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);
134 if(g_arena && arena_roundbased)
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142 culprit = DEATH_WEAPONOF(deathtype);
144 culprit = attacker.weapon;
145 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
146 culprit = attacker.weapon;
148 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
154 if(!GiveFrags_randomweapons)
156 GiveFrags_randomweapons = spawn();
157 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
161 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165 // all others (including the culprit): remove
166 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
167 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169 // among the remaining ones, choose one by random
170 W_RandomWeapons(GiveFrags_randomweapons, 1);
172 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
175 WEPSET_ANDNOT_EW(attacker, culprit);
179 // after a frag, choose another random weapon set
180 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
181 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
184 // FIXME fix the mess this is (we have REAL points now!)
188 frag_attacker = attacker;
191 if(MUTATOR_CALLHOOK(GiveFragsForKill))
201 f = RunematchHandleFrags(attacker, targ, f);
207 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
208 if(tl < lms_lowest_lives)
209 lms_lowest_lives = tl;
213 lms_next_place = player_count;
215 lms_next_place = min(lms_next_place, player_count);
216 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
223 attacker.totalfrags += f;
226 UpdateFrags(attacker, f);
229 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 string health_output = string_null;
232 string ping_output = string_null;
233 string handicap_output = string_null;
234 string output = string_null;
236 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238 // health/armor of attacker (person who killed you)
239 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
240 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
243 if(autocvar_sv_fraginfo_ping)
244 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
247 if(autocvar_sv_fraginfo_handicap)
249 if(autocvar_sv_fraginfo_handicap == 2)
250 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
251 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
252 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
256 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
257 ping_output, (handicap_output ? "^7 / " : ""),
258 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260 // add new line to the beginning if there is a message
261 if(output) { output = strcat("\n", output); }
267 string AppendItemcodes(string s, entity player)
272 // w = player.switchweapon;
274 w = player.cnt; // previous weapon!
275 s = strcat(s, ftos(w));
276 if(time < player.strength_finished)
278 if(time < player.invincible_finished)
280 if(player.flagcarried != world)
282 if(player.BUTTON_CHAT)
287 s = strcat(s, "|", ftos(player.runes));
291 void LogDeath(string mode, float deathtype, entity killer, entity killed)
294 if(!autocvar_sv_eventlog)
296 s = strcat(":kill:", mode);
297 s = strcat(s, ":", ftos(killer.playerid));
298 s = strcat(s, ":", ftos(killed.playerid));
299 s = strcat(s, ":type=", ftos(deathtype));
300 s = strcat(s, ":items=");
301 s = AppendItemcodes(s, killer);
304 s = strcat(s, ":victimitems=");
305 s = AppendItemcodes(s, killed);
310 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
312 WriteByte(MSG_ALL, SVC_TEMPENTITY);
313 WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
314 WriteString(MSG_ALL, s1);
315 WriteString(MSG_ALL, s2);
316 WriteString(MSG_ALL, s3);
317 WriteShort(MSG_ALL, msg);
318 WriteByte(MSG_ALL, type);
321 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
322 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
324 if (clienttype(e) == CLIENTTYPE_REAL)
327 WRITESPECTATABLE_MSG_ONE({
328 WriteByte(MSG_ONE, SVC_TEMPENTITY);
329 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
330 WriteString(MSG_ONE, s1);
331 WriteString(MSG_ONE, s2);
332 WriteShort(MSG_ONE, msg);
333 WriteByte(MSG_ONE, type);
338 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
343 if (targ.classname == "player")
346 a = attacker.netname;
348 if (targ == attacker) // suicides
350 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
351 msg = ColoredTeamName(targ.team); // TODO: check if needed?
354 if(!g_cts) // no "killed your own dumb self" message in CTS
355 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
357 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
359 LogDeath("suicide", deathtype, targ, targ);
360 GiveFrags(attacker, targ, -1, deathtype);
363 if (targ.killcount > 2)
364 msg = ftos(targ.killcount);
367 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
369 if(attacker.team == COLOR_TEAM1)
370 deathtype = KILL_TEAM_RED;
372 deathtype = KILL_TEAM_BLUE;
375 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
377 else if (attacker.classname == "player")
379 if(!IsDifferentTeam(attacker, targ))
381 if(attacker.team == COLOR_TEAM1)
382 type = KILL_TEAM_RED;
384 type = KILL_TEAM_BLUE;
386 GiveFrags(attacker, targ, -1, deathtype);
388 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
390 if (targ.killcount > 2)
391 msg = ftos(targ.killcount);
395 if (attacker.killcount > 2) {
396 msg = ftos(attacker.killcount);
397 type = KILL_TEAM_SPREE;
399 Send_KillNotification(a, s, msg, type, MSG_KILL);
401 attacker.killcount = 0;
403 LogDeath("tk", deathtype, attacker, targ);
407 if (!checkrules_firstblood)
409 checkrules_firstblood = TRUE;
410 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
411 // TODO: make these print a newline if they dont
412 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
413 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
414 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
415 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
418 if(targ.istypefrag) {
419 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
420 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
422 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
423 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
426 attacker.taunt_soundtime = time + 1;
428 if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
429 msg = inflictor.message2;
430 else if (deathtype == DEATH_CUSTOM)
435 if(strstrofs(msg, "%", 0) < 0)
436 msg = strcat("%s ", msg, " by %s");
438 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
440 GiveFrags(attacker, targ, 1, deathtype);
442 if (targ.killcount > 2) {
443 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
446 attacker.killcount = attacker.killcount + 1;
448 if (attacker.killcount == 3)
450 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
451 AnnounceTo(attacker, "03kills");
452 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
454 else if (attacker.killcount == 5)
456 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
457 AnnounceTo(attacker, "05kills");
458 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
460 else if (attacker.killcount == 10)
462 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
463 AnnounceTo(attacker, "10kills");
464 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
466 else if (attacker.killcount == 15)
468 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
469 AnnounceTo(attacker, "15kills");
470 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
472 else if (attacker.killcount == 20)
474 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
475 AnnounceTo(attacker, "20kills");
476 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
478 else if (attacker.killcount == 25)
480 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
481 AnnounceTo(attacker, "25kills");
482 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
484 else if (attacker.killcount == 30)
486 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
487 AnnounceTo(attacker, "30kills");
488 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
490 else if (attacker.killcount > 2) {
491 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
493 LogDeath("frag", deathtype, attacker, targ);
498 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
499 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
500 msg = inflictor.message;
501 else if (deathtype == DEATH_CUSTOM)
505 if(strstrofs(msg, "%", 0) < 0)
506 msg = strcat("%s ", msg);
508 GiveFrags(targ, targ, -1, deathtype);
509 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
510 AnnounceTo(targ, "botlike");
511 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
513 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
515 if (targ.killcount > 2)
516 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
518 LogDeath("accident", deathtype, targ, targ);
521 targ.death_origin = targ.origin;
523 targ.killer_origin = attacker.origin;
525 // FIXME: this should go in PutClientInServer
531 // these are updated by each Damage call for use in button triggering and such
533 entity damage_inflictor;
534 entity damage_attacker;
536 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
541 entity attacker_save;
545 if (gameover || targ.killcount == -666)
552 damage_inflictor = inflictor;
553 damage_attacker = attacker;
554 attacker_save = attacker;
556 if(targ.classname == "player")
559 if(targ.hook.aiment == attacker)
560 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
562 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
563 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
565 if(targ.classname == "player")
566 if not(IsDifferentTeam(targ, attacker))
573 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
575 // These are ALWAYS lethal
576 // No damage modification here
577 // Instead, prepare the victim for his death...
579 targ.spawnshieldtime = 0;
580 targ.health = 0.9; // this is < 1
581 targ.flags -= targ.flags & FL_GODMODE;
584 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
591 skill based bot damage? gtfo. (tZork)
592 if (targ.classname == "player")
593 if (attacker.classname == "player")
596 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
599 // nullify damage if teamplay is on
600 if(deathtype != DEATH_TELEFRAG)
601 if(attacker.classname == "player")
603 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
608 else if(!IsDifferentTeam(attacker, targ))
610 if(autocvar_teamplay_mode == 1)
612 else if(attacker != targ)
614 if(autocvar_teamplay_mode == 3)
616 else if(autocvar_teamplay_mode == 4)
618 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
620 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
621 attacker.dmg_team = attacker.dmg_team + damage;
622 if(attacker.dmg_team > teamdamage0 && !g_ca)
623 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
624 mirrorforce = autocvar_g_mirrordamage * vlen(force);
627 if(autocvar_g_friendlyfire == 0)
633 damage = autocvar_g_friendlyfire * damage;
634 // mirrordamage will be used LATER
636 if(autocvar_g_mirrordamage_virtual)
638 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
639 attacker.dmg_take += v_x;
640 attacker.dmg_save += v_y;
641 attacker.dmg_inflictor = inflictor;
642 mirrordamage = v_z; // = 0, to make fteqcc stfu
646 if(autocvar_g_friendlyfire_virtual)
648 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
649 targ.dmg_take += v_x;
650 targ.dmg_save += v_y;
651 targ.dmg_inflictor = inflictor;
653 if(!autocvar_g_friendlyfire_virtual_force)
664 if(targ.classname == "player")
665 if(attacker.classname == "player")
668 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
669 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
672 if(targ.classname == "player")
675 if ((deathtype == DEATH_FALL) ||
676 (deathtype == DEATH_DROWN) ||
677 (deathtype == DEATH_SLIME) ||
678 (deathtype == DEATH_LAVA) ||
679 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
686 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
688 targ.armorvalue -= 1;
689 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
692 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
694 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
698 if (targ != attacker)
700 if ((targ.health >= 1) && (targ.classname == "player"))
701 centerprint(attacker, "Secondary fire inflicts no damage!");
709 if not(DEATH_ISSPECIAL(deathtype))
711 damage *= g_weapondamagefactor;
712 mirrordamage *= g_weapondamagefactor;
713 force = force * g_weaponforcefactor;
714 mirrorforce *= g_weaponforcefactor;
717 // should this be changed at all? If so, in what way?
718 frag_attacker = attacker;
720 frag_damage = damage;
722 frag_deathtype = deathtype;
723 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
724 damage = frag_damage;
727 // apply strength multiplier
728 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
732 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
733 force = force * autocvar_g_balance_powerup_strength_selfforce;
737 damage = damage * autocvar_g_balance_powerup_strength_damage;
738 force = force * autocvar_g_balance_powerup_strength_force;
742 // apply invincibility multiplier
743 if (targ.items & IT_INVINCIBLE && !g_minstagib)
744 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
746 if (targ == attacker)
748 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
751 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
756 // apply strength rune
757 if (attacker.runes & RUNE_STRENGTH)
759 if(attacker.runes & CURSE_WEAK) // have both curse & rune
761 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
762 force = force * autocvar_g_balance_rune_strength_combo_force;
766 damage = damage * autocvar_g_balance_rune_strength_damage;
767 force = force * autocvar_g_balance_rune_strength_force;
770 else if (attacker.runes & CURSE_WEAK)
772 damage = damage * autocvar_g_balance_curse_weak_damage;
773 force = force * autocvar_g_balance_curse_weak_force;
776 // apply defense rune
777 if (targ.runes & RUNE_DEFENSE)
779 if (targ.runes & CURSE_VULNER) // have both curse & rune
780 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
782 damage = damage * autocvar_g_balance_rune_defense_takedamage;
784 else if (targ.runes & CURSE_VULNER)
785 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
791 if(targ.takedamage == DAMAGE_AIM)
794 if(damage_headshotbonus)
796 if(targ.classname == "player")
799 // find height of hit on player axis
800 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
801 vector headmins, headmaxs, org;
802 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
803 headmins = org + GetHeadshotMins(targ);
804 headmaxs = org + GetHeadshotMaxs(targ);
805 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
807 deathtype |= HITTYPE_HEADSHOT;
810 else if(targ.classname == "turret_head")
812 deathtype |= HITTYPE_HEADSHOT;
814 if(deathtype & HITTYPE_HEADSHOT)
815 if(damage_headshotbonus > 0)
816 damage *= 1 + damage_headshotbonus;
820 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
825 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
827 if(IsDifferentTeam(victim, attacker))
831 if(deathtype != DEATH_FIRE)
833 if(victim.BUTTON_CHAT)
834 attacker.typehitsound += 1;
836 attacker.hitsound += 1;
839 damage_goodhits += 1;
840 damage_gooddamage += damage;
842 if not(DEATH_ISSPECIAL(deathtype))
844 if(targ.classname == "player") // don't do this for vehicles
850 if(victim.items & IT_STRENGTH)
853 if(deathtype & HITTYPE_HEADSHOT)
860 if(deathtype != DEATH_FIRE)
862 attacker.typehitsound += 1;
865 if(time > attacker.teamkill_complain)
867 attacker.teamkill_complain = time + 5;
868 attacker.teamkill_soundtime = time + 0.4;
869 attacker.teamkill_soundsource = targ;
877 if (self.damageforcescale)
879 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
881 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
882 if(self.movetype == MOVETYPE_PHYSICS)
886 farcent.classname = "farce";
887 farcent.enemy = self;
888 farcent.movedir = farce * 10;
890 farcent.movedir = farcent.movedir * self.mass;
891 farcent.origin = hitloc;
892 farcent.forcetype = FORCETYPE_FORCEATPOS;
893 farcent.nextthink = time + 0.1;
894 farcent.think = SUB_Remove;
897 self.velocity = self.velocity + farce;
898 self.flags &~= FL_ONGROUND;
899 UpdateCSQCProjectile(self);
902 if (damage != 0 || (self.damageforcescale && vlen(force)))
903 if (self.event_damage)
904 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
907 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
911 if (attacker.runes & RUNE_VAMPIRE)
913 // apply vampire rune
914 if (attacker.runes & CURSE_EMPATHY) // have the curse too
916 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
917 attacker.health = bound(
918 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
919 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
920 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
924 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
925 attacker.health = bound(
926 attacker.health, // LA: was 3, but changed so that you can't lose health
927 // empathy won't let you gain health in the same way...
928 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
929 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
932 // apply empathy curse
933 else if (attacker.runes & CURSE_EMPATHY)
935 attacker.health = bound(
936 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
937 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
943 // apply mirror damage if any
944 if(mirrordamage > 0 || mirrorforce > 0)
946 attacker = attacker_save;
950 // just lose extra LIVES, don't kill the player for mirror damage
951 if(attacker.armorvalue > 0)
953 attacker.armorvalue = attacker.armorvalue - 1;
954 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
955 attacker.hitsound += 1;
960 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
961 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
965 float RadiusDamage_running;
966 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
967 // Returns total damage applies to creatures
972 float total_damage_to_creatures;
977 float stat_damagedone;
979 if(RadiusDamage_running)
981 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
985 RadiusDamage_running = 1;
987 tfloordmg = autocvar_g_throughfloor_damage;
988 tfloorforce = autocvar_g_throughfloor_force;
990 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
991 total_damage_to_creatures = 0;
993 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
994 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
996 force = inflictor.velocity;
1000 force = normalize(force);
1001 if(forceintensity >= 0)
1002 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1004 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1007 stat_damagedone = 0;
1009 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1013 if (targ != inflictor)
1014 if (ignore != targ) if(targ.takedamage)
1020 // LordHavoc: measure distance to nearest point on target (not origin)
1021 // (this guarentees 100% damage on a touch impact)
1022 nearest = targ.WarpZone_findradius_nearest;
1023 diff = targ.WarpZone_findradius_dist;
1024 // round up a little on the damage to ensure full damage on impacts
1025 // and turn the distance into a fraction of the radius
1026 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1028 //bprint(ftos(power));
1029 //if (targ == attacker)
1030 // print(ftos(power), "\n");
1036 finaldmg = coredamage * power + edgedamage * (1 - power);
1042 vector myblastorigin;
1045 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1047 // if it's a player, use the view origin as reference
1048 center = CENTER_OR_VIEWOFS(targ);
1050 force = normalize(center - myblastorigin);
1051 force = force * (finaldmg / coredamage) * forceintensity;
1054 if(targ != directhitentity)
1059 float mininv_f, mininv_d;
1061 // test line of sight to multiple positions on box,
1062 // and do damage if any of them hit
1065 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1066 // so for a given max stddev:
1067 // n = (1 / (2 * max stddev of hitratio))^2
1069 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1070 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1072 if(autocvar_g_throughfloor_debug)
1073 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1075 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1077 if(autocvar_g_throughfloor_debug)
1078 print(sprintf(" steps=%f", total));
1080 if (targ.classname == "player")
1081 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1083 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1085 if(autocvar_g_throughfloor_debug)
1086 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1088 for(c = 0; c < total; ++c)
1090 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1091 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1092 if (trace_fraction == 1 || trace_ent == targ)
1096 hitloc = hitloc + nearest;
1100 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1101 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1102 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1105 nearest = hitloc * (1 / max(1, hits));
1106 hitratio = (hits / total);
1107 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1108 finaldmg = finaldmg * a;
1109 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1112 if(autocvar_g_throughfloor_debug)
1113 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1116 // laser force adjustments :P
1117 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1119 if (targ == attacker)
1124 float force_velocitybiasramp;
1125 float force_velocitybias;
1127 force_velocitybiasramp = autocvar_sv_maxspeed;
1128 if(deathtype & HITTYPE_SECONDARY)
1130 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1131 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1135 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1136 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1139 vel = targ.velocity;
1141 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1145 normalize(normalize(force) + vel);
1147 force_z *= force_zscale;
1151 if(deathtype & HITTYPE_SECONDARY)
1153 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1157 force *= autocvar_g_balance_laser_primary_force_other_scale;
1162 //if (targ == attacker)
1164 // print("hits ", ftos(hits), " / ", ftos(total));
1165 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1166 // print(" (", ftos(a), ")\n");
1168 if(finaldmg || vlen(force))
1172 total_damage_to_creatures += finaldmg;
1174 if(accuracy_isgooddamage(attacker, targ))
1175 stat_damagedone += finaldmg;
1178 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1179 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1181 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1189 RadiusDamage_running = 0;
1191 if(!DEATH_ISSPECIAL(deathtype))
1192 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1194 return total_damage_to_creatures;
1197 .float fire_damagepersec;
1198 .float fire_endtime;
1199 .float fire_deathtype;
1201 .float fire_hitsound;
1202 .entity fire_burner;
1204 void fireburner_think();
1206 float Fire_IsBurning(entity e)
1208 return (time < e.fire_endtime);
1211 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1214 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1216 if(e.classname == "player")
1225 // print("adding a fire burner to ", e.classname, "\n");
1226 e.fire_burner = spawn();
1227 e.fire_burner.classname = "fireburner";
1228 e.fire_burner.think = fireburner_think;
1229 e.fire_burner.nextthink = time;
1230 e.fire_burner.owner = e;
1236 if(Fire_IsBurning(e))
1238 mintime = e.fire_endtime - time;
1239 maxtime = max(mintime, t);
1241 mindps = e.fire_damagepersec;
1242 maxdps = max(mindps, dps);
1244 if(maxtime > mintime || maxdps > mindps)
1248 // damage we have right now
1249 mindamage = mindps * mintime;
1251 // damage we want to get
1252 maxdamage = mindamage + d;
1254 // but we can't exceed maxtime * maxdps!
1255 totaldamage = min(maxdamage, maxtime * maxdps);
1259 // totaldamage = min(mindamage + d, maxtime * maxdps)
1261 // totaldamage <= maxtime * maxdps
1262 // ==> totaldamage / maxdps <= maxtime.
1264 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1265 // >= min(mintime, maxtime)
1266 // ==> totaldamage / maxdps >= mintime.
1269 // how long do we damage then?
1270 // at least as long as before
1271 // but, never exceed maxdps
1272 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1276 // at most as long as maximum allowed
1277 // but, never below mindps
1278 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1280 // assuming t > mintime, dps > mindps:
1281 // we get d = t * dps = maxtime * maxdps
1282 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1283 // totaldamage / maxdps = maxtime
1284 // totaldamage / mindps > totaldamage / maxdps = maxtime
1286 // a) totaltime = max(mintime, maxtime) = maxtime
1287 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1289 // assuming t <= mintime:
1290 // we get maxtime = mintime
1291 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1292 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1294 // assuming dps <= mindps:
1295 // we get mindps = maxdps.
1296 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1297 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1298 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1300 e.fire_damagepersec = totaldamage / totaltime;
1301 e.fire_endtime = time + totaltime;
1302 if(totaldamage > 1.2 * mindamage)
1304 e.fire_deathtype = dt;
1305 if(e.fire_owner != o)
1308 e.fire_hitsound = FALSE;
1311 if(accuracy_isgooddamage(o, e))
1312 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1313 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1320 e.fire_damagepersec = dps;
1321 e.fire_endtime = time + t;
1322 e.fire_deathtype = dt;
1324 e.fire_hitsound = FALSE;
1325 if(accuracy_isgooddamage(o, e))
1326 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1331 void Fire_ApplyDamage(entity e)
1336 if not(Fire_IsBurning(e))
1339 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1340 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1343 // water and slime stop fire
1345 if(e.watertype != CONTENT_LAVA)
1349 if(e.freezetag_frozen)
1352 t = min(frametime, e.fire_endtime - time);
1353 d = e.fire_damagepersec * t;
1355 hi = e.fire_owner.hitsound;
1356 ty = e.fire_owner.typehitsound;
1357 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1358 if(e.fire_hitsound && e.fire_owner)
1360 e.fire_owner.hitsound = hi;
1361 e.fire_owner.typehitsound = ty;
1363 e.fire_hitsound = TRUE;
1365 if not(IS_INDEPENDENT_PLAYER(e))
1366 FOR_EACH_PLAYER(other) if(e != other)
1368 if(other.classname == "player")
1369 if(other.deadflag == DEAD_NO)
1370 if not(IS_INDEPENDENT_PLAYER(other))
1371 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1373 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1374 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1375 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1380 void Fire_ApplyEffect(entity e)
1382 if(Fire_IsBurning(e))
1383 e.effects |= EF_FLAME;
1385 e.effects &~= EF_FLAME;
1388 void fireburner_think()
1390 // for players, this is done in the regular loop
1391 if(wasfreed(self.owner))
1396 Fire_ApplyEffect(self.owner);
1397 if(!Fire_IsBurning(self.owner))
1399 self.owner.fire_burner = world;
1403 Fire_ApplyDamage(self.owner);
1404 self.nextthink = time;