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;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
124 if(autocvar_g_arena_roundbased)
127 if(targ != attacker) // not for suicides
128 if(g_weaponarena_random)
130 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
132 culprit = DEATH_WEAPONOF(deathtype);
134 culprit = attacker.weapon;
135 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136 culprit = attacker.weapon;
138 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
144 if(!GiveFrags_randomweapons)
146 GiveFrags_randomweapons = spawn();
147 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
151 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
153 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
155 // all others (including the culprit): remove
156 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
159 // among the remaining ones, choose one by random
160 W_RandomWeapons(GiveFrags_randomweapons, 1);
162 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
164 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165 WEPSET_ANDNOT_EW(attacker, culprit);
169 // after a frag, choose another random weapon set
170 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
193 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
194 if(tl < lms_lowest_lives)
195 lms_lowest_lives = tl;
199 lms_next_place = player_count;
201 lms_next_place = min(lms_next_place, player_count);
202 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
209 attacker.totalfrags += f;
212 UpdateFrags(attacker, f);
215 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
217 string health_output = string_null;
218 string ping_output = string_null;
219 string handicap_output = string_null;
220 string output = string_null;
222 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
224 // health/armor of attacker (person who killed you)
225 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
226 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
229 if(autocvar_sv_fraginfo_ping)
230 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
233 if(autocvar_sv_fraginfo_handicap)
235 if(autocvar_sv_fraginfo_handicap == 2)
236 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
237 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
238 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
242 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
243 ping_output, (handicap_output ? "^7 / " : ""),
244 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
246 // add new line to the beginning if there is a message
247 if(output) { output = strcat("\n", output); }
253 string AppendItemcodes(string s, entity player)
258 // w = player.switchweapon;
260 w = player.cnt; // previous weapon!
261 s = strcat(s, ftos(w));
262 if(time < player.strength_finished)
264 if(time < player.invincible_finished)
266 if(player.flagcarried != world)
268 if(player.BUTTON_CHAT)
275 void LogDeath(string mode, float deathtype, entity killer, entity killed)
278 if(!autocvar_sv_eventlog)
280 s = strcat(":kill:", mode);
281 s = strcat(s, ":", ftos(killer.playerid));
282 s = strcat(s, ":", ftos(killed.playerid));
283 s = strcat(s, ":type=", ftos(deathtype));
284 s = strcat(s, ":items=");
285 s = AppendItemcodes(s, killer);
288 s = strcat(s, ":victimitems=");
289 s = AppendItemcodes(s, killed);
294 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
296 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
297 WriteByte(MSG_BROADCAST, TE_CSQC_KILLNOTIFY);
298 WriteString(MSG_BROADCAST, s1);
299 WriteString(MSG_BROADCAST, s2);
300 WriteString(MSG_BROADCAST, s3);
301 WriteShort(MSG_BROADCAST, msg);
302 WriteByte(MSG_BROADCAST, type);
305 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
306 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
308 if (clienttype(e) == CLIENTTYPE_REAL)
311 WRITESPECTATABLE_MSG_ONE({
312 WriteByte(MSG_ONE, SVC_TEMPENTITY);
313 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
314 WriteString(MSG_ONE, s1);
315 WriteString(MSG_ONE, s2);
316 WriteShort(MSG_ONE, msg);
317 WriteByte(MSG_ONE, type);
322 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
327 if (targ.classname == "player")
330 a = attacker.netname;
332 if (targ == attacker) // suicides
334 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
335 msg = ColoredTeamName(targ.team); // TODO: check if needed?
338 if(!g_cts) // no "killed your own dumb self" message in CTS
339 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
341 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
343 LogDeath("suicide", deathtype, targ, targ);
344 GiveFrags(attacker, targ, -1, deathtype);
347 if (targ.killcount > 2)
348 msg = ftos(targ.killcount);
351 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
353 if(attacker.team == COLOR_TEAM1)
354 deathtype = KILL_TEAM_RED;
356 deathtype = KILL_TEAM_BLUE;
359 Send_KillNotification(s, msg, "", deathtype, MSG_SUICIDE);
361 else if (attacker.classname == "player")
363 if(!IsDifferentTeam(attacker, targ))
365 if(attacker.team == COLOR_TEAM1)
366 type = KILL_TEAM_RED;
368 type = KILL_TEAM_BLUE;
370 GiveFrags(attacker, targ, -1, deathtype);
372 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
374 if (targ.killcount > 2)
375 msg = ftos(targ.killcount);
379 if (attacker.killcount > 2) {
380 msg = ftos(attacker.killcount);
381 type = KILL_TEAM_SPREE;
383 Send_KillNotification(a, s, msg, type, MSG_KILL);
385 attacker.killcount = 0;
387 LogDeath("tk", deathtype, attacker, targ);
391 if (!checkrules_firstblood)
393 checkrules_firstblood = TRUE;
394 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
395 // TODO: make these print a newline if they dont
396 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
397 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
398 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
399 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
402 if(targ.istypefrag) {
403 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
404 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
406 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
407 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
410 attacker.taunt_soundtime = time + 1;
412 if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
413 msg = inflictor.message2;
414 else if (deathtype == DEATH_CUSTOM)
419 if(strstrofs(msg, "%", 0) < 0)
420 msg = strcat("%s ", msg, " by %s");
422 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
424 GiveFrags(attacker, targ, 1, deathtype);
426 if (targ.killcount > 2) {
427 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
430 attacker.killcount = attacker.killcount + 1;
432 if (attacker.killcount == 3)
434 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
435 AnnounceTo(attacker, "03kills");
436 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
438 else if (attacker.killcount == 5)
440 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
441 AnnounceTo(attacker, "05kills");
442 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
444 else if (attacker.killcount == 10)
446 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
447 AnnounceTo(attacker, "10kills");
448 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
450 else if (attacker.killcount == 15)
452 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
453 AnnounceTo(attacker, "15kills");
454 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
456 else if (attacker.killcount == 20)
458 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
459 AnnounceTo(attacker, "20kills");
460 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
462 else if (attacker.killcount == 25)
464 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
465 AnnounceTo(attacker, "25kills");
466 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
468 else if (attacker.killcount == 30)
470 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
471 AnnounceTo(attacker, "30kills");
472 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
474 else if (attacker.killcount > 2) {
475 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
477 LogDeath("frag", deathtype, attacker, targ);
482 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
483 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
484 msg = inflictor.message;
485 else if (deathtype == DEATH_CUSTOM)
489 if(strstrofs(msg, "%", 0) < 0)
490 msg = strcat("%s ", msg);
492 GiveFrags(targ, targ, -1, deathtype);
493 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
494 AnnounceTo(targ, "botlike");
495 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
497 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
499 if (targ.killcount > 2)
500 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
502 LogDeath("accident", deathtype, targ, targ);
505 targ.death_origin = targ.origin;
507 targ.killer_origin = attacker.origin;
509 // FIXME: this should go in PutClientInServer
515 // these are updated by each Damage call for use in button triggering and such
517 entity damage_inflictor;
518 entity damage_attacker;
520 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
525 entity attacker_save;
529 if (gameover || targ.killcount == -666)
536 damage_inflictor = inflictor;
537 damage_attacker = attacker;
538 attacker_save = attacker;
540 if(targ.classname == "player")
543 if(targ.hook.aiment == attacker)
544 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
546 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
547 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
549 if(targ.classname == "player")
550 if not(IsDifferentTeam(targ, attacker))
557 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
559 // These are ALWAYS lethal
560 // No damage modification here
561 // Instead, prepare the victim for his death...
563 targ.spawnshieldtime = 0;
564 targ.health = 0.9; // this is < 1
565 targ.flags -= targ.flags & FL_GODMODE;
568 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
575 skill based bot damage? gtfo. (tZork)
576 if (targ.classname == "player")
577 if (attacker.classname == "player")
580 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
583 // nullify damage if teamplay is on
584 if(deathtype != DEATH_TELEFRAG)
585 if(attacker.classname == "player")
587 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
592 else if(!IsDifferentTeam(attacker, targ))
594 if(autocvar_teamplay_mode == 1)
596 else if(attacker != targ)
598 if(autocvar_teamplay_mode == 3)
600 else if(autocvar_teamplay_mode == 4)
602 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
604 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
605 attacker.dmg_team = attacker.dmg_team + damage;
606 if(attacker.dmg_team > teamdamage0 && !g_ca)
607 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
608 mirrorforce = autocvar_g_mirrordamage * vlen(force);
611 if(autocvar_g_friendlyfire == 0)
617 damage = autocvar_g_friendlyfire * damage;
618 // mirrordamage will be used LATER
620 if(autocvar_g_mirrordamage_virtual)
622 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
623 attacker.dmg_take += v_x;
624 attacker.dmg_save += v_y;
625 attacker.dmg_inflictor = inflictor;
626 mirrordamage = v_z; // = 0, to make fteqcc stfu
630 if(autocvar_g_friendlyfire_virtual)
632 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
633 targ.dmg_take += v_x;
634 targ.dmg_save += v_y;
635 targ.dmg_inflictor = inflictor;
637 if(!autocvar_g_friendlyfire_virtual_force)
648 if(targ.classname == "player")
649 if(attacker.classname == "player")
652 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
653 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
656 if(targ.classname == "player")
659 if ((deathtype == DEATH_FALL) ||
660 (deathtype == DEATH_DROWN) ||
661 (deathtype == DEATH_SLIME) ||
662 (deathtype == DEATH_LAVA) ||
663 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
670 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
672 targ.armorvalue -= 1;
673 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
676 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
678 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
682 if (targ != attacker)
684 if ((targ.health >= 1) && (targ.classname == "player"))
685 centerprint(attacker, "Secondary fire inflicts no damage!");
693 if not(DEATH_ISSPECIAL(deathtype))
695 damage *= g_weapondamagefactor;
696 mirrordamage *= g_weapondamagefactor;
697 force = force * g_weaponforcefactor;
698 mirrorforce *= g_weaponforcefactor;
701 // should this be changed at all? If so, in what way?
702 frag_attacker = attacker;
704 frag_damage = damage;
706 frag_deathtype = deathtype;
707 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
708 damage = frag_damage;
711 // apply strength multiplier
712 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
716 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
717 force = force * autocvar_g_balance_powerup_strength_selfforce;
721 damage = damage * autocvar_g_balance_powerup_strength_damage;
722 force = force * autocvar_g_balance_powerup_strength_force;
726 // apply invincibility multiplier
727 if (targ.items & IT_INVINCIBLE && !g_minstagib)
728 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
730 if (targ == attacker)
732 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
735 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
741 if(targ.takedamage == DAMAGE_AIM)
745 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
750 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
752 if(IsDifferentTeam(victim, attacker))
756 if(deathtype != DEATH_FIRE)
758 if(victim.BUTTON_CHAT)
759 attacker.typehitsound += 1;
761 attacker.hitsound += 1;
764 damage_goodhits += 1;
765 damage_gooddamage += damage;
767 if not(DEATH_ISSPECIAL(deathtype))
769 if(targ.classname == "player") // don't do this for vehicles
775 if(victim.items & IT_STRENGTH)
782 if(deathtype != DEATH_FIRE)
784 attacker.typehitsound += 1;
787 if(time > attacker.teamkill_complain)
789 attacker.teamkill_complain = time + 5;
790 attacker.teamkill_soundtime = time + 0.4;
791 attacker.teamkill_soundsource = targ;
799 if (self.damageforcescale)
801 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
803 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
804 if(self.movetype == MOVETYPE_PHYSICS)
808 farcent.classname = "farce";
809 farcent.enemy = self;
810 farcent.movedir = farce * 10;
812 farcent.movedir = farcent.movedir * self.mass;
813 farcent.origin = hitloc;
814 farcent.forcetype = FORCETYPE_FORCEATPOS;
815 farcent.nextthink = time + 0.1;
816 farcent.think = SUB_Remove;
819 self.velocity = self.velocity + farce;
820 self.flags &~= FL_ONGROUND;
821 UpdateCSQCProjectile(self);
824 if (damage != 0 || (self.damageforcescale && vlen(force)))
825 if (self.event_damage)
826 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
829 // apply mirror damage if any
830 if(mirrordamage > 0 || mirrorforce > 0)
832 attacker = attacker_save;
836 // just lose extra LIVES, don't kill the player for mirror damage
837 if(attacker.armorvalue > 0)
839 attacker.armorvalue = attacker.armorvalue - 1;
840 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
841 attacker.hitsound += 1;
846 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
847 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
851 float RadiusDamage_running;
852 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
853 // Returns total damage applies to creatures
858 float total_damage_to_creatures;
863 float stat_damagedone;
865 if(RadiusDamage_running)
867 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
871 RadiusDamage_running = 1;
873 tfloordmg = autocvar_g_throughfloor_damage;
874 tfloorforce = autocvar_g_throughfloor_force;
876 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
877 total_damage_to_creatures = 0;
879 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
880 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
882 force = inflictor.velocity;
886 force = normalize(force);
887 if(forceintensity >= 0)
888 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
890 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
895 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
899 if (targ != inflictor)
900 if (ignore != targ) if(targ.takedamage)
906 // LordHavoc: measure distance to nearest point on target (not origin)
907 // (this guarentees 100% damage on a touch impact)
908 nearest = targ.WarpZone_findradius_nearest;
909 diff = targ.WarpZone_findradius_dist;
910 // round up a little on the damage to ensure full damage on impacts
911 // and turn the distance into a fraction of the radius
912 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
914 //bprint(ftos(power));
915 //if (targ == attacker)
916 // print(ftos(power), "\n");
922 finaldmg = coredamage * power + edgedamage * (1 - power);
928 vector myblastorigin;
931 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
933 // if it's a player, use the view origin as reference
934 center = CENTER_OR_VIEWOFS(targ);
936 force = normalize(center - myblastorigin);
937 force = force * (finaldmg / coredamage) * forceintensity;
940 if(targ != directhitentity)
945 float mininv_f, mininv_d;
947 // test line of sight to multiple positions on box,
948 // and do damage if any of them hit
951 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
952 // so for a given max stddev:
953 // n = (1 / (2 * max stddev of hitratio))^2
955 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
956 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
958 if(autocvar_g_throughfloor_debug)
959 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
961 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
963 if(autocvar_g_throughfloor_debug)
964 print(sprintf(" steps=%f", total));
966 if (targ.classname == "player")
967 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
969 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
971 if(autocvar_g_throughfloor_debug)
972 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
974 for(c = 0; c < total; ++c)
976 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
977 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
978 if (trace_fraction == 1 || trace_ent == targ)
982 hitloc = hitloc + nearest;
986 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
987 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
988 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
991 nearest = hitloc * (1 / max(1, hits));
992 hitratio = (hits / total);
993 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
994 finaldmg = finaldmg * a;
995 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
998 if(autocvar_g_throughfloor_debug)
999 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1002 // laser force adjustments :P
1003 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1005 if (targ == attacker)
1010 float force_velocitybiasramp;
1011 float force_velocitybias;
1013 force_velocitybiasramp = autocvar_sv_maxspeed;
1014 if(deathtype & HITTYPE_SECONDARY)
1016 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1017 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1021 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1022 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1025 vel = targ.velocity;
1027 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1031 normalize(normalize(force) + vel);
1033 force_z *= force_zscale;
1037 if(deathtype & HITTYPE_SECONDARY)
1039 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1043 force *= autocvar_g_balance_laser_primary_force_other_scale;
1048 //if (targ == attacker)
1050 // print("hits ", ftos(hits), " / ", ftos(total));
1051 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1052 // print(" (", ftos(a), ")\n");
1054 if(finaldmg || vlen(force))
1058 total_damage_to_creatures += finaldmg;
1060 if(accuracy_isgooddamage(attacker, targ))
1061 stat_damagedone += finaldmg;
1064 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1065 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1067 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1075 RadiusDamage_running = 0;
1077 if(!DEATH_ISSPECIAL(deathtype))
1078 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1080 return total_damage_to_creatures;
1083 .float fire_damagepersec;
1084 .float fire_endtime;
1085 .float fire_deathtype;
1087 .float fire_hitsound;
1088 .entity fire_burner;
1090 void fireburner_think();
1092 float Fire_IsBurning(entity e)
1094 return (time < e.fire_endtime);
1097 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1100 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1102 if(e.classname == "player")
1111 // print("adding a fire burner to ", e.classname, "\n");
1112 e.fire_burner = spawn();
1113 e.fire_burner.classname = "fireburner";
1114 e.fire_burner.think = fireburner_think;
1115 e.fire_burner.nextthink = time;
1116 e.fire_burner.owner = e;
1122 if(Fire_IsBurning(e))
1124 mintime = e.fire_endtime - time;
1125 maxtime = max(mintime, t);
1127 mindps = e.fire_damagepersec;
1128 maxdps = max(mindps, dps);
1130 if(maxtime > mintime || maxdps > mindps)
1134 // damage we have right now
1135 mindamage = mindps * mintime;
1137 // damage we want to get
1138 maxdamage = mindamage + d;
1140 // but we can't exceed maxtime * maxdps!
1141 totaldamage = min(maxdamage, maxtime * maxdps);
1145 // totaldamage = min(mindamage + d, maxtime * maxdps)
1147 // totaldamage <= maxtime * maxdps
1148 // ==> totaldamage / maxdps <= maxtime.
1150 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1151 // >= min(mintime, maxtime)
1152 // ==> totaldamage / maxdps >= mintime.
1155 // how long do we damage then?
1156 // at least as long as before
1157 // but, never exceed maxdps
1158 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1162 // at most as long as maximum allowed
1163 // but, never below mindps
1164 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1166 // assuming t > mintime, dps > mindps:
1167 // we get d = t * dps = maxtime * maxdps
1168 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1169 // totaldamage / maxdps = maxtime
1170 // totaldamage / mindps > totaldamage / maxdps = maxtime
1172 // a) totaltime = max(mintime, maxtime) = maxtime
1173 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1175 // assuming t <= mintime:
1176 // we get maxtime = mintime
1177 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1178 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1180 // assuming dps <= mindps:
1181 // we get mindps = maxdps.
1182 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1183 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1184 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1186 e.fire_damagepersec = totaldamage / totaltime;
1187 e.fire_endtime = time + totaltime;
1188 if(totaldamage > 1.2 * mindamage)
1190 e.fire_deathtype = dt;
1191 if(e.fire_owner != o)
1194 e.fire_hitsound = FALSE;
1197 if(accuracy_isgooddamage(o, e))
1198 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1199 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1206 e.fire_damagepersec = dps;
1207 e.fire_endtime = time + t;
1208 e.fire_deathtype = dt;
1210 e.fire_hitsound = FALSE;
1211 if(accuracy_isgooddamage(o, e))
1212 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1217 void Fire_ApplyDamage(entity e)
1222 if not(Fire_IsBurning(e))
1225 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1226 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1229 // water and slime stop fire
1231 if(e.watertype != CONTENT_LAVA)
1235 if(e.freezetag_frozen)
1238 t = min(frametime, e.fire_endtime - time);
1239 d = e.fire_damagepersec * t;
1241 hi = e.fire_owner.hitsound;
1242 ty = e.fire_owner.typehitsound;
1243 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1244 if(e.fire_hitsound && e.fire_owner)
1246 e.fire_owner.hitsound = hi;
1247 e.fire_owner.typehitsound = ty;
1249 e.fire_hitsound = TRUE;
1251 if not(IS_INDEPENDENT_PLAYER(e))
1252 FOR_EACH_PLAYER(other) if(e != other)
1254 if(other.classname == "player")
1255 if(other.deadflag == DEAD_NO)
1256 if not(IS_INDEPENDENT_PLAYER(other))
1257 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1259 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1260 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1261 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1266 void Fire_ApplyEffect(entity e)
1268 if(Fire_IsBurning(e))
1269 e.effects |= EF_FLAME;
1271 e.effects &~= EF_FLAME;
1274 void fireburner_think()
1276 // for players, this is done in the regular loop
1277 if(wasfreed(self.owner))
1282 Fire_ApplyEffect(self.owner);
1283 if(!Fire_IsBurning(self.owner))
1285 self.owner.fire_burner = world;
1289 Fire_ApplyDamage(self.owner);
1290 self.nextthink = time;