding a fire burner to ", e.classname, "\n");
1213                         e.fire_burner = spawn();
1214                         e.fire_burner.classname = "fireburner";
1215                         e.fire_burner.think = fireburner_think;
1216                         e.fire_burner.nextthink = time;
1217                         e.fire_burner.owner = e;
1218                 }
1219         }
1220
1221         t = max(t, 0.1);
1222         dps = d / t;
1223         if(Fire_IsBurning(e))
1224         {
1225                 mintime = e.fire_endtime - time;
1226                 maxtime = max(mintime, t);
1227
1228                 mindps = e.fire_damagepersec;
1229                 maxdps = max(mindps, dps);
1230
1231                 if(maxtime > mintime || maxdps > mindps)
1232                 {
1233                         mindamage = mindps * mintime;
1234                         maxdamage = mindamage + d;
1235
1236                         // interval [mintime, maxtime] * [mindps, maxdps]
1237                         // intersected with
1238                         // [mindamage, maxdamage]
1239                         // maximum of this!
1240
1241                         if(maxdamage >= maxtime * maxdps)
1242                         {
1243                                 totaltime = maxtime;
1244                                 totaldamage = maxtime * maxdps;
1245
1246                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1247                         }
1248                         else
1249                         {
1250                                 // maxdamage is inside the interval!
1251                                 // first, try to use mindps; only if this fails, increase dps as needed
1252                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1253                                 totaldamage = maxdamage;
1254                                 // can totaldamage / totaltime be >= maxdps?
1255                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1256                                 // we know maxdamage < maxtime * maxdps
1257                                 // so it cannot be
1258
1259                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1260                         }
1261
1262                         // total conditions for increasing:
1263                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1264                         // however:
1265                         //     if maxtime = mintime, maxdps = mindps
1266                         // then:
1267                         //     maxdamage = mindamage + d
1268                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1269                         // so the last condition is not needed
1270
1271                         e.fire_damagepersec = totaldamage / totaltime;
1272                         e.fire_endtime = time + totaltime;
1273                         if(totaldamage > 1.2 * mindamage)
1274                         {
1275                                 e.fire_deathtype = dt;
1276                                 if(e.fire_owner != o)
1277                                 {
1278                                         e.fire_owner = o;
1279                                         e.fire_hitsound = FALSE;
1280                                 }
1281                         }
1282                         if(accuracy_isgooddamage(o, e))
1283                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1284                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1285                 }
1286                 else
1287                         return 0;
1288         }
1289         else
1290         {
1291                 e.fire_damagepersec = dps;
1292                 e.fire_endtime = time + t;
1293                 e.fire_deathtype = dt;
1294                 e.fire_owner = o;
1295                 e.fire_hitsound = FALSE;
1296                 if(accuracy_isgooddamage(o, e))
1297                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1298                 return d;
1299         }
1300 }
1301
1302 void Fire_ApplyDamage(entity e)
1303 {
1304         float t, d, hi, ty;
1305         entity o;
1306
1307         if not(Fire_IsBurning(e))
1308                 return;
1309
1310         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1311         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1312                 o = e.fire_owner;
1313
1314         // water and slime stop fire
1315         if(e.waterlevel)
1316         if(e.watertype != CONTENT_LAVA)
1317                 e.fire_endtime = 0;
1318
1319         // ice stops fire
1320         if(e.freezetag_frozen)
1321                 e.fire_endtime = 0;
1322
1323         t = min(frametime, e.fire_endtime - time);
1324         d = e.fire_damagepersec * t;
1325
1326         hi = e.fire_owner.hitsound;
1327         ty = e.fire_owner.typehitsound;
1328         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1329         if(e.fire_hitsound && e.fire_owner)
1330         {
1331                 e.fire_owner.hitsound = hi;
1332                 e.fire_owner.typehitsound = ty;
1333         }
1334         e.fire_hitsound = TRUE;
1335
1336         if not(IS_INDEPENDENT_PLAYER(e))
1337         FOR_EACH_PLAYER(other) if(e != other)
1338         {
1339                 if(other.classname == "player")
1340                 if(other.deadflag == DEAD_NO)
1341                 if not(IS_INDEPENDENT_PLAYER(other))
1342                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1343                 {
1344                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1345                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1346                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1347                 }
1348         }
1349 }
1350
1351 void Fire_ApplyEffect(entity e)
1352 {
1353         if(Fire_IsBurning(e))
1354                 e.effects |= EF_FLAME;
1355         else
1356                 e.effects &~= EF_FLAME;
1357 }
1358
1359 void fireburner_think()
1360 {
1361         // for players, this is done in the regular loop
1362         if(wasfreed(self.owner))
1363         {
1364                 remove(self);
1365                 return;
1366         }
1367         Fire_ApplyEffect(self.owner);
1368         if(!Fire_IsBurning(self.owner))
1369         {
1370                 self.owner.fire_burner = world;
1371                 remove(self);
1372                 return;
1373         }
1374         Fire_ApplyDamage(self.owner);
1375         self.nextthink = time;
1376 }