]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index c9cec9745e87a294e8d4ceaf28071079a1052c52..efdd9ed1cf921806917a107368a78058fe3b7b41 100644 (file)
@@ -41,8 +41,6 @@ void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad
        Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
 }
 
-#define DAMAGE_CENTERPRINT_SPACER NEWLINES
-
 float checkrules_firstblood;
 
 float yoda;
@@ -61,7 +59,7 @@ float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after u
 
 float IsDifferentTeam(entity a, entity b)
 {
-       if(teams_matter)
+       if(teamplay)
        {
                if(a.team == b.team)
                        return 0;
@@ -102,7 +100,7 @@ void UpdateFrags(entity player, float 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);
-void GiveFrags (entity attacker, entity targ, float f)
+void GiveFrags (entity attacker, entity targ, float f, float deathtype)
 {
        float w;
 
@@ -126,30 +124,49 @@ void GiveFrags (entity attacker, entity targ, float f)
        {
                // regular frag
                PlayerScore_Add(attacker, SP_KILLS, 1);
+               if(targ.playerid)
+                       PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
        }
 
        PlayerScore_Add(targ, SP_DEATHS, 1);
 
        if(g_arena || g_ca)
-               if(cvar("g_arena_roundbased"))
+               if(autocvar_g_arena_roundbased)
                        return;
 
        if(targ != attacker) // not for suicides
        if(g_weaponarena_random)
        {
-               // after a frag, choose another random weapon set
-               if(inWarmupStage)
-                       w = warmup_start_weapons;
-               else
-                       w = start_weapons;
+               // 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)))
+                       culprit = attacker.weapon;
 
-               attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
-               if(attacker.weapons < 0)
+               if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
                {
-                       // error from randombits: no weapon available
-                       // this means we can just give ALL weapons
-                       attacker.weapons = w;
+                       // no exchange
+               }
+               else
+               {
+                       if(inWarmupStage)
+                               w = warmup_start_weapons;
+                       else
+                               w = start_weapons;
+
+                       // all others (including the culprit): remove
+                       w &~= attacker.weapons;
+
+                       // among the remaining ones, choose one by random
+                       w = randombits(w, 1, FALSE);
+                       if(w)
+                       {
+                               attacker.weapons |= w;
+                               attacker.weapons &~= W_WeaponBit(culprit);
+                       }
                }
+
+               // after a frag, choose another random weapon set
                if not(attacker.weapons & W_WeaponBit(attacker.weapon))
                        W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
        }
@@ -184,6 +201,8 @@ void GiveFrags (entity attacker, entity targ, float f)
                        {
                                if(!lms_next_place)
                                        lms_next_place = player_count;
+                               else
+                                       lms_next_place = min(lms_next_place, player_count);
                                PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
                                --lms_next_place;
                        }
@@ -229,7 +248,7 @@ string AppendItemcodes(string s, entity player)
 void LogDeath(string mode, float deathtype, entity killer, entity killed)
 {
        string s;
-       if(!cvar("sv_eventlog"))
+       if(!autocvar_sv_eventlog)
                return;
        s = strcat(":kill:", mode);
        s = strcat(s, ":", ftos(killer.playerid));
@@ -280,30 +299,27 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
        string  s, a, msg;
        float w, type;
 
-       if (targ.classname == "player" || targ.classname == "corpse")
+       if (targ.classname == "player")
        {
-               if (targ.classname == "corpse")
-                       s = "A corpse";
-               else
-                       s = targ.netname;
-
+               s = targ.netname;
                a = attacker.netname;
 
                if (targ == attacker) // suicides
                {
                        if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
                                msg = ColoredTeamName(targ.team); // TODO: check if needed?
-                       Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
+            if(!g_cts) // no "killed your own dumb self" message in CTS
+                Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
 
                        if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
                        {
                                LogDeath("suicide", deathtype, targ, targ);
-                               GiveFrags(attacker, targ, -1);
+                               GiveFrags(attacker, targ, -1, deathtype);
                        }
 
                        if (targ.killcount > 2)
                                msg = ftos(targ.killcount);
-                       if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
+                       if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
                        {
                                if(attacker.team == COLOR_TEAM1)
                                        deathtype = KILL_TEAM_RED;
@@ -313,16 +329,16 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
 
                        Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
                }
-               else if (attacker.classname == "player" || attacker.classname == "gib")
+               else if (attacker.classname == "player")
                {
-                       if(teams_matter && attacker.team == targ.team)
+                       if(teamplay && attacker.team == targ.team)
                        {
                                if(attacker.team == COLOR_TEAM1)
                                        type = KILL_TEAM_RED;
                                else
                                        type = KILL_TEAM_BLUE;
 
-                               GiveFrags(attacker, targ, -1);
+                               GiveFrags(attacker, targ, -1, deathtype);
 
                                Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
 
@@ -349,9 +365,11 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                                        // TODO: make these print a newline if they dont
                                        Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
                                        Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
+                                       PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
                                }
 
-                               if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
+                               if((autocvar_sv_fragmessage_information_typefrag) && (targ.BUTTON_CHAT)) {
                                        Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
                                        Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
                                } else {
@@ -376,10 +394,10 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                                {
                                        UpdateFrags(attacker, ctf_score_value("score_kill"));
                                        PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
-                                       GiveFrags(attacker, targ, 0); // for logging
+                                       GiveFrags(attacker, targ, 0, deathtype); // for logging
                                }
                                else
-                                       GiveFrags(attacker, targ, 1);
+                                       GiveFrags(attacker, targ, 1, deathtype);
 
                                if (targ.killcount > 2) {
                                        Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
@@ -394,36 +412,43 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
                                        AnnounceTo(attacker, "03kills");
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
                                }
                                else if (attacker.killcount == 5)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
                                        AnnounceTo(attacker, "05kills");
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
                                }
                                else if (attacker.killcount == 10)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
                                        AnnounceTo(attacker, "10kills");
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
                                }
                                else if (attacker.killcount == 15)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
                                        AnnounceTo(attacker, "15kills");
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
                                }
                                else if (attacker.killcount == 20)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
                                        AnnounceTo(attacker, "20kills");
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
                                }
                                else if (attacker.killcount == 25)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
                                        AnnounceTo(attacker, "25kills");
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
                                }
                                else if (attacker.killcount == 30)
                                {
                                        Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
                                        AnnounceTo(attacker, "30kills");
+                                       PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
                                }
                                LogDeath("frag", deathtype, attacker, targ);
                        }
@@ -438,9 +463,10 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
                        if(strstrofs(msg, "%", 0) < 0)
                                msg = strcat("%s ", msg);
 
-                       GiveFrags(targ, targ, -1);
+                       GiveFrags(targ, targ, -1, deathtype);
                        if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
                                AnnounceTo(targ, "botlike");
+                               PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
                        }
                        Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
 
@@ -464,10 +490,13 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
 entity damage_targ;
 entity damage_inflictor;
 entity damage_attacker;
-.float prevhitsound;
 
 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
+       // if the target is a player or dead body, activate damage effects
+       if(targ.classname == "player" || targ.classname == "body")
+               Violence_DamageEffect_SetRepeat(targ, damage, DEATH_WEAPONOF(deathtype));
+
        float mirrordamage;
        float mirrorforce;
        float teamdamage0;
@@ -526,15 +555,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                if (attacker.isbot)
                        damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
 
-               if(g_freezetag)
-               {
-                       if(targ.freezetag_frozen == 1)
-                       {
-                               damage = 0;
-                               force = force * cvar("g_freezetag_frozen_force");
-                       }
-               }
-
                // nullify damage if teamplay is on
                if(deathtype != DEATH_TELEFRAG)
                if(attacker.classname == "player")
@@ -544,33 +564,56 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                damage = 0;
                                force = '0 0 0';
                        }
-                       else if(attacker.team == targ.team)
+                       else if(teamplay && attacker.team == targ.team)
                        {
-                               if(teamplay == 1)
+                               if(autocvar_teamplay_mode == 1)
                                        damage = 0;
                                else if(attacker != targ)
                                {
-                                       if(teamplay == 3)
+                                       if(autocvar_teamplay_mode == 3)
                                                damage = 0;
-                                       else if(teamplay == 4)
+                                       else if(autocvar_teamplay_mode == 4)
                                        {
                                                if(targ.classname == "player" && targ.deadflag == DEAD_NO)
                                                {
-                                                       teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
+                                                       teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
                                                        attacker.dmg_team = attacker.dmg_team + damage;
                                                        if(attacker.dmg_team > teamdamage0 && !g_ca)
-                                                               mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
-                                                       mirrorforce = cvar("g_mirrordamage") * vlen(force);
+                                                               mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
+                                                       mirrorforce = autocvar_g_mirrordamage * vlen(force);
                                                        if(g_minstagib)
                                                        {
-                                                               if(cvar("g_friendlyfire") == 0)
+                                                               if(autocvar_g_friendlyfire == 0)
                                                                        damage = 0;
                                                        }
                                                        else if(g_ca)
                                                                damage = 0;
                                                        else
-                                                               damage = cvar("g_friendlyfire") * damage;
+                                                               damage = autocvar_g_friendlyfire * damage;
                                                        // mirrordamage will be used LATER
+
+                                                       if(autocvar_g_mirrordamage_virtual)
+                                                       {
+                                                               vector v;
+                                                               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;
+                                                               mirrorforce = 0;
+                                                       }
+
+                                                       if(autocvar_g_friendlyfire_virtual)
+                                                       {
+                                                               vector v;
+                                                               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;
+                                                               damage = 0;
+                                if(!autocvar_g_friendlyfire_virtual_force)
+                                    force = '0 0 0';
+                                                       }
                                                }
                                                else
                                                        damage = 0;
@@ -583,8 +626,8 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                if(attacker.classname == "player")
                if(attacker != targ)
                {
-                       targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
-                       attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
+                       targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
+                       attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
                }
 
                if(targ.classname == "player")
@@ -604,7 +647,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
                        {
                                targ.armorvalue -= 1;
-                               centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
+                               centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
                                damage = 0;
                                targ.hitsound += 1;
                                attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
@@ -612,12 +655,11 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        if (DEATH_ISWEAPON(deathtype, WEP_LASER))
                        {
                                damage = 0;
+                               mirrordamage = 0;
                                if (targ != attacker)
                                {
                                        if ((targ.health >= 1) && (targ.classname == "player"))
-                                               centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
-                                       damage = 0;
-                                       mirrordamage = 0;
+                                               centerprint(attacker, "Secondary fire inflicts no damage!");
                                        force = '0 0 0';
                                        // keep mirrorforce
                                        attacker = targ;
@@ -632,32 +674,42 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        force = force * g_weaponforcefactor;
                        mirrorforce *= g_weaponforcefactor;
                }
-
+               
+               // should this be changed at all? If so, in what way?
+               frag_attacker = attacker;
+               frag_target = targ;
+               frag_damage = damage;
+               frag_force = force;
+        frag_deathtype = deathtype;
+               MUTATOR_CALLHOOK(PlayerDamage_Calculate);
+               damage = frag_damage;
+               force = frag_force;
+               
                // apply strength multiplier
                if ((attacker.items & IT_STRENGTH) && !g_minstagib)
                {
                        if(targ == attacker)
                        {
-                               damage = damage * cvar("g_balance_powerup_strength_selfdamage");
-                               force = force * cvar("g_balance_powerup_strength_selfforce");
+                               damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+                               force = force * autocvar_g_balance_powerup_strength_selfforce;
                        }
                        else
                        {
-                               damage = damage * cvar("g_balance_powerup_strength_damage");
-                               force = force * cvar("g_balance_powerup_strength_force");
+                               damage = damage * autocvar_g_balance_powerup_strength_damage;
+                               force = force * autocvar_g_balance_powerup_strength_force;
                        }
                }
 
                // apply invincibility multiplier
                if (targ.items & IT_INVINCIBLE && !g_minstagib)
-                       damage = damage * cvar("g_balance_powerup_invincible_takedamage");
+                       damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
 
                if (targ == attacker)
                {
-                       if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
+                       if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
                                damage = 0;
                        else
-                               damage = damage * cvar("g_balance_selfdamagepercent");  // Partial damage if the attacker hits himself
+                               damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
                }
 
                // CTF: reduce damage/force
@@ -665,8 +717,8 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                if(targ == attacker)
                if(targ.flagcarried)
                {
-                       damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
-                       force = force * cvar("g_ctf_flagcarrier_selfforce");
+                       damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
+                       force = force * autocvar_g_ctf_flagcarrier_selfforce;
                }
 
                if(g_runematch)
@@ -676,31 +728,31 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        {
                                if(attacker.runes & CURSE_WEAK) // have both curse & rune
                                {
-                                       damage = damage * cvar("g_balance_rune_strength_combo_damage");
-                                       force = force * cvar("g_balance_rune_strength_combo_force");
+                                       damage = damage * autocvar_g_balance_rune_strength_combo_damage;
+                                       force = force * autocvar_g_balance_rune_strength_combo_force;
                                }
                                else
                                {
-                                       damage = damage * cvar("g_balance_rune_strength_damage");
-                                       force = force * cvar("g_balance_rune_strength_force");
+                                       damage = damage * autocvar_g_balance_rune_strength_damage;
+                                       force = force * autocvar_g_balance_rune_strength_force;
                                }
                        }
                        else if (attacker.runes & CURSE_WEAK)
                        {
-                               damage = damage * cvar("g_balance_curse_weak_damage");
-                               force = force * cvar("g_balance_curse_weak_force");
+                               damage = damage * autocvar_g_balance_curse_weak_damage;
+                               force = force * autocvar_g_balance_curse_weak_force;
                        }
 
                        // apply defense rune
                        if (targ.runes & RUNE_DEFENSE)
                        {
                                if (targ.runes & CURSE_VULNER) // have both curse & rune
-                                       damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
+                                       damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
                                else
-                                       damage = damage * cvar("g_balance_rune_defense_takedamage");
+                                       damage = damage * autocvar_g_balance_rune_defense_takedamage;
                        }
                        else if (targ.runes & CURSE_VULNER)
-                               damage = damage * cvar("g_balance_curse_vulner_takedamage");
+                               damage = damage * autocvar_g_balance_curse_vulner_takedamage;
                }
 
                // count the damage
@@ -730,19 +782,24 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        if(deathtype & HITTYPE_HEADSHOT)
                                damage *= 1 + damage_headshotbonus;
 
-                       if(targ.classname == "player")
+                       entity victim;
+                       if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
+                               victim = targ.owner;
+                       else
+                               victim = targ;
+
+                       if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
                        {
-                               if(IsDifferentTeam(targ, attacker))
+                               if(IsDifferentTeam(victim, attacker))
                                {
                                        if(damage > 0)
                                        {
-                                               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))
+                                               if(deathtype != DEATH_FIRE)
                                                {
-                                                       if(targ.BUTTON_CHAT)
+                                                       if(victim.BUTTON_CHAT)
                                                                attacker.typehitsound += 1;
                                                        else
                                                                attacker.hitsound += 1;
-                                                       attacker.prevhitsound = time;
                                                }
 
                                                damage_goodhits += 1;
@@ -750,25 +807,28 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
 
                                                if not(DEATH_ISSPECIAL(deathtype))
                                                {
+                                                       if(targ.classname == "player") // don't do this for vehicles
                                                        if(!g_minstagib)
-                                                       if(IsFlying(targ))
+                                                       if(IsFlying(victim))
                                                                yoda = 1;
 
                                                        if(g_minstagib)
-                                                       if(targ.items & IT_STRENGTH)
+                                                       if(victim.items & IT_STRENGTH)
                                                                yoda = 1;
 
                                                        if(deathtype & HITTYPE_HEADSHOT)
                                                                headshot = 1;
                                                }
                                                if(g_ca)
-                                                       PlayerScore_Add(attacker, SP_SCORE, damage * cvar("g_ca_damage2score_multiplier"));
+                                                       PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
                                        }
                                }
                                else
                                {
                                        if(deathtype != DEATH_FIRE)
+                                       {
                                                attacker.typehitsound += 1;
+                                       }
                                        if(mirrordamage > 0)
                                                if(time > attacker.teamkill_complain)
                                                {
@@ -786,7 +846,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
        if (vlen(force))
        if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
        {
-               self.velocity = self.velocity + self.damageforcescale * force;
+               self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
                self.flags &~= FL_ONGROUND;
                UpdateCSQCProjectile(self);
        }
@@ -805,28 +865,28 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                        // apply vampire rune
                                if (attacker.runes & CURSE_EMPATHY) // have the curse too
                                {
-                                       //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
+                                       //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
                                        attacker.health = bound(
-                                               cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
-                                               attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
-                                               cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
+                                               autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
+                                               attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
+                                               autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
                                }
                                else
                                {
-                                       //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
+                                       //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
                                        attacker.health = bound(
                                                attacker.health,        // LA: was 3, but changed so that you can't lose health
                                                                                        // empathy won't let you gain health in the same way...
-                                               attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
-                                               cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
+                                               attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
+                                               autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
                                        }
                        }
                        // apply empathy curse
                        else if (attacker.runes & CURSE_EMPATHY)
                        {
                                attacker.health = bound(
-                                       cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
-                                       attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
+                                       autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
+                                       attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
                                        attacker.health);
                        }
                }
@@ -837,17 +897,18 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
        {
                attacker = attacker_save;
                if(g_minstagib)
-                       if(mirrordamage > 0)
+               if(mirrordamage > 0)
+               {
+                       // just lose extra LIVES, don't kill the player for mirror damage
+                       if(attacker.armorvalue > 0)
                        {
-                               // just lose extra LIVES, don't kill the player for mirror damage
-                               if(attacker.armorvalue > 0)
-                               {
-                                       attacker.armorvalue = attacker.armorvalue - 1;
-                                       centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
-                                       attacker.hitsound += 1;
-                               }
-                               mirrordamage = 0;
+                               attacker.armorvalue = attacker.armorvalue - 1;
+                               centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
+                               attacker.hitsound += 1;
                        }
+                       mirrordamage = 0;
+               }
+
                force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
                Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
        }
@@ -874,21 +935,14 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e
 
        if(RadiusDamage_running)
        {
-               string save;
-               print("RadiusDamage called recursively!\n");
-               print("Expect stuff to go HORRIBLY wrong.\n");
-               print("Causing a stack trace...\n");
-               save = cvar_string("prvm_backtraceforwarnings");
-               cvar_set("prvm_backtraceforwarnings", "1");
-               fclose(-1); // calls VM_Warning
-               cvar_set("prvm_backtraceforwarnings", save);
+               backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
                return 0;
        }
 
        RadiusDamage_running = 1;
 
-       tfloordmg = cvar("g_throughfloor_damage");
-       tfloorforce = cvar("g_throughfloor_force");
+       tfloordmg = autocvar_g_throughfloor_damage;
+       tfloorforce = autocvar_g_throughfloor_force;
 
        blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
        total_damage_to_creatures = 0;
@@ -984,33 +1038,47 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e
                                                // laser force adjustments :P
                                                if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
                                                {
-                                                       vector vel;
-
-                                                       float force_zscale;
-                                                       float force_velocitybiasramp;
-                                                       float force_velocitybias;
-
-                                                       force_velocitybiasramp = cvar("sv_maxspeed");
-                                                       if(deathtype & HITTYPE_SECONDARY)
-                                                       {
-                                                               force_zscale = cvar("g_balance_laser_secondary_force_zscale");
-                                                               force_velocitybias = cvar("g_balance_laser_secondary_force_velocitybias");
-                                                       }
-                                                       else
-                                                       {
-                                                               force_zscale = cvar("g_balance_laser_primary_force_zscale");
-                                                               force_velocitybias = cvar("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;
+                            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)
@@ -1183,6 +1251,10 @@ void Fire_ApplyDamage(entity e)
        if(e.watertype != CONTENT_LAVA)
                e.fire_endtime = 0;
 
+       // ice stops fire
+       if(e.freezetag_frozen)
+               e.fire_endtime = 0;
+
        t = min(frametime, e.fire_endtime - time);
        d = e.fire_damagepersec * t;
 
@@ -1204,8 +1276,8 @@ void Fire_ApplyDamage(entity e)
                if not(IS_INDEPENDENT_PLAYER(other))
                if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
                {
-                       t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
-                       d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
+                       t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
+                       d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
                        Fire_AddDamage(other, o, d, t, DEATH_FIRE);
                }
        }