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))
191 f = RunematchHandleFrags(attacker, targ, f);
197 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198 if(tl < lms_lowest_lives)
199 lms_lowest_lives = tl;
203 lms_next_place = player_count;
205 lms_next_place = min(lms_next_place, player_count);
206 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
213 attacker.totalfrags += f;
216 UpdateFrags(attacker, f);
219 string AppendItemcodes(string s, entity player)
224 // w = player.switchweapon;
226 w = player.cnt; // previous weapon!
227 s = strcat(s, ftos(w));
228 if(time < player.strength_finished)
230 if(time < player.invincible_finished)
232 if(player.flagcarried != world)
234 if(player.BUTTON_CHAT)
239 s = strcat(s, "|", ftos(player.runes));
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
246 if(!autocvar_sv_eventlog)
248 s = strcat(":kill:", mode);
249 s = strcat(s, ":", ftos(killer.playerid));
250 s = strcat(s, ":", ftos(killed.playerid));
251 s = strcat(s, ":type=", Deathtype_Name(deathtype));
252 s = strcat(s, ":items=");
253 s = AppendItemcodes(s, killer);
256 s = strcat(s, ":victimitems=");
257 s = AppendItemcodes(s, killed);
262 #define INFO_NO_MSG 0 // so that compilation works with the INFO_##msg_death stuff
263 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
265 float handled = 0, hits = 0;
266 if(DEATH_ISSPECIAL(deathtype))
268 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
269 { if(deathtype == max(0, name)) \
271 #if msg_death != NO_MSG \
274 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
275 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
279 #if msg_death_by != NO_MSG \
282 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
283 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
295 backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
300 "Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n",
301 Deathtype_Name(deathtype),
310 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
312 float death_weapon = DEATH_WEAPONOF(deathtype);
315 w_deathtype = deathtype;
316 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
321 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, death_message, s1, s2, s3, "", f1, f2, 0, 0);
322 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_multi_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
327 "Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n",
328 Deathtype_Name(deathtype),
339 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
342 if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
345 float notif_firstblood = FALSE;
346 float kill_count_to_attacker, kill_count_to_target;
348 // Set final information for the death
349 targ.death_origin = targ.origin;
350 if(targ != attacker) { targ.killer_origin = attacker.origin; }
351 string deathlocation = NearestLocation(targ.death_origin);
353 #ifdef NOTIFICATIONS_DEBUG
356 "Obituary(%s, %s, %s, %s = %d);\n",
360 Deathtype_Name(deathtype),
371 if(DEATH_ISSPECIAL(deathtype))
373 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
375 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
381 case DEATH_MIRRORDAMAGE:
383 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
389 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
395 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
397 backtrace("SUICIDE: what the hell happened here?\n");
400 LogDeath("suicide", deathtype, targ, targ);
401 GiveFrags(attacker, targ, -1, deathtype);
407 else if(attacker.classname == "player")
409 if(!IsDifferentTeam(attacker, targ))
411 LogDeath("tk", deathtype, attacker, targ);
412 GiveFrags(attacker, targ, -1, deathtype);
414 attacker.killcount = 0;
416 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
417 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
418 Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
420 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
421 // No need for specific death/weapon messages...
425 LogDeath("frag", deathtype, attacker, targ);
426 GiveFrags(attacker, targ, 1, deathtype);
428 attacker.taunt_soundtime = time + 1;
429 attacker.killcount = attacker.killcount + 1;
431 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
434 AnnounceTo(attacker, strcat(#countb, "kills")); \
435 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
438 switch(attacker.killcount)
445 if(!checkrules_firstblood)
447 checkrules_firstblood = TRUE;
448 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
449 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
450 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
452 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
453 kill_count_to_attacker = -1;
454 kill_count_to_target = -2;
458 kill_count_to_attacker = attacker.killcount;
459 kill_count_to_target = 0;
464 if(attacker.FRAG_VERBOSE)
465 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
467 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
469 if(targ.FRAG_VERBOSE)
470 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
472 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
476 if(attacker.FRAG_VERBOSE)
477 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
479 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
481 if(targ.FRAG_VERBOSE)
482 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
484 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
487 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
488 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
499 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
500 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
501 // and there will be a REAL DEATH_VOID implementation which mappers will use.
502 /*case DEATH_HURTTRIGGER:
505 s2 = inflictor.message;
506 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
512 Obituary_SpecialDeath(targ, FALSE, deathtype,
514 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
524 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
529 LogDeath("accident", deathtype, targ, targ);
530 GiveFrags(targ, targ, -1, deathtype);
532 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
534 AnnounceTo(targ, "botlike");
535 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
539 // reset target kill count
540 if(targ.killcount) { targ.killcount = 0; }
543 // these are updated by each Damage call for use in button triggering and such
545 entity damage_inflictor;
546 entity damage_attacker;
548 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
552 float complainteamdamage = 0;
553 entity attacker_save;
557 if (gameover || targ.killcount == -666)
564 damage_inflictor = inflictor;
565 damage_attacker = attacker;
566 attacker_save = attacker;
568 if(targ.classname == "player")
571 if(targ.hook.aiment == attacker)
572 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
574 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
575 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
577 if(targ.classname == "player")
578 if not(IsDifferentTeam(targ, attacker))
585 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
587 // These are ALWAYS lethal
588 // No damage modification here
589 // Instead, prepare the victim for his death...
591 targ.spawnshieldtime = 0;
592 targ.health = 0.9; // this is < 1
593 targ.flags -= targ.flags & FL_GODMODE;
596 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
603 skill based bot damage? gtfo. (tZork)
604 if (targ.classname == "player")
605 if (attacker.classname == "player")
608 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
611 // nullify damage if teamplay is on
612 if(deathtype != DEATH_TELEFRAG)
613 if(attacker.classname == "player")
615 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
620 else if(!IsDifferentTeam(attacker, targ))
622 if(autocvar_teamplay_mode == 1)
624 else if(attacker != targ)
626 if(autocvar_teamplay_mode == 3)
628 else if(autocvar_teamplay_mode == 4)
630 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
632 attacker.dmg_team = attacker.dmg_team + damage;
633 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
634 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
635 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
636 mirrorforce = autocvar_g_mirrordamage * vlen(force);
639 if(autocvar_g_friendlyfire == 0)
645 damage = autocvar_g_friendlyfire * damage;
646 // mirrordamage will be used LATER
648 if(autocvar_g_mirrordamage_virtual)
650 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
651 attacker.dmg_take += v_x;
652 attacker.dmg_save += v_y;
653 attacker.dmg_inflictor = inflictor;
654 mirrordamage = v_z; // = 0, to make fteqcc stfu
658 if(autocvar_g_friendlyfire_virtual)
660 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
661 targ.dmg_take += v_x;
662 targ.dmg_save += v_y;
663 targ.dmg_inflictor = inflictor;
665 if(!autocvar_g_friendlyfire_virtual_force)
676 if(targ.classname == "player")
677 if(attacker.classname == "player")
680 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
681 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
684 if(targ.classname == "player")
687 if ((deathtype == DEATH_FALL) ||
688 (deathtype == DEATH_DROWN) ||
689 (deathtype == DEATH_SLIME) ||
690 (deathtype == DEATH_LAVA) ||
691 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
698 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
700 targ.armorvalue -= 1;
701 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
704 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
706 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
710 complainteamdamage = 0;
711 if (targ != attacker)
713 if ((targ.health >= 1) && (targ.classname == "player"))
714 centerprint(attacker, "Secondary fire inflicts no damage!");
722 if not(DEATH_ISSPECIAL(deathtype))
724 damage *= g_weapondamagefactor;
725 mirrordamage *= g_weapondamagefactor;
726 complainteamdamage *= g_weapondamagefactor;
727 force = force * g_weaponforcefactor;
728 mirrorforce *= g_weaponforcefactor;
731 // should this be changed at all? If so, in what way?
732 frag_attacker = attacker;
734 frag_damage = damage;
736 frag_deathtype = deathtype;
737 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
738 damage = frag_damage;
741 // apply strength multiplier
742 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
746 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
747 force = force * autocvar_g_balance_powerup_strength_selfforce;
751 damage = damage * autocvar_g_balance_powerup_strength_damage;
752 force = force * autocvar_g_balance_powerup_strength_force;
756 // apply invincibility multiplier
757 if (targ.items & IT_INVINCIBLE && !g_minstagib)
758 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
760 if (targ == attacker)
762 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
765 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
770 // apply strength rune
771 if (attacker.runes & RUNE_STRENGTH)
773 if(attacker.runes & CURSE_WEAK) // have both curse & rune
775 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
776 force = force * autocvar_g_balance_rune_strength_combo_force;
780 damage = damage * autocvar_g_balance_rune_strength_damage;
781 force = force * autocvar_g_balance_rune_strength_force;
784 else if (attacker.runes & CURSE_WEAK)
786 damage = damage * autocvar_g_balance_curse_weak_damage;
787 force = force * autocvar_g_balance_curse_weak_force;
790 // apply defense rune
791 if (targ.runes & RUNE_DEFENSE)
793 if (targ.runes & CURSE_VULNER) // have both curse & rune
794 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
796 damage = damage * autocvar_g_balance_rune_defense_takedamage;
798 else if (targ.runes & CURSE_VULNER)
799 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
805 if(targ.takedamage == DAMAGE_AIM)
809 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
814 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
816 if(IsDifferentTeam(victim, attacker))
820 if(deathtype != DEATH_FIRE)
822 if(victim.BUTTON_CHAT)
823 attacker.typehitsound += 1;
825 attacker.hitsound += 1;
828 damage_goodhits += 1;
829 damage_gooddamage += damage;
831 if not(DEATH_ISSPECIAL(deathtype))
833 if(targ.classname == "player") // don't do this for vehicles
839 if(victim.items & IT_STRENGTH)
846 if(deathtype != DEATH_FIRE)
848 attacker.typehitsound += 1;
850 if(complainteamdamage > 0)
851 if(time > attacker.teamkill_complain)
853 attacker.teamkill_complain = time + 5;
854 attacker.teamkill_soundtime = time + 0.4;
855 attacker.teamkill_soundsource = targ;
863 if (self.damageforcescale)
865 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
867 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
868 if(self.movetype == MOVETYPE_PHYSICS)
872 farcent.classname = "farce";
873 farcent.enemy = self;
874 farcent.movedir = farce * 10;
876 farcent.movedir = farcent.movedir * self.mass;
877 farcent.origin = hitloc;
878 farcent.forcetype = FORCETYPE_FORCEATPOS;
879 farcent.nextthink = time + 0.1;
880 farcent.think = SUB_Remove;
883 self.velocity = self.velocity + farce;
884 self.flags &~= FL_ONGROUND;
885 UpdateCSQCProjectile(self);
888 if (damage != 0 || (self.damageforcescale && vlen(force)))
889 if (self.event_damage)
890 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
893 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
897 if (attacker.runes & RUNE_VAMPIRE)
899 // apply vampire rune
900 if (attacker.runes & CURSE_EMPATHY) // have the curse too
902 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
903 attacker.health = bound(
904 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
905 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
906 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
910 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
911 attacker.health = bound(
912 attacker.health, // LA: was 3, but changed so that you can't lose health
913 // empathy won't let you gain health in the same way...
914 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
915 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
918 // apply empathy curse
919 else if (attacker.runes & CURSE_EMPATHY)
921 attacker.health = bound(
922 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
923 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
929 // apply mirror damage if any
930 if(mirrordamage > 0 || mirrorforce > 0)
932 attacker = attacker_save;
936 // just lose extra LIVES, don't kill the player for mirror damage
937 if(attacker.armorvalue > 0)
939 attacker.armorvalue = attacker.armorvalue - 1;
940 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
941 attacker.hitsound += 1;
946 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
947 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
951 float RadiusDamage_running;
952 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
953 // Returns total damage applies to creatures
958 float total_damage_to_creatures;
963 float stat_damagedone;
965 if(RadiusDamage_running)
967 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
971 RadiusDamage_running = 1;
973 tfloordmg = autocvar_g_throughfloor_damage;
974 tfloorforce = autocvar_g_throughfloor_force;
976 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
977 total_damage_to_creatures = 0;
979 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
980 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
982 force = inflictor.velocity;
986 force = normalize(force);
987 if(forceintensity >= 0)
988 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
990 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
995 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
999 if (targ != inflictor)
1000 if (ignore != targ) if(targ.takedamage)
1006 // LordHavoc: measure distance to nearest point on target (not origin)
1007 // (this guarentees 100% damage on a touch impact)
1008 nearest = targ.WarpZone_findradius_nearest;
1009 diff = targ.WarpZone_findradius_dist;
1010 // round up a little on the damage to ensure full damage on impacts
1011 // and turn the distance into a fraction of the radius
1012 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1014 //bprint(ftos(power));
1015 //if (targ == attacker)
1016 // print(ftos(power), "\n");
1022 finaldmg = coredamage * power + edgedamage * (1 - power);
1028 vector myblastorigin;
1031 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1033 // if it's a player, use the view origin as reference
1034 center = CENTER_OR_VIEWOFS(targ);
1036 force = normalize(center - myblastorigin);
1037 force = force * (finaldmg / coredamage) * forceintensity;
1040 if(targ != directhitentity)
1045 float mininv_f, mininv_d;
1047 // test line of sight to multiple positions on box,
1048 // and do damage if any of them hit
1051 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1052 // so for a given max stddev:
1053 // n = (1 / (2 * max stddev of hitratio))^2
1055 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1056 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1058 if(autocvar_g_throughfloor_debug)
1059 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1061 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1063 if(autocvar_g_throughfloor_debug)
1064 print(sprintf(" steps=%f", total));
1066 if (targ.classname == "player")
1067 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1069 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1071 if(autocvar_g_throughfloor_debug)
1072 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1074 for(c = 0; c < total; ++c)
1076 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1077 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1078 if (trace_fraction == 1 || trace_ent == targ)
1082 hitloc = hitloc + nearest;
1086 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1087 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1088 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1091 nearest = hitloc * (1 / max(1, hits));
1092 hitratio = (hits / total);
1093 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1094 finaldmg = finaldmg * a;
1095 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1098 if(autocvar_g_throughfloor_debug)
1099 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1102 // laser force adjustments :P
1103 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1105 if (targ == attacker)
1110 float force_velocitybiasramp;
1111 float force_velocitybias;
1113 force_velocitybiasramp = autocvar_sv_maxspeed;
1114 if(deathtype & HITTYPE_SECONDARY)
1116 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1117 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1121 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1122 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1125 vel = targ.velocity;
1127 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1131 normalize(normalize(force) + vel);
1133 force_z *= force_zscale;
1137 if(deathtype & HITTYPE_SECONDARY)
1139 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1143 force *= autocvar_g_balance_laser_primary_force_other_scale;
1148 //if (targ == attacker)
1150 // print("hits ", ftos(hits), " / ", ftos(total));
1151 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1152 // print(" (", ftos(a), ")\n");
1154 if(finaldmg || vlen(force))
1158 total_damage_to_creatures += finaldmg;
1160 if(accuracy_isgooddamage(attacker, targ))
1161 stat_damagedone += finaldmg;
1164 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1165 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1167 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1175 RadiusDamage_running = 0;
1177 if(!DEATH_ISSPECIAL(deathtype))
1178 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1180 return total_damage_to_creatures;
1183 .float fire_damagepersec;
1184 .float fire_endtime;
1185 .float fire_deathtype;
1187 .float fire_hitsound;
1188 .entity fire_burner;
1190 void fireburner_think();
1192 float Fire_IsBurning(entity e)
1194 return (time < e.fire_endtime);
1197 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1200 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1202 if(e.classname == "player")
1211 // print("adding a fire burner to ", e.classname, "\n");
1212 e.fire_burner = spawn();
1213 e.fire_burner.classname = "fireburner";
1214 e.fire_burner.think = fireburner_think;
1215 e.fire_burner.nextthink = time;
1216 e.fire_burner.owner = e;
1222 if(Fire_IsBurning(e))
1224 mintime = e.fire_endtime - time;
1225 maxtime = max(mintime, t);
1227 mindps = e.fire_damagepersec;
1228 maxdps = max(mindps, dps);
1230 if(maxtime > mintime || maxdps > mindps)
1234 // damage we have right now
1235 mindamage = mindps * mintime;
1237 // damage we want to get
1238 maxdamage = mindamage + d;
1240 // but we can't exceed maxtime * maxdps!
1241 totaldamage = min(maxdamage, maxtime * maxdps);
1245 // totaldamage = min(mindamage + d, maxtime * maxdps)
1247 // totaldamage <= maxtime * maxdps
1248 // ==> totaldamage / maxdps <= maxtime.
1250 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1251 // >= min(mintime, maxtime)
1252 // ==> totaldamage / maxdps >= mintime.
1255 // how long do we damage then?
1256 // at least as long as before
1257 // but, never exceed maxdps
1258 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1262 // at most as long as maximum allowed
1263 // but, never below mindps
1264 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1266 // assuming t > mintime, dps > mindps:
1267 // we get d = t * dps = maxtime * maxdps
1268 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1269 // totaldamage / maxdps = maxtime
1270 // totaldamage / mindps > totaldamage / maxdps = maxtime
1272 // a) totaltime = max(mintime, maxtime) = maxtime
1273 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1275 // assuming t <= mintime:
1276 // we get maxtime = mintime
1277 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1278 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1280 // assuming dps <= mindps:
1281 // we get mindps = maxdps.
1282 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1283 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1284 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1286 e.fire_damagepersec = totaldamage / totaltime;
1287 e.fire_endtime = time + totaltime;
1288 if(totaldamage > 1.2 * mindamage)
1290 e.fire_deathtype = dt;
1291 if(e.fire_owner != o)
1294 e.fire_hitsound = FALSE;
1297 if(accuracy_isgooddamage(o, e))
1298 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1299 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1306 e.fire_damagepersec = dps;
1307 e.fire_endtime = time + t;
1308 e.fire_deathtype = dt;
1310 e.fire_hitsound = FALSE;
1311 if(accuracy_isgooddamage(o, e))
1312 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1317 void Fire_ApplyDamage(entity e)
1322 if not(Fire_IsBurning(e))
1325 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1326 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1329 // water and slime stop fire
1331 if(e.watertype != CONTENT_LAVA)
1335 if(e.freezetag_frozen)
1338 t = min(frametime, e.fire_endtime - time);
1339 d = e.fire_damagepersec * t;
1341 hi = e.fire_owner.hitsound;
1342 ty = e.fire_owner.typehitsound;
1343 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1344 if(e.fire_hitsound && e.fire_owner)
1346 e.fire_owner.hitsound = hi;
1347 e.fire_owner.typehitsound = ty;
1349 e.fire_hitsound = TRUE;
1351 if not(IS_INDEPENDENT_PLAYER(e))
1352 FOR_EACH_PLAYER(other) if(e != other)
1354 if(other.classname == "player")
1355 if(other.deadflag == DEAD_NO)
1356 if not(IS_INDEPENDENT_PLAYER(other))
1357 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1359 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1360 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1361 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1366 void Fire_ApplyEffect(entity e)
1368 if(Fire_IsBurning(e))
1369 e.effects |= EF_FLAME;
1371 e.effects &~= EF_FLAME;
1374 void fireburner_think()
1376 // for players, this is done in the regular loop
1377 if(wasfreed(self.owner))
1382 Fire_ApplyEffect(self.owner);
1383 if(!Fire_IsBurning(self.owner))
1385 self.owner.fire_burner = world;
1389 Fire_ApplyDamage(self.owner);
1390 self.nextthink = time;