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Merge branch 'master' into divVerent/fruitbalance
[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         return TRUE;
18 }
19
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
21 {
22         // TODO maybe call this from non-edgedamage too?
23         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
24
25         entity e;
26
27         if(!sound_allowed(MSG_BROADCAST, dmgowner))
28                 deathtype |= 0x8000;
29
30         e = spawn();
31         setorigin(e, org);
32         e.projectiledeathtype = deathtype;
33         e.dmg = coredamage;
34         e.dmg_edge = edgedamage;
35         e.dmg_radius = rad;
36         e.dmg_force = vlen(force);
37         e.velocity = force;
38
39         e.oldorigin_x = compressShortVector(e.velocity);
40
41         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
42 }
43
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
45
46 float checkrules_firstblood;
47
48 float yoda;
49 float damage_goodhits;
50 float damage_gooddamage;
51 float headshot;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
53
54 .float dmg_team;
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
58 .entity pusher;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teams_matter)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 void GiveFrags (entity attacker, entity targ, float f)
106 {
107         float w;
108
109         // TODO route through PlayerScores instead
110         if(gameover) return;
111
112         if(f < 0)
113         {
114                 if(targ == attacker)
115                 {
116                         // suicide
117                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
118                 }
119                 else
120                 {
121                         // teamkill
122                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
123                 }
124         }
125         else
126         {
127                 // regular frag
128                 PlayerScore_Add(attacker, SP_KILLS, 1);
129         }
130
131         PlayerScore_Add(targ, SP_DEATHS, 1);
132
133         if(g_arena || g_ca)
134                 if(cvar("g_arena_roundbased"))
135                         return;
136
137         if(targ != attacker) // not for suicides
138         if(g_weaponarena_random)
139         {
140                 // after a frag, choose another random weapon set
141                 if(inWarmupStage)
142                         w = warmup_start_weapons;
143                 else
144                         w = start_weapons;
145
146                 attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
147                 if(attacker.weapons < 0)
148                 {
149                         // error from randombits: no weapon available
150                         // this means we can just give ALL weapons
151                         attacker.weapons = w;
152                 }
153                 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
154                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
155         }
156
157         // FIXME fix the mess this is (we have REAL points now!)
158         entity oldself;
159         oldself = self;
160         self = attacker;
161         frag_attacker = attacker;
162         frag_target = targ;
163         frag_score = f;
164         if(MUTATOR_CALLHOOK(GiveFragsForKill))
165         {
166                 f = frag_score;
167                 self = oldself;
168         }
169         else
170         {
171                 self = oldself;
172                 if(g_runematch)
173                 {
174                         f = RunematchHandleFrags(attacker, targ, f);
175                 }
176                 else if(g_lms)
177                 {
178                         // remove a life
179                         float tl;
180                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
181                         if(tl < lms_lowest_lives)
182                                 lms_lowest_lives = tl;
183                         if(tl <= 0)
184                         {
185                                 if(!lms_next_place)
186                                         lms_next_place = player_count;
187                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
188                                 --lms_next_place;
189                         }
190                         f = 0;
191                 }
192                 else if(g_ctf)
193                 {
194                         if(g_ctf_ignore_frags)
195                                 f = 0;
196                 }
197         }
198
199         attacker.totalfrags += f;
200
201         if(f)
202                 UpdateFrags(attacker, f);
203 }
204
205 string AppendItemcodes(string s, entity player)
206 {
207         float w;
208         w = player.weapon;
209         //if(w == 0)
210         //      w = player.switchweapon;
211         if(w == 0)
212                 w = player.cnt; // previous weapon!
213         s = strcat(s, ftos(w));
214         if(time < player.strength_finished)
215                 s = strcat(s, "S");
216         if(time < player.invincible_finished)
217                 s = strcat(s, "I");
218         if(player.flagcarried != world)
219                 s = strcat(s, "F");
220         if(player.BUTTON_CHAT)
221                 s = strcat(s, "T");
222         if(player.kh_next)
223                 s = strcat(s, "K");
224         if(player.runes)
225                 s = strcat(s, "|", ftos(player.runes));
226         return s;
227 }
228
229 void LogDeath(string mode, float deathtype, entity killer, entity killed)
230 {
231         string s;
232         if(!cvar("sv_eventlog"))
233                 return;
234         s = strcat(":kill:", mode);
235         s = strcat(s, ":", ftos(killer.playerid));
236         s = strcat(s, ":", ftos(killed.playerid));
237         s = strcat(s, ":type=", ftos(deathtype));
238         s = strcat(s, ":items=");
239         s = AppendItemcodes(s, killer);
240         if(killed != killer)
241         {
242                 s = strcat(s, ":victimitems=");
243                 s = AppendItemcodes(s, killed);
244         }
245         GameLogEcho(s);
246 }
247
248 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
249 {
250         WriteByte(MSG_ALL, SVC_TEMPENTITY);
251         WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
252         WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
253         WriteString(MSG_ALL, s1);
254         WriteString(MSG_ALL, s2);
255         WriteString(MSG_ALL, s3);
256         WriteShort(MSG_ALL, msg);
257         WriteByte(MSG_ALL, type);
258 }
259
260 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
261 void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
262 {
263         if (clienttype(e) == CLIENTTYPE_REAL)
264         {
265                 msg_entity = e;
266                 WRITESPECTATABLE_MSG_ONE({
267                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
268                         WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
269                         WriteByte(MSG_ONE, CSQC_CENTERPRINT);
270                         WriteString(MSG_ONE, s1);
271                         WriteString(MSG_ONE, s2);
272                         WriteShort(MSG_ONE, msg);
273                         WriteByte(MSG_ONE, type);
274                 });
275         }
276 }
277
278 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
279 {
280         string  s, a, msg;
281         float p, w, type;
282
283         if (targ.classname == "player" || targ.classname == "corpse")
284         {
285                 if (targ.classname == "corpse")
286                         s = "A corpse";
287                 else
288                         s = targ.netname;
289
290                 a = attacker.netname;
291
292                 if (targ == attacker) // suicides
293                 {
294                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
295                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
296                         Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
297
298                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
299                         {
300                                 LogDeath("suicide", deathtype, targ, targ);
301                                 GiveFrags(attacker, targ, -1);
302                         }
303
304                         if (targ.killcount > 2)
305                                 msg = ftos(targ.killcount);
306                         if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
307                         {
308                                 if(attacker.team == COLOR_TEAM1)
309                                         deathtype = KILL_TEAM_RED;
310                                 else
311                                         deathtype = KILL_TEAM_BLUE;
312                         }
313
314                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
315                 }
316                 else if (attacker.classname == "player" || attacker.classname == "gib")
317                 {
318                         if(teams_matter && attacker.team == targ.team)
319                         {
320                                 if(attacker.team == COLOR_TEAM1)
321                                         type = KILL_TEAM_RED;
322                                 else
323                                         type = KILL_TEAM_BLUE;
324
325                                 GiveFrags(attacker, targ, -1);
326
327                                 Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
328
329                                 if (targ.killcount > 2) {
330                                         msg = ftos(targ.killcount);
331                                 }
332
333                                 if (attacker.killcount > 2) {
334                                         msg = ftos(attacker.killcount);
335                                         type = KILL_TEAM_SPREE;
336                                 }
337                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
338
339                                 attacker.killcount = 0;
340
341                                 LogDeath("tk", deathtype, attacker, targ);
342                         }
343                         else
344                         {
345                                 string blood_message, victim_message;
346                                 if (!checkrules_firstblood)
347                                 {
348                                         checkrules_firstblood = TRUE;
349                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
350                                         // TODO: make these print a newline if they dont
351                                         Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
352                                         Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
353                                 }
354
355                                 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
356                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
357                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
358                                 } else {
359                                         Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
360                                         Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
361                                 }
362
363                                 attacker.taunt_soundtime = time + 1;
364
365                                 // TODO: fix this?
366                                         if (deathtype == DEATH_CUSTOM)
367                                                 msg = strcat(deathmessage, " by ^1", msg);
368                                         else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
369                                         {
370                                                 msg = ftos(strstrofs(inflictor.message2, "#", 0));
371                                         }
372                                         Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
373
374                                 if(g_ctf && targ.flagcarried)
375                                 {
376                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
377                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
378                                         GiveFrags(attacker, targ, 0); // for logging
379                                 }
380                                 else
381                                         GiveFrags(attacker, targ, 1);
382
383                                 if (targ.killcount > 2) {
384                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
385                                 }
386
387                                 attacker.killcount = attacker.killcount + 1;
388
389                                 if (attacker.killcount > 2) {
390                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
391                                 }
392
393                                 LogDeath("frag", deathtype, attacker, targ);
394
395                                 if (attacker.killcount == 3)
396                                 {
397                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
398                                         AnnounceTo(attacker, "03kills");
399                                 }
400                                 else if (attacker.killcount == 5)
401                                 {
402                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
403                                         AnnounceTo(attacker, "05kills");
404                                 }
405                                 else if (attacker.killcount == 10)
406                                 {
407                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
408                                         AnnounceTo(attacker, "10kills");
409                                 }
410                                 else if (attacker.killcount == 15)
411                                 {
412                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
413                                         AnnounceTo(attacker, "15kills");
414                                 }
415                                 else if (attacker.killcount == 20)
416                                 {
417                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
418                                         AnnounceTo(attacker, "20kills");
419                                 }
420                                 else if (attacker.killcount == 25)
421                                 {
422                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
423                                         AnnounceTo(attacker, "25kills");
424                                 }
425                                 else if (attacker.killcount == 30)
426                                 {
427                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
428                                         AnnounceTo(attacker, "30kills");
429                                 }
430                         }
431                 }
432                 else
433                 {
434                         Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
435                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
436                                 msg = inflictor.message;
437                         else if (deathtype == DEATH_CUSTOM)
438                                 msg = deathmessage;
439
440                         GiveFrags(targ, targ, -1);
441                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
442                                 AnnounceTo(targ, "botlike");
443                         }
444                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
445
446                         if (targ.killcount > 2)
447                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
448
449                         LogDeath("accident", deathtype, targ, targ);
450                 }
451
452                 targ.death_origin = targ.origin;
453                 if(targ != attacker)
454                         targ.killer_origin = attacker.origin;
455
456                 // FIXME: this should go in PutClientInServer
457                 if (targ.killcount)
458                         targ.killcount = 0;
459         }
460 }
461
462 // these are updated by each Damage call for use in button triggering and such
463 entity damage_targ;
464 entity damage_inflictor;
465 entity damage_attacker;
466 .float prevhitsound;
467
468 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
469 {
470         float mirrordamage;
471         float mirrorforce;
472         float teamdamage0;
473         entity attacker_save;
474         mirrordamage = 0;
475         mirrorforce = 0;
476
477         if (gameover || targ.killcount == -666)
478                 return;
479
480         local entity oldself;
481         oldself = self;
482         self = targ;
483         damage_targ = targ;
484         damage_inflictor = inflictor;
485         damage_attacker = attacker;
486                 attacker_save = attacker;
487
488         if(targ.classname == "player")
489                 if(targ.hook)
490                         if(targ.hook.aiment)
491                                 if(targ.hook.aiment == attacker)
492                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
493
494         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
495         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
496         {
497                 if(targ.classname == "player")
498                         if not(IsDifferentTeam(targ, attacker))
499                         {
500                                 self = oldself;
501                                 return;
502                         }
503         }
504
505         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
506         {
507                 // These are ALWAYS lethal
508                 // No damage modification here
509                 // Instead, prepare the victim for his death...
510                 targ.armorvalue = 0;
511                 targ.spawnshieldtime = 0;
512                 targ.health = 0.9; // this is < 1
513                 targ.flags -= targ.flags & FL_GODMODE;
514                 damage = 100000;
515         }
516         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
517         {
518                 // no processing
519         }
520         else
521         {
522                 if (targ.classname == "player")
523                 if (attacker.classname == "player")
524                 if (!targ.isbot)
525                 if (attacker.isbot)
526                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
527
528                 // nullify damage if teamplay is on
529                 if(deathtype != DEATH_TELEFRAG)
530                 if(attacker.classname == "player")
531                 {
532                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
533                         {
534                                 damage = 0;
535                                 force = '0 0 0';
536                         }
537                         else if(attacker.team == targ.team)
538                         {
539                                 if(teamplay == 1)
540                                         damage = 0;
541                                 else if(attacker != targ)
542                                 {
543                                         if(teamplay == 3)
544                                                 damage = 0;
545                                         else if(teamplay == 4)
546                                         {
547                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
548                                                 {
549                                                         teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
550                                                         attacker.dmg_team = attacker.dmg_team + damage;
551                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
552                                                                 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
553                                                         mirrorforce = cvar("g_mirrordamage") * vlen(force);
554                                                         if(g_minstagib)
555                                                         {
556                                                                 if(cvar("g_friendlyfire") == 0)
557                                                                         damage = 0;
558                                                         }
559                                                         else if(g_ca)
560                                                                 damage = 0;
561                                                         else
562                                                                 damage = cvar("g_friendlyfire") * damage;
563                                                         // mirrordamage will be used LATER
564                                                 }
565                                                 else
566                                                         damage = 0;
567                                         }
568                                 }
569                         }
570                 }
571
572                 if(targ.classname == "player")
573                 if(attacker.classname == "player")
574                 if(attacker != targ)
575                 {
576                         targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
577                         attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
578                 }
579
580                 if(targ.classname == "player")
581                 if (g_minstagib)
582                 {
583                         if ((deathtype == DEATH_FALL)  ||
584                                 (deathtype == DEATH_DROWN) ||
585                                 (deathtype == DEATH_SLIME) ||
586                                 (deathtype == DEATH_LAVA)  ||
587                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
588                         {
589                                 self = oldself;
590                                 return;
591                         }
592                         if(damage > 0)
593                             damage = 10000;
594                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
595                         {
596                                 targ.armorvalue -= 1;
597                                 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
598                                 damage = 0;
599                                 targ.hitsound += 1;
600                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
601                         }
602                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
603                         {
604                                 damage = 0;
605                                 if (targ != attacker)
606                                 {
607                                         if ((targ.health >= 1) && (targ.classname == "player"))
608                                                 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
609                                         damage = 0;
610                                         mirrordamage = 0;
611                                         force = '0 0 0';
612                                         // keep mirrorforce
613                                         attacker = targ;
614                                 }
615                         }
616                 }
617
618                 if not(DEATH_ISSPECIAL(deathtype))
619                 {
620                         damage *= g_weapondamagefactor;
621                         mirrordamage *= g_weapondamagefactor;
622                         force = force * g_weaponforcefactor;
623                         mirrorforce *= g_weaponforcefactor;
624                 }
625
626                 // apply strength multiplier
627                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
628                 {
629                         if(targ == attacker)
630                         {
631                                 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
632                                 force = force * cvar("g_balance_powerup_strength_selfforce");
633                         }
634                         else
635                         {
636                                 damage = damage * cvar("g_balance_powerup_strength_damage");
637                                 force = force * cvar("g_balance_powerup_strength_force");
638                         }
639                 }
640
641                 // apply invincibility multiplier
642                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
643                         damage = damage * cvar("g_balance_powerup_invincible_takedamage");
644
645                 if (targ == attacker)
646                 {
647                         if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
648                                 damage = 0;
649                         else
650                                 damage = damage * cvar("g_balance_selfdamagepercent");  // Partial damage if the attacker hits himself
651                 }
652
653                 // CTF: reduce damage/force
654                 if(g_ctf)
655                 if(targ == attacker)
656                 if(targ.flagcarried)
657                 {
658                         damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
659                         force = force * cvar("g_ctf_flagcarrier_selfforce");
660                 }
661
662                 if(g_runematch)
663                 {
664                         // apply strength rune
665                         if (attacker.runes & RUNE_STRENGTH)
666                         {
667                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
668                                 {
669                                         damage = damage * cvar("g_balance_rune_strength_combo_damage");
670                                         force = force * cvar("g_balance_rune_strength_combo_force");
671                                 }
672                                 else
673                                 {
674                                         damage = damage * cvar("g_balance_rune_strength_damage");
675                                         force = force * cvar("g_balance_rune_strength_force");
676                                 }
677                         }
678                         else if (attacker.runes & CURSE_WEAK)
679                         {
680                                 damage = damage * cvar("g_balance_curse_weak_damage");
681                                 force = force * cvar("g_balance_curse_weak_force");
682                         }
683
684                         // apply defense rune
685                         if (targ.runes & RUNE_DEFENSE)
686                         {
687                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
688                                         damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
689                                 else
690                                         damage = damage * cvar("g_balance_rune_defense_takedamage");
691                         }
692                         else if (targ.runes & CURSE_VULNER)
693                                 damage = damage * cvar("g_balance_curse_vulner_takedamage");
694                 }
695
696                 // count the damage
697                 if(attacker)
698                 if(!targ.deadflag)
699                 if(targ.takedamage == DAMAGE_AIM)
700                 if(targ != attacker)
701                 {
702                         if(targ.classname == "player")
703                         {
704                                 // HEAD SHOT:
705                                 // find height of hit on player axis
706                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
707                                 vector headmins, headmaxs, org;
708                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
709                                 headmins = org + GetHeadshotMins(targ);
710                                 headmaxs = org + GetHeadshotMaxs(targ);
711                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
712                                 {
713                                         deathtype |= HITTYPE_HEADSHOT;
714                                 }
715                         }
716                         else if(targ.classname == "turret_head")
717                         {
718                                 deathtype |= HITTYPE_HEADSHOT;
719                         }
720                         if(deathtype & HITTYPE_HEADSHOT)
721                                 damage *= 1 + damage_headshotbonus;
722
723                         if(targ.classname == "player")
724                         {
725                                 if(IsDifferentTeam(targ, attacker))
726                                 {
727                                         if(damage > 0)
728                                         {
729                                                 if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || attacker.weapon == WEP_LASER) && attacker.prevhitsound + cvar("sv_hitsound_antispam_time") < time))
730                                                 {
731                                                         if(targ.BUTTON_CHAT)
732                                                                 attacker.typehitsound += 1;
733                                                         else
734                                                                 attacker.hitsound += 1;
735                                                         attacker.prevhitsound = time;
736                                                 }
737
738                                                 damage_goodhits += 1;
739                                                 damage_gooddamage += damage;
740
741                                                 if not(DEATH_ISSPECIAL(deathtype))
742                                                 {
743                                                         if(!g_minstagib)
744                                                         if(IsFlying(targ))
745                                                                 yoda = 1;
746
747                                                         if(g_minstagib)
748                                                         if(targ.items & IT_STRENGTH)
749                                                                 yoda = 1;
750
751                                                         if(deathtype & HITTYPE_HEADSHOT)
752                                                                 headshot = 1;
753                                                 }
754                                         }
755                                 }
756                                 else
757                                 {
758                                         if(deathtype != DEATH_FIRE)
759                                                 attacker.typehitsound += 1;
760                                         if(mirrordamage > 0)
761                                                 if(time > attacker.teamkill_complain)
762                                                 {
763                                                         attacker.teamkill_complain = time + 5;
764                                                         attacker.teamkill_soundtime = time + 0.4;
765                                                         attacker.teamkill_soundsource = targ;
766                                                 }
767                                 }
768                         }
769                 }
770         }
771
772         // apply push
773         if (self.damageforcescale)
774         if (vlen(force))
775         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
776         {
777                 self.velocity = self.velocity + self.damageforcescale * force;
778                 self.flags &~= FL_ONGROUND;
779                 UpdateCSQCProjectile(self);
780         }
781         // apply damage
782         if (damage != 0 || (self.damageforcescale && vlen(force)))
783         if (self.event_damage)
784                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
785         self = oldself;
786
787         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
788         {
789                 // Savage: vampire mode
790                 if (g_vampire)
791                 if (!g_minstagib)
792                 if (time >= self.spawnshieldtime)
793                 {
794                         attacker.health += damage;
795                 }
796                 if(g_runematch)
797                 {
798                         if (attacker.runes & RUNE_VAMPIRE)
799                         {
800                         // apply vampire rune
801                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
802                                 {
803                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
804                                         attacker.health = bound(
805                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
806                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
807                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
808                                 }
809                                 else
810                                 {
811                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
812                                         attacker.health = bound(
813                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
814                                                                                         // empathy won't let you gain health in the same way...
815                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
816                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
817                                         }
818                         }
819                         // apply empathy curse
820                         else if (attacker.runes & CURSE_EMPATHY)
821                         {
822                                 attacker.health = bound(
823                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
824                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
825                                         attacker.health);
826                         }
827                 }
828         }
829
830         // apply mirror damage if any
831         if(mirrordamage > 0 || mirrorforce > 0)
832         {
833                 attacker = attacker_save;
834                 if(g_minstagib)
835                         if(mirrordamage > 0)
836                         {
837                                 // just lose extra LIVES, don't kill the player for mirror damage
838                                 if(attacker.armorvalue > 0)
839                                 {
840                                         attacker.armorvalue = attacker.armorvalue - 1;
841                                         centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
842                                         attacker.hitsound += 1;
843                                 }
844                                 mirrordamage = 0;
845                         }
846                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
847                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
848         }
849 }
850
851 vector NearestPointOnBox(entity box, vector org)
852 {
853         vector m1, m2, nearest;
854
855         m1 = box.mins + box.origin;
856         m2 = box.maxs + box.origin;
857
858         nearest_x = bound(m1_x, org_x, m2_x);
859         nearest_y = bound(m1_y, org_y, m2_y);
860         nearest_z = bound(m1_z, org_z, m2_z);
861
862         return nearest;
863 }
864
865 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
866 {
867         float weaponid;
868         weaponid = DEATH_WEAPONOF(deathtype);
869
870         if not(inWarmupStage)
871         if (weaponid)
872         if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
873                 attacker.stats_hit[weaponid - 1] += damage;
874                 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
875         }
876 }
877
878 float RadiusDamage_running;
879 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
880 // Returns total damage applies to creatures
881 {
882         entity  targ;
883         float   finaldmg;
884         float   power;
885         vector  blastorigin;
886         vector  force;
887         vector  diff;
888         vector  center;
889         vector  nearest;
890         float   total_damage_to_creatures;
891         entity  next;
892         float   tfloordmg;
893         float   tfloorforce;
894
895         float stat_damagedone;
896         float stat_maxdamage;
897
898         if(RadiusDamage_running)
899         {
900                 string save;
901                 print("RadiusDamage called recursively!\n");
902                 print("Expect stuff to go HORRIBLY wrong.\n");
903                 print("Causing a stack trace...\n");
904                 save = cvar_string("prvm_backtraceforwarnings");
905                 cvar_set("prvm_backtraceforwarnings", "1");
906                 fclose(-1); // calls VM_Warning
907                 cvar_set("prvm_backtraceforwarnings", save);
908                 return 0;
909         }
910
911         RadiusDamage_running = 1;
912
913         tfloordmg = cvar("g_throughfloor_damage");
914         tfloorforce = cvar("g_throughfloor_force");
915
916         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
917         total_damage_to_creatures = 0;
918
919         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
920         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
921         {
922                 force = inflictor.velocity;
923                 if(vlen(force) == 0)
924                         force = '0 0 -1';
925                 else
926                         force = normalize(force);
927                 if(forceintensity >= 0)
928                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
929                 else
930                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
931         }
932
933         stat_damagedone = 0;
934         stat_maxdamage = 0;
935
936         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
937         while (targ)
938         {
939                 next = targ.chain;
940                 if (targ != inflictor)
941                         if (ignore != targ) if(targ.takedamage)
942                         {
943                                 // LordHavoc: measure distance to nearest point on target (not origin)
944                                 // (this guarentees 100% damage on a touch impact)
945                                 nearest = targ.WarpZone_findradius_nearest;
946                                 diff = targ.WarpZone_findradius_dist;
947                                 // round up a little on the damage to ensure full damage on impacts
948                                 // and turn the distance into a fraction of the radius
949                                 power = 1 - ((vlen (diff) - 2) / rad);
950                                 //bprint(" ");
951                                 //bprint(ftos(power));
952                                 //if (targ == attacker)
953                                 //      print(ftos(power), "\n");
954                                 if (power > 0)
955                                 {
956                                         if (power > 1)
957                                                 power = 1;
958                                         finaldmg = coredamage * power + edgedamage * (1 - power);
959                                         if (finaldmg > 0)
960                                         {
961                                                 local float a;
962                                                 local float c;
963                                                 local float hits;
964                                                 local float total;
965                                                 local float hitratio;
966                                                 local vector hitloc;
967                                                 local vector myblastorigin;
968                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
969                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
970                                                 // if it's a player, use the view origin as reference
971                                                 if (targ.classname == "player")
972                                                         center = targ.origin + targ.view_ofs;
973                                                 force = normalize(center - myblastorigin);
974                                                 force = force * (finaldmg / coredamage) * forceintensity;
975                                                 // test line of sight to multiple positions on box,
976                                                 // and do damage if any of them hit
977                                                 hits = 0;
978                                                 if (targ.classname == "player")
979                                                         total = ceil(bound(1, finaldmg, 50));
980                                                 else
981                                                         total = ceil(bound(1, finaldmg/10, 5));
982                                                 hitloc = nearest;
983                                                 c = 0;
984                                                 while (c < total)
985                                                 {
986                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
987                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
988                                                         if (trace_fraction == 1 || trace_ent == targ)
989                                                         {
990                                                                 hits = hits + 1;
991                                                                 if (hits > 1)
992                                                                         hitloc = hitloc + nearest;
993                                                                 else
994                                                                         hitloc = nearest;
995                                                         }
996                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
997                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
998                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
999                                                         c = c + 1;
1000                                                 }
1001                                                 nearest = hitloc * (1 / max(1, hits));
1002                                                 hitratio = (hits / total);
1003                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1004                                                 finaldmg = finaldmg * a;
1005                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1006                                                 force = force * a;
1007                                                 //if (targ == attacker)
1008                                                 //{
1009                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1010                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1011                                                 //      print(" (", ftos(a), ")\n");
1012                                                 //}
1013                                                 if(hits || tfloordmg || tfloorforce)
1014                                                 {
1015                                                         if(targ.iscreature)
1016                                                         {
1017                                                                 total_damage_to_creatures += finaldmg;
1018
1019                                                                 if(targ.flags & FL_CLIENT)
1020                                                                 if(targ.deadflag == DEAD_NO)
1021                                                                 if(targ != attacker)
1022                                                                 if(!teamplay || targ.team != attacker.team)
1023                                                                 {
1024                                                                         stat_damagedone += finaldmg;
1025                                                                         stat_maxdamage += coredamage;
1026                                                                 }
1027                                                         }
1028
1029                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1030                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1031                                                         else
1032                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1033                                                 }
1034                                         }
1035                                 }
1036                         }
1037                 targ = next;
1038         }
1039
1040         RadiusDamage_running = 0;
1041
1042         Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1043
1044         return total_damage_to_creatures;
1045 }
1046
1047 .float fire_damagepersec;
1048 .float fire_endtime;
1049 .float fire_deathtype;
1050 .entity fire_owner;
1051 .float fire_hitsound;
1052 .entity fire_burner;
1053
1054 void fireburner_think();
1055
1056 float Fire_IsBurning(entity e)
1057 {
1058         return (time < e.fire_endtime);
1059 }
1060
1061 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1062 {
1063         float dps;
1064         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1065
1066         if(e.classname == "player")
1067         {
1068                 if(e.deadflag)
1069                         return -1;
1070         }
1071         else
1072         {
1073                 if(!e.fire_burner)
1074                 {
1075                         // print("adding a fire burner to ", e.classname, "\n");
1076                         e.fire_burner = spawn();
1077                         e.fire_burner.classname = "fireburner";
1078                         e.fire_burner.think = fireburner_think;
1079                         e.fire_burner.nextthink = time;
1080                         e.fire_burner.owner = e;
1081                 }
1082         }
1083
1084         t = max(t, 0.1);
1085         dps = d / t;
1086         if(Fire_IsBurning(e))
1087         {
1088                 mintime = e.fire_endtime - time;
1089                 maxtime = max(mintime, t);
1090
1091                 mindps = e.fire_damagepersec;
1092                 maxdps = max(mindps, dps);
1093
1094                 if(maxtime > mintime || maxdps > mindps)
1095                 {
1096                         mindamage = mindps * mintime;
1097                         maxdamage = mindamage + d;
1098
1099                         // interval [mintime, maxtime] * [mindps, maxdps]
1100                         // intersected with
1101                         // [mindamage, maxdamage]
1102                         // maximum of this!
1103
1104                         if(maxdamage >= maxtime * maxdps)
1105                         {
1106                                 totaltime = maxtime;
1107                                 totaldamage = maxtime * maxdps;
1108
1109                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1110                         }
1111                         else
1112                         {
1113                                 // maxdamage is inside the interval!
1114                                 // first, try to use mindps; only if this fails, increase dps as needed
1115                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1116                                 totaldamage = maxdamage;
1117                                 // can totaldamage / totaltime be >= maxdps?
1118                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1119                                 // we know maxdamage < maxtime * maxdps
1120                                 // so it cannot be
1121
1122                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1123                         }
1124
1125                         // total conditions for increasing:
1126                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1127                         // however:
1128                         //     if maxtime = mintime, maxdps = mindps
1129                         // then:
1130                         //     maxdamage = mindamage + d
1131                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1132                         // so the last condition is not needed
1133
1134                         e.fire_damagepersec = totaldamage / totaltime;
1135                         e.fire_endtime = time + totaltime;
1136                         if(totaldamage > 1.2 * mindamage)
1137                         {
1138                                 e.fire_deathtype = dt;
1139                                 if(e.fire_owner != o)
1140                                 {
1141                                         e.fire_owner = o;
1142                                         e.fire_hitsound = FALSE;
1143                                 }
1144                         }
1145                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1146                 }
1147                 else
1148                         return 0;
1149         }
1150         else
1151         {
1152                 e.fire_damagepersec = dps;
1153                 e.fire_endtime = time + t;
1154                 e.fire_deathtype = dt;
1155                 e.fire_owner = o;
1156                 e.fire_hitsound = FALSE;
1157                 return d;
1158         }
1159 }
1160
1161 void Fire_ApplyDamage(entity e)
1162 {
1163         float t, d, hi, ty;
1164         entity o;
1165
1166         if not(Fire_IsBurning(e))
1167                 return;
1168
1169         o = e.owner;
1170         while(o.owner)
1171                 o = o.owner;
1172         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1173                 o = e.fire_owner;
1174
1175         // water and slime stop fire
1176         if(e.waterlevel)
1177         if(e.watertype != CONTENT_LAVA)
1178                 e.fire_endtime = 0;
1179
1180         t = min(frametime, e.fire_endtime - time);
1181         d = e.fire_damagepersec * t;
1182
1183         hi = e.fire_owner.hitsound;
1184         ty = e.fire_owner.typehitsound;
1185         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1186         if(e.fire_hitsound && e.fire_owner)
1187         {
1188                 e.fire_owner.hitsound = hi;
1189                 e.fire_owner.typehitsound = ty;
1190         }
1191         e.fire_hitsound = TRUE;
1192
1193         Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1194
1195         if not(IS_INDEPENDENT_PLAYER(e))
1196         FOR_EACH_PLAYER(other) if(e != other)
1197         {
1198                 if(other.classname == "player")
1199                 if(other.deadflag == DEAD_NO)
1200                 if not(IS_INDEPENDENT_PLAYER(other))
1201                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1202                 {
1203                         t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1204                         d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1205                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1206                 }
1207         }
1208 }
1209
1210 void Fire_ApplyEffect(entity e)
1211 {
1212         if(Fire_IsBurning(e))
1213                 e.effects |= EF_FLAME;
1214         else
1215                 e.effects &~= EF_FLAME;
1216 }
1217
1218 void fireburner_think()
1219 {
1220         // for players, this is done in the regular loop
1221         if(wasfreed(self.owner))
1222         {
1223                 remove(self);
1224                 return;
1225         }
1226         Fire_ApplyEffect(self.owner);
1227         if(!Fire_IsBurning(self.owner))
1228         {
1229                 self.owner.fire_burner = world;
1230                 remove(self);
1231                 return;
1232         }
1233         Fire_ApplyDamage(self.owner);
1234         self.nextthink = time;
1235 }