float yoda;
float damage_goodhits;
float damage_gooddamage;
-float headshot;
-float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
.float dmg_team;
.float teamkill_complain;
.float teamkill_soundtime;
.entity teamkill_soundsource;
.entity pusher;
+.float istypefrag;
.float taunt_soundtime;
return 1;
}
-vector GetHeadshotMins(entity targ)
-{
- return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
-}
-vector GetHeadshotMaxs(entity targ)
-{
- return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
-}
-
void UpdateFrags(entity player, float f)
{
PlayerTeamScore_AddScore(player, f);
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
void W_SwitchWeapon_Force(entity e, float w);
+entity GiveFrags_randomweapons;
void GiveFrags (entity attacker, entity targ, float f, float deathtype)
{
- float w;
-
// TODO route through PlayerScores instead
if(gameover) return;
PlayerScore_Add(targ, SP_DEATHS, 1);
- if(g_arena || g_ca)
- if(autocvar_g_arena_roundbased)
- return;
-
if(targ != attacker) // not for suicides
if(g_weaponarena_random)
{
// after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
float culprit;
culprit = DEATH_WEAPONOF(deathtype);
- if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
+ if(!culprit)
+ culprit = attacker.weapon;
+ else if(!WEPSET_CONTAINS_EW(attacker, culprit))
culprit = attacker.weapon;
- if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
+ if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
{
// no exchange
}
else
{
+ if(!GiveFrags_randomweapons)
+ {
+ GiveFrags_randomweapons = spawn();
+ GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
+ }
+
if(inWarmupStage)
- w = warmup_start_weapons;
+ WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
else
- w = start_weapons;
+ WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
// all others (including the culprit): remove
- w &~= attacker.weapons;
+ WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
+ WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
// among the remaining ones, choose one by random
- w = randombits(w, 1, FALSE);
- if(w)
+ W_RandomWeapons(GiveFrags_randomweapons, 1);
+
+ if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
{
- attacker.weapons |= w;
- attacker.weapons &~= W_WeaponBit(culprit);
+ WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
+ WEPSET_ANDNOT_EW(attacker, culprit);
}
}
// after a frag, choose another random weapon set
- if not(attacker.weapons & W_WeaponBit(attacker.weapon))
+ if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
}
string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
{
- string health_output;
- string ping_output;
- string handicap_output;
- string output;
+ string health_output = string_null;
+ string ping_output = string_null;
+ string handicap_output = string_null;
+ string output = string_null;
if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
{
void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
{
- WriteByte(MSG_ALL, SVC_TEMPENTITY);
- WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
- WriteString(MSG_ALL, s1);
- WriteString(MSG_ALL, s2);
- WriteString(MSG_ALL, s3);
- WriteShort(MSG_ALL, msg);
- WriteByte(MSG_ALL, type);
+ WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+ WriteByte(MSG_BROADCAST, TE_CSQC_KILLNOTIFY);
+ WriteString(MSG_BROADCAST, s1);
+ WriteString(MSG_BROADCAST, s2);
+ WriteString(MSG_BROADCAST, s3);
+ WriteShort(MSG_BROADCAST, msg);
+ WriteByte(MSG_BROADCAST, type);
}
// Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
{
string s, a, msg;
- float w, type;
+ float type;
if (targ.classname == "player")
{
{
if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
msg = ColoredTeamName(targ.team); // TODO: check if needed?
+ else
+ msg = "";
if(!g_cts) // no "killed your own dumb self" message in CTS
Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
if (targ.killcount > 2)
msg = ftos(targ.killcount);
+ else
+ msg = "";
if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
{
if(attacker.team == COLOR_TEAM1)
deathtype = KILL_TEAM_BLUE;
}
- Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
+ Send_KillNotification(s, msg, "", deathtype, MSG_SUICIDE);
}
else if (attacker.classname == "player")
{
Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
- if (targ.killcount > 2) {
+ if (targ.killcount > 2)
msg = ftos(targ.killcount);
- }
+ else
+ msg = "";
if (attacker.killcount > 2) {
msg = ftos(attacker.killcount);
PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
}
- if(targ.BUTTON_CHAT) {
+ if(targ.istypefrag) {
Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
} else {
attacker.taunt_soundtime = time + 1;
- // TODO: fix this?
- if (deathtype == DEATH_CUSTOM)
+ if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
+ msg = inflictor.message2;
+ else if (deathtype == DEATH_CUSTOM)
msg = deathmessage;
else
- msg = inflictor.message2;
+ msg = "";
if(strstrofs(msg, "%", 0) < 0)
msg = strcat("%s ", msg, " by %s");
Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
- if(g_ctf && targ.flagcarried)
- {
- UpdateFrags(attacker, ctf_ReadScore("score_kill")); // FIXCTF
- PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
- GiveFrags(attacker, targ, 0, deathtype); // for logging
- }
- else
- GiveFrags(attacker, targ, 1, deathtype);
+ GiveFrags(attacker, targ, 1, deathtype);
if (targ.killcount > 2) {
Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
attacker.killcount = attacker.killcount + 1;
- if (attacker.killcount > 2) {
- Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
- }
- else if (attacker.killcount == 3)
+ if (attacker.killcount == 3)
{
Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
AnnounceTo(attacker, "03kills");
AnnounceTo(attacker, "30kills");
PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
}
+ else if (attacker.killcount > 2) {
+ Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
+ }
LogDeath("frag", deathtype, attacker, targ);
}
}
msg = inflictor.message;
else if (deathtype == DEATH_CUSTOM)
msg = deathmessage;
+ else
+ msg = "";
if(strstrofs(msg, "%", 0) < 0)
msg = strcat("%s ", msg);
if(autocvar_g_mirrordamage_virtual)
{
- vector v;
- v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
- v_z = 0; // fteqcc sucks
+ vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
attacker.dmg_take += v_x;
attacker.dmg_save += v_y;
attacker.dmg_inflictor = inflictor;
- mirrordamage = 0;
+ mirrordamage = v_z; // = 0, to make fteqcc stfu
mirrorforce = 0;
}
if(autocvar_g_friendlyfire_virtual)
{
- vector v;
- v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
- v_z = 0; // fteqcc sucks
+ vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
targ.dmg_take += v_x;
targ.dmg_save += v_y;
targ.dmg_inflictor = inflictor;
if(targ.takedamage == DAMAGE_AIM)
if(targ != attacker)
{
- if(damage_headshotbonus > 0)
- {
- if(targ.classname == "player")
- {
- // HEAD SHOT:
- // find height of hit on player axis
- // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
- vector headmins, headmaxs, org;
- org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
- headmins = org + GetHeadshotMins(targ);
- headmaxs = org + GetHeadshotMaxs(targ);
- if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
- {
- deathtype |= HITTYPE_HEADSHOT;
- }
- }
- else if(targ.classname == "turret_head")
- {
- deathtype |= HITTYPE_HEADSHOT;
- }
- if(deathtype & HITTYPE_HEADSHOT)
- damage *= 1 + damage_headshotbonus;
- }
-
entity victim;
if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
victim = targ.owner;
if(g_minstagib)
if(victim.items & IT_STRENGTH)
yoda = 1;
-
- if(deathtype & HITTYPE_HEADSHOT)
- headshot = 1;
}
- if(g_ca)
- PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
}
}
else
float RadiusDamage_running;
float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
-// Returns total damage applies to creatures
+ // Returns total damage applies to creatures
{
entity targ;
- float finaldmg;
- float power;
vector blastorigin;
vector force;
- vector diff;
- vector center;
- vector nearest;
float total_damage_to_creatures;
entity next;
float tfloordmg;
total_damage_to_creatures = 0;
if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
- if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
- {
- force = inflictor.velocity;
- if(vlen(force) == 0)
- force = '0 0 -1';
- else
- force = normalize(force);
- if(forceintensity >= 0)
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
- else
- Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
- }
+ if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
+ {
+ force = inflictor.velocity;
+ if(vlen(force) == 0)
+ force = '0 0 -1';
+ else
+ force = normalize(force);
+ if(forceintensity >= 0)
+ Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
+ else
+ Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
+ }
stat_damagedone = 0;
if (targ != inflictor)
if (ignore != targ) if(targ.takedamage)
{
+ vector nearest;
+ vector diff;
+ float power;
+
// LordHavoc: measure distance to nearest point on target (not origin)
// (this guarentees 100% damage on a touch impact)
nearest = targ.WarpZone_findradius_nearest;
// print(ftos(power), "\n");
if (power > 0)
{
+ float finaldmg;
if (power > 1)
power = 1;
finaldmg = coredamage * power + edgedamage * (1 - power);
{
float a;
float c;
- float hits;
- float total;
- float hitratio;
vector hitloc;
vector myblastorigin;
+ vector center;
+
myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
- center = targ.origin + (targ.mins + targ.maxs) * 0.5;
+
// if it's a player, use the view origin as reference
- if (targ.classname == "player")
- center = targ.origin + targ.view_ofs;
+ center = CENTER_OR_VIEWOFS(targ);
+
force = normalize(center - myblastorigin);
force = force * (finaldmg / coredamage) * forceintensity;
- // test line of sight to multiple positions on box,
- // and do damage if any of them hit
- hits = 0;
- if (targ.classname == "player")
- total = ceil(bound(1, finaldmg, 50));
- else
- total = ceil(bound(1, finaldmg/10, 5));
hitloc = nearest;
- c = 0;
- while (c < total)
+
+ if(targ != directhitentity)
{
- //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
- WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
- if (trace_fraction == 1 || trace_ent == targ)
+ float hits;
+ float total;
+ float hitratio;
+ float mininv_f, mininv_d;
+
+ // test line of sight to multiple positions on box,
+ // and do damage if any of them hit
+ hits = 0;
+
+ // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
+ // so for a given max stddev:
+ // n = (1 / (2 * max stddev of hitratio))^2
+
+ mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
+ mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
+
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
+
+ total = 0.25 * pow(max(mininv_f, mininv_d), 2);
+
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" steps=%f", total));
+
+ if (targ.classname == "player")
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
+ else
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
+
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
+
+ for(c = 0; c < total; ++c)
{
- hits = hits + 1;
- if (hits > 1)
- hitloc = hitloc + nearest;
- else
- hitloc = nearest;
+ //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
+ WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
+ if (trace_fraction == 1 || trace_ent == targ)
+ {
+ ++hits;
+ if (hits > 1)
+ hitloc = hitloc + nearest;
+ else
+ hitloc = nearest;
+ }
+ nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
+ nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
+ nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
}
- nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
- nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
- nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
- c = c + 1;
+
+ nearest = hitloc * (1 / max(1, hits));
+ hitratio = (hits / total);
+ a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
+ finaldmg = finaldmg * a;
+ a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
+ force = force * a;
+
+ if(autocvar_g_throughfloor_debug)
+ print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
}
- nearest = hitloc * (1 / max(1, hits));
- hitratio = (hits / total);
- a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
- finaldmg = finaldmg * a;
- a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
- force = force * a;
// laser force adjustments :P
if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
{
- if (targ == attacker)
- {
- vector vel;
-
- float force_zscale;
- float force_velocitybiasramp;
- float force_velocitybias;
-
- force_velocitybiasramp = autocvar_sv_maxspeed;
- if(deathtype & HITTYPE_SECONDARY)
- {
- force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
- }
- else
- {
- force_zscale = autocvar_g_balance_laser_primary_force_zscale;
- force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
- }
-
- vel = targ.velocity;
- vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
- force =
- vlen(force)
- *
- normalize(normalize(force) + vel);
-
- force_z *= force_zscale;
- }
- else
- {
- if(deathtype & HITTYPE_SECONDARY)
- {
- force *= autocvar_g_balance_laser_secondary_force_other_scale;
- }
- else
- {
- force *= autocvar_g_balance_laser_primary_force_other_scale;
- }
- }
+ if (targ == attacker)
+ {
+ vector vel;
+
+ float force_zscale;
+ float force_velocitybiasramp;
+ float force_velocitybias;
+
+ force_velocitybiasramp = autocvar_sv_maxspeed;
+ if(deathtype & HITTYPE_SECONDARY)
+ {
+ force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
+ }
+ else
+ {
+ force_zscale = autocvar_g_balance_laser_primary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
+ }
+
+ vel = targ.velocity;
+ vel_z = 0;
+ vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
+ force =
+ vlen(force)
+ *
+ normalize(normalize(force) + vel);
+
+ force_z *= force_zscale;
+ }
+ else
+ {
+ if(deathtype & HITTYPE_SECONDARY)
+ {
+ force *= autocvar_g_balance_laser_secondary_force_other_scale;
+ }
+ else
+ {
+ force *= autocvar_g_balance_laser_primary_force_other_scale;
+ }
+ }
}
//if (targ == attacker)
// print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
// print(" (", ftos(a), ")\n");
//}
- if(hits || tfloordmg || tfloorforce)
+ if(finaldmg || vlen(force))
{
if(targ.iscreature)
{
if(maxtime > mintime || maxdps > mindps)
{
+ // Constraints:
+
+ // damage we have right now
mindamage = mindps * mintime;
- maxdamage = mindamage + d;
-
- // interval [mintime, maxtime] * [mindps, maxdps]
- // intersected with
- // [mindamage, maxdamage]
- // maximum of this!
-
- if(maxdamage >= maxtime * maxdps)
- {
- totaltime = maxtime;
- totaldamage = maxtime * maxdps;
- // this branch increases totaldamage if either t > mintime, or dps > mindps
- }
- else
- {
- // maxdamage is inside the interval!
- // first, try to use mindps; only if this fails, increase dps as needed
- totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
- totaldamage = maxdamage;
- // can totaldamage / totaltime be >= maxdps?
- // max(mindps, maxdamage / maxtime) >= maxdps?
- // we know maxdamage < maxtime * maxdps
- // so it cannot be
-
- // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
- }
+ // damage we want to get
+ maxdamage = mindamage + d;
- // total conditions for increasing:
- // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
- // however:
- // if maxtime = mintime, maxdps = mindps
- // then:
- // maxdamage = mindamage + d
- // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
- // so the last condition is not needed
+ // but we can't exceed maxtime * maxdps!
+ totaldamage = min(maxdamage, maxtime * maxdps);
+
+ // LEMMA:
+ // Look at:
+ // totaldamage = min(mindamage + d, maxtime * maxdps)
+ // We see:
+ // totaldamage <= maxtime * maxdps
+ // ==> totaldamage / maxdps <= maxtime.
+ // We also see:
+ // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
+ // >= min(mintime, maxtime)
+ // ==> totaldamage / maxdps >= mintime.
+
+ /*
+ // how long do we damage then?
+ // at least as long as before
+ // but, never exceed maxdps
+ totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
+ */
+
+ // alternate:
+ // at most as long as maximum allowed
+ // but, never below mindps
+ totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
+
+ // assuming t > mintime, dps > mindps:
+ // we get d = t * dps = maxtime * maxdps
+ // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
+ // totaldamage / maxdps = maxtime
+ // totaldamage / mindps > totaldamage / maxdps = maxtime
+ // FROM THIS:
+ // a) totaltime = max(mintime, maxtime) = maxtime
+ // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
+
+ // assuming t <= mintime:
+ // we get maxtime = mintime
+ // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
+ // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
+
+ // assuming dps <= mindps:
+ // we get mindps = maxdps.
+ // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
+ // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
+ // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
e.fire_damagepersec = totaldamage / totaltime;
e.fire_endtime = time + totaltime;