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Rename notif_any to notif_all
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
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?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
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)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
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));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_runematch)
190                 {
191                         f = RunematchHandleFrags(attacker, targ, f);
192                 }
193                 else if(g_lms)
194                 {
195                         // remove a life
196                         float tl;
197                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198                         if(tl < lms_lowest_lives)
199                                 lms_lowest_lives = tl;
200                         if(tl <= 0)
201                         {
202                                 if(!lms_next_place)
203                                         lms_next_place = player_count;
204                                 else
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
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211         }
212
213         attacker.totalfrags += f;
214
215         if(f)
216                 UpdateFrags(attacker, f);
217 }
218
219 string AppendItemcodes(string s, entity player)
220 {
221         float w;
222         w = player.weapon;
223         //if(w == 0)
224         //      w = player.switchweapon;
225         if(w == 0)
226                 w = player.cnt; // previous weapon!
227         s = strcat(s, ftos(w));
228         if(time < player.strength_finished)
229                 s = strcat(s, "S");
230         if(time < player.invincible_finished)
231                 s = strcat(s, "I");
232         if(player.flagcarried != world)
233                 s = strcat(s, "F");
234         if(player.BUTTON_CHAT)
235                 s = strcat(s, "T");
236         if(player.kh_next)
237                 s = strcat(s, "K");
238         if(player.runes)
239                 s = strcat(s, "|", ftos(player.runes));
240         return s;
241 }
242
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
244 {
245         string s;
246         if(!autocvar_sv_eventlog)
247                 return;
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);
254         if(killed != killer)
255         {
256                 s = strcat(s, ":victimitems=");
257                 s = AppendItemcodes(s, killed);
258         }
259         GameLogEcho(s);
260 }
261
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)
264 {
265         float handled = 0, hits = 0;
266         if(DEATH_ISSPECIAL(deathtype))
267         {
268                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
269                         { if(deathtype == max(0, name)) \
270                         { \
271                                 #if msg_death != NO_MSG \
272                                         if not(murder) \
273                                         { \
274                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
275                                                 Send_Notification_WOVA(NOTIF_ALL_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
276                                                 ++handled; \
277                                         } \
278                                 #endif \
279                                 #if msg_death_by != NO_MSG \
280                                         if(murder) \
281                                         { \
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_ALL_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
284                                                 ++handled; \
285                                         } \
286                                 #endif \
287                                 ++hits; \
288                         } }
289
290                 DEATHTYPES
291                 #undef DEATHTYPE
292                 
293                 if not(hits)
294                 {
295                         backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
296                 }
297                 if not(handled)
298                 {
299                         dprint(sprintf(
300                                 "Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n",
301                                 Deathtype_Name(deathtype),
302                                 deathtype
303                         ));
304                         return;
305                 }
306         }
307 }
308
309 float w_deathtype;
310 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
311 {
312         float death_weapon = DEATH_WEAPONOF(deathtype);
313         if(death_weapon)
314         {
315                 w_deathtype = deathtype;
316                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
317                 w_deathtype = FALSE;
318
319                 if(death_message)
320                 {
321                         Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, death_message, s1, s2, s3, "", f1, f2, 0, 0);
322                         Send_Notification_WOVA(NOTIF_ALL_EXCEPT, notif_target, MSG_INFO, msg_multi_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
323                 }
324                 else
325                 {
326                         dprint(sprintf(
327                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n",
328                                 Deathtype_Name(deathtype),
329                                 deathtype,
330                                 death_weapon
331                         ));
332                 }
333
334                 return TRUE;
335         }
336         return FALSE;
337 }
338
339 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
340 {
341         // Sanity check
342         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
343
344         // Declarations
345         float notif_firstblood = FALSE;
346         float kill_count_to_attacker, kill_count_to_target;
347
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);
352
353         #ifdef NOTIFICATIONS_DEBUG
354         dprint(
355                 sprintf(
356                         "Obituary(%s, %s, %s, %s = %d);\n",
357                         attacker.netname,
358                         inflictor.netname,
359                         targ.netname,
360                         Deathtype_Name(deathtype),
361                         deathtype
362                 )
363         );
364         #endif
365         
366         // =======
367         // SUICIDE
368         // =======
369         if(targ == attacker)
370         {
371                 if(DEATH_ISSPECIAL(deathtype))
372                 {
373                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
374                         {
375                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
376                         }
377                         else
378                         {
379                                 switch(deathtype)
380                                 {
381                                         case DEATH_MIRRORDAMAGE:
382                                         {
383                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
384                                                 break;
385                                         }
386                                         
387                                         default:
388                                         {
389                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
390                                                 break;
391                                         }
392                                 }
393                         }
394                 }
395                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
396                 {
397                         backtrace("SUICIDE: what the hell happened here?\n");
398                         return;
399                 }
400                 LogDeath("suicide", deathtype, targ, targ);
401                 GiveFrags(attacker, targ, -1, deathtype);
402         }
403
404         // ======
405         // MURDER
406         // ======
407         else if(attacker.classname == "player")
408         {
409                 if(!IsDifferentTeam(attacker, targ))
410                 {
411                         LogDeath("tk", deathtype, attacker, targ);
412                         GiveFrags(attacker, targ, -1, deathtype);
413
414                         attacker.killcount = 0;
415                         
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_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
419
420                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
421                         // No need for specific death/weapon messages...
422                 }
423                 else
424                 {
425                         LogDeath("frag", deathtype, attacker, targ);
426                         GiveFrags(attacker, targ, 1, deathtype);
427
428                         attacker.taunt_soundtime = time + 1;
429                         attacker.killcount = attacker.killcount + 1;
430
431                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
432                                 case counta: \
433                                 { \
434                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
435                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
436                                         break; \
437                                 }
438                         switch(attacker.killcount)
439                         {
440                                 KILL_SPREE_LIST
441                                 default: break;
442                         }
443                         #undef SPREE_ITEM
444
445                         if(!checkrules_firstblood)
446                         {
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);
451
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;
455                         }
456                         else
457                         {
458                                 kill_count_to_attacker = attacker.killcount;
459                                 kill_count_to_target = 0;
460                         }
461
462                         if(targ.istypefrag)
463                         {
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));
466                                 else
467                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
468
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));
471                                 else
472                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
473                         }
474                         else
475                         {
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));
478                                 else
479                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
480
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));
483                                 else
484                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
485                         }
486
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);
489                 }
490         }
491
492         // =============
493         // ACCIDENT/TRAP
494         // =============
495         else
496         {
497                 switch(deathtype)
498                 {
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:
503                         {
504                                 s1 = targ.netname;
505                                 s2 = inflictor.message;
506                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
507                                 break;
508                         }*/
509
510                         case DEATH_CUSTOM:
511                         {
512                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
513                                         targ.netname,
514                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
515                                         deathlocation,
516                                         targ.killcount,
517                                         0,
518                                         0);
519                                 break;
520                         }
521                         
522                         default:
523                         {
524                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
525                                 break;
526                         }
527                 }
528
529                 LogDeath("accident", deathtype, targ, targ);
530                 GiveFrags(targ, targ, -1, deathtype);
531
532                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
533                 {
534                         AnnounceTo(targ, "botlike");
535                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
536                 }
537         }
538
539         // reset target kill count
540         if(targ.killcount) { targ.killcount = 0; }
541 }
542
543 // these are updated by each Damage call for use in button triggering and such
544 entity damage_targ;
545 entity damage_inflictor;
546 entity damage_attacker;
547
548 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
549 {
550         float mirrordamage;
551         float mirrorforce;
552         float complainteamdamage = 0; 
553         entity attacker_save;
554         mirrordamage = 0;
555         mirrorforce = 0;
556
557         if (gameover || targ.killcount == -666)
558                 return;
559
560         entity oldself;
561         oldself = self;
562         self = targ;
563         damage_targ = targ;
564         damage_inflictor = inflictor;
565         damage_attacker = attacker;
566                 attacker_save = attacker;
567
568         if(targ.classname == "player")
569                 if(targ.hook)
570                         if(targ.hook.aiment)
571                                 if(targ.hook.aiment == attacker)
572                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
573
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))
576         {
577                 if(targ.classname == "player")
578                         if not(IsDifferentTeam(targ, attacker))
579                         {
580                                 self = oldself;
581                                 return;
582                         }
583         }
584
585         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
586         {
587                 // These are ALWAYS lethal
588                 // No damage modification here
589                 // Instead, prepare the victim for his death...
590                 targ.armorvalue = 0;
591                 targ.spawnshieldtime = 0;
592                 targ.health = 0.9; // this is < 1
593                 targ.flags -= targ.flags & FL_GODMODE;
594                 damage = 100000;
595         }
596         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
597         {
598                 // no processing
599         }
600         else
601         {
602                 /*
603                 skill based bot damage? gtfo. (tZork)
604                 if (targ.classname == "player")
605                 if (attacker.classname == "player")
606                 if (!targ.isbot)
607                 if (attacker.isbot)
608                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
609         */
610         
611                 // nullify damage if teamplay is on
612                 if(deathtype != DEATH_TELEFRAG)
613                 if(attacker.classname == "player")
614                 {
615                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
616                         {
617                                 damage = 0;
618                                 force = '0 0 0';
619                         }
620                         else if(!IsDifferentTeam(attacker, targ))
621                         {
622                                 if(autocvar_teamplay_mode == 1)
623                                         damage = 0;
624                                 else if(attacker != targ)
625                                 {
626                                         if(autocvar_teamplay_mode == 3)
627                                                 damage = 0;
628                                         else if(autocvar_teamplay_mode == 4)
629                                         {
630                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
631                                                 {
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);
637                                                         if(g_minstagib)
638                                                         {
639                                                                 if(autocvar_g_friendlyfire == 0)
640                                                                         damage = 0;
641                                                         }
642                                                         else if(g_ca)
643                                                                 damage = 0;
644                                                         else
645                                                                 damage = autocvar_g_friendlyfire * damage;
646                                                         // mirrordamage will be used LATER
647
648                                                         if(autocvar_g_mirrordamage_virtual)
649                                                         {
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
655                                                                 mirrorforce = 0;
656                                                         }
657
658                                                         if(autocvar_g_friendlyfire_virtual)
659                                                         {
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;
664                                                                 damage = 0;
665                                                                 if(!autocvar_g_friendlyfire_virtual_force)
666                                                                         force = '0 0 0';
667                                                         }
668                                                 }
669                                                 else
670                                                         damage = 0;
671                                         }
672                                 }
673                         }
674                 }
675
676                 if(targ.classname == "player")
677                 if(attacker.classname == "player")
678                 if(attacker != targ)
679                 {
680                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
681                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
682                 }
683
684                 if(targ.classname == "player")
685                 if (g_minstagib)
686                 {
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))
692                         {
693                                 self = oldself;
694                                 return;
695                         }
696                         if(damage > 0)
697                             damage = 10000;
698                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
699                         {
700                                 targ.armorvalue -= 1;
701                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
702                                 damage = 0;
703                                 targ.hitsound += 1;
704                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
705                         }
706                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
707                         {
708                                 damage = 0;
709                                 mirrordamage = 0;
710                                 complainteamdamage = 0;
711                                 if (targ != attacker)
712                                 {
713                                         if ((targ.health >= 1) && (targ.classname == "player"))
714                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
715                                         force = '0 0 0';
716                                         // keep mirrorforce
717                                         attacker = targ;
718                                 }
719                         }
720                 }
721
722                 if not(DEATH_ISSPECIAL(deathtype))
723                 {
724                         damage *= g_weapondamagefactor;
725                         mirrordamage *= g_weapondamagefactor;
726                         complainteamdamage *= g_weapondamagefactor;
727                         force = force * g_weaponforcefactor;
728                         mirrorforce *= g_weaponforcefactor;
729                 }
730                 
731                 // should this be changed at all? If so, in what way?
732                 frag_attacker = attacker;
733                 frag_target = targ;
734                 frag_damage = damage;
735                 frag_force = force;
736         frag_deathtype = deathtype;
737                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
738                 damage = frag_damage;
739                 force = frag_force;
740                 
741                 // apply strength multiplier
742                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
743                 {
744                         if(targ == attacker)
745                         {
746                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
747                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
748                         }
749                         else
750                         {
751                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
752                                 force = force * autocvar_g_balance_powerup_strength_force;
753                         }
754                 }
755
756                 // apply invincibility multiplier
757                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
758                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
759
760                 if (targ == attacker)
761                 {
762                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
763                                 damage = 0;
764                         else
765                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
766                 }
767
768                 if(g_runematch)
769                 {
770                         // apply strength rune
771                         if (attacker.runes & RUNE_STRENGTH)
772                         {
773                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
774                                 {
775                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
776                                         force = force * autocvar_g_balance_rune_strength_combo_force;
777                                 }
778                                 else
779                                 {
780                                         damage = damage * autocvar_g_balance_rune_strength_damage;
781                                         force = force * autocvar_g_balance_rune_strength_force;
782                                 }
783                         }
784                         else if (attacker.runes & CURSE_WEAK)
785                         {
786                                 damage = damage * autocvar_g_balance_curse_weak_damage;
787                                 force = force * autocvar_g_balance_curse_weak_force;
788                         }
789
790                         // apply defense rune
791                         if (targ.runes & RUNE_DEFENSE)
792                         {
793                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
794                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
795                                 else
796                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
797                         }
798                         else if (targ.runes & CURSE_VULNER)
799                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
800                 }
801
802                 // count the damage
803                 if(attacker)
804                 if(!targ.deadflag)
805                 if(targ.takedamage == DAMAGE_AIM)
806                 if(targ != attacker)
807                 {
808                         entity victim;
809                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
810                                 victim = targ.owner;
811                         else
812                                 victim = targ;
813
814                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
815                         {
816                                 if(IsDifferentTeam(victim, attacker))
817                                 {
818                                         if(damage > 0)
819                                         {
820                                                 if(deathtype != DEATH_FIRE)
821                                                 {
822                                                         if(victim.BUTTON_CHAT)
823                                                                 attacker.typehitsound += 1;
824                                                         else
825                                                                 attacker.hitsound += 1;
826                                                 }
827
828                                                 damage_goodhits += 1;
829                                                 damage_gooddamage += damage;
830
831                                                 if not(DEATH_ISSPECIAL(deathtype))
832                                                 {
833                                                         if(targ.classname == "player") // don't do this for vehicles
834                                                         if(!g_minstagib)
835                                                         if(IsFlying(victim))
836                                                                 yoda = 1;
837
838                                                         if(g_minstagib)
839                                                         if(victim.items & IT_STRENGTH)
840                                                                 yoda = 1;
841                                                 }
842                                         }
843                                 }
844                                 else
845                                 {
846                                         if(deathtype != DEATH_FIRE)
847                                         {
848                                                 attacker.typehitsound += 1;
849                                         }
850                                         if(complainteamdamage > 0)
851                                                 if(time > attacker.teamkill_complain)
852                                                 {
853                                                         attacker.teamkill_complain = time + 5;
854                                                         attacker.teamkill_soundtime = time + 0.4;
855                                                         attacker.teamkill_soundsource = targ;
856                                                 }
857                                 }
858                         }
859                 }
860         }
861
862         // apply push
863         if (self.damageforcescale)
864         if (vlen(force))
865         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
866         {
867                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
868                 if(self.movetype == MOVETYPE_PHYSICS)
869                 {
870                         entity farcent;
871                         farcent = spawn();
872                         farcent.classname = "farce";
873                         farcent.enemy = self;
874                         farcent.movedir = farce * 10;
875                         if(self.mass)
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;
881                 }
882                 else
883                         self.velocity = self.velocity + farce;
884                 self.flags &~= FL_ONGROUND;
885                 UpdateCSQCProjectile(self);
886         }
887         // apply damage
888         if (damage != 0 || (self.damageforcescale && vlen(force)))
889         if (self.event_damage)
890                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
891         self = oldself;
892
893         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
894         {
895                 if(g_runematch)
896                 {
897                         if (attacker.runes & RUNE_VAMPIRE)
898                         {
899                         // apply vampire rune
900                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
901                                 {
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
907                                 }
908                                 else
909                                 {
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
916                                         }
917                         }
918                         // apply empathy curse
919                         else if (attacker.runes & CURSE_EMPATHY)
920                         {
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,
924                                         attacker.health);
925                         }
926                 }
927         }
928
929         // apply mirror damage if any
930         if(mirrordamage > 0 || mirrorforce > 0)
931         {
932                 attacker = attacker_save;
933                 if(g_minstagib)
934                 if(mirrordamage > 0)
935                 {
936                         // just lose extra LIVES, don't kill the player for mirror damage
937                         if(attacker.armorvalue > 0)
938                         {
939                                 attacker.armorvalue = attacker.armorvalue - 1;
940                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
941                                 attacker.hitsound += 1;
942                         }
943                         mirrordamage = 0;
944                 }
945
946                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
947                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
948         }
949 }
950
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
954 {
955         entity  targ;
956         vector  blastorigin;
957         vector  force;
958         float   total_damage_to_creatures;
959         entity  next;
960         float   tfloordmg;
961         float   tfloorforce;
962
963         float stat_damagedone;
964
965         if(RadiusDamage_running)
966         {
967                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
968                 return 0;
969         }
970
971         RadiusDamage_running = 1;
972
973         tfloordmg = autocvar_g_throughfloor_damage;
974         tfloorforce = autocvar_g_throughfloor_force;
975
976         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
977         total_damage_to_creatures = 0;
978
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)
981                 {
982                         force = inflictor.velocity;
983                         if(vlen(force) == 0)
984                                 force = '0 0 -1';
985                         else
986                                 force = normalize(force);
987                         if(forceintensity >= 0)
988                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
989                         else
990                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
991                 }
992
993         stat_damagedone = 0;
994
995         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
996         while (targ)
997         {
998                 next = targ.chain;
999                 if (targ != inflictor)
1000                         if (ignore != targ) if(targ.takedamage)
1001                         {
1002                                 vector nearest;
1003                                 vector diff;
1004                                 float power;
1005
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);
1013                                 //bprint(" ");
1014                                 //bprint(ftos(power));
1015                                 //if (targ == attacker)
1016                                 //      print(ftos(power), "\n");
1017                                 if (power > 0)
1018                                 {
1019                                         float finaldmg;
1020                                         if (power > 1)
1021                                                 power = 1;
1022                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1023                                         if (finaldmg > 0)
1024                                         {
1025                                                 float a;
1026                                                 float c;
1027                                                 vector hitloc;
1028                                                 vector myblastorigin;
1029                                                 vector center;
1030
1031                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1032
1033                                                 // if it's a player, use the view origin as reference
1034                                                 center = CENTER_OR_VIEWOFS(targ);
1035
1036                                                 force = normalize(center - myblastorigin);
1037                                                 force = force * (finaldmg / coredamage) * forceintensity;
1038                                                 hitloc = nearest;
1039
1040                                                 if(targ != directhitentity)
1041                                                 {
1042                                                         float hits;
1043                                                         float total;
1044                                                         float hitratio;
1045                                                         float mininv_f, mininv_d;
1046
1047                                                         // test line of sight to multiple positions on box,
1048                                                         // and do damage if any of them hit
1049                                                         hits = 0;
1050
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
1054
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;
1057
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));
1060
1061                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1062
1063                                                         if(autocvar_g_throughfloor_debug)
1064                                                                 print(sprintf(" steps=%f", total));
1065
1066                                                         if (targ.classname == "player")
1067                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1068                                                         else
1069                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1070
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))));
1073
1074                                                         for(c = 0; c < total; ++c)
1075                                                         {
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)
1079                                                                 {
1080                                                                         ++hits;
1081                                                                         if (hits > 1)
1082                                                                                 hitloc = hitloc + nearest;
1083                                                                         else
1084                                                                                 hitloc = nearest;
1085                                                                 }
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;
1089                                                         }
1090
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);
1096                                                         force = force * a;
1097
1098                                                         if(autocvar_g_throughfloor_debug)
1099                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1100                                                 }
1101
1102                                                 // laser force adjustments :P
1103                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1104                                                 {
1105                                                         if (targ == attacker)
1106                                                         {
1107                                                                 vector vel;
1108
1109                                                                 float force_zscale;
1110                                                                 float force_velocitybiasramp;
1111                                                                 float force_velocitybias;
1112
1113                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1114                                                                 if(deathtype & HITTYPE_SECONDARY)
1115                                                                 {
1116                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1117                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1118                                                                 }
1119                                                                 else
1120                                                                 {
1121                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1122                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1123                                                                 }
1124
1125                                                                 vel = targ.velocity;
1126                                                                 vel_z = 0;
1127                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1128                                                                 force =
1129                                                                         vlen(force)
1130                                                                         *
1131                                                                         normalize(normalize(force) + vel);
1132
1133                                                                 force_z *= force_zscale;
1134                                                         }
1135                                                         else
1136                                                         {
1137                                                                 if(deathtype & HITTYPE_SECONDARY)
1138                                                                 {
1139                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1140                                                                 }
1141                                                                 else
1142                                                                 {
1143                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1144                                                                 }
1145                                                         }
1146                                                 }
1147
1148                                                 //if (targ == attacker)
1149                                                 //{
1150                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1151                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1152                                                 //      print(" (", ftos(a), ")\n");
1153                                                 //}
1154                                                 if(finaldmg || vlen(force))
1155                                                 {
1156                                                         if(targ.iscreature)
1157                                                         {
1158                                                                 total_damage_to_creatures += finaldmg;
1159
1160                                                                 if(accuracy_isgooddamage(attacker, targ))
1161                                                                         stat_damagedone += finaldmg;
1162                                                         }
1163
1164                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1165                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1166                                                         else
1167                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1168                                                 }
1169                                         }
1170                                 }
1171                         }
1172                 targ = next;
1173         }
1174
1175         RadiusDamage_running = 0;
1176
1177         if(!DEATH_ISSPECIAL(deathtype))
1178                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1179
1180         return total_damage_to_creatures;
1181 }
1182
1183 .float fire_damagepersec;
1184 .float fire_endtime;
1185 .float fire_deathtype;
1186 .entity fire_owner;
1187 .float fire_hitsound;
1188 .entity fire_burner;
1189
1190 void fireburner_think();
1191
1192 float Fire_IsBurning(entity e)
1193 {
1194         return (time < e.fire_endtime);
1195 }
1196
1197 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1198 {
1199         float dps;
1200         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1201
1202         if(e.classname == "player")
1203         {
1204                 if(e.deadflag)
1205                         return -1;
1206         }
1207         else
1208         {
1209                 if(!e.fire_burner)
1210                 {
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;
1217                 }
1218         }
1219
1220         t = max(t, 0.1);
1221         dps = d / t;
1222         if(Fire_IsBurning(e))
1223         {
1224                 mintime = e.fire_endtime - time;
1225                 maxtime = max(mintime, t);
1226
1227                 mindps = e.fire_damagepersec;
1228                 maxdps = max(mindps, dps);
1229
1230                 if(maxtime > mintime || maxdps > mindps)
1231                 {
1232                         // Constraints:
1233                         
1234                         // damage we have right now
1235                         mindamage = mindps * mintime;
1236
1237                         // damage we want to get
1238                         maxdamage = mindamage + d;
1239
1240                         // but we can't exceed maxtime * maxdps!
1241                         totaldamage = min(maxdamage, maxtime * maxdps);
1242
1243                         // LEMMA:
1244                         // Look at:
1245                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1246                         // We see:
1247                         // totaldamage <= maxtime * maxdps
1248                         // ==> totaldamage / maxdps <= maxtime.
1249                         // We also see:
1250                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1251                         //                     >= min(mintime, maxtime)
1252                         // ==> totaldamage / maxdps >= mintime.
1253
1254                         /*
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
1259                         */
1260
1261                         // alternate:
1262                         // at most as long as maximum allowed
1263                         // but, never below mindps
1264                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1265
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
1271                         // FROM THIS:
1272                         // a) totaltime = max(mintime, maxtime) = maxtime
1273                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1274
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
1279
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
1285
1286                         e.fire_damagepersec = totaldamage / totaltime;
1287                         e.fire_endtime = time + totaltime;
1288                         if(totaldamage > 1.2 * mindamage)
1289                         {
1290                                 e.fire_deathtype = dt;
1291                                 if(e.fire_owner != o)
1292                                 {
1293                                         e.fire_owner = o;
1294                                         e.fire_hitsound = FALSE;
1295                                 }
1296                         }
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
1300                 }
1301                 else
1302                         return 0;
1303         }
1304         else
1305         {
1306                 e.fire_damagepersec = dps;
1307                 e.fire_endtime = time + t;
1308                 e.fire_deathtype = dt;
1309                 e.fire_owner = o;
1310                 e.fire_hitsound = FALSE;
1311                 if(accuracy_isgooddamage(o, e))
1312                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1313                 return d;
1314         }
1315 }
1316
1317 void Fire_ApplyDamage(entity e)
1318 {
1319         float t, d, hi, ty;
1320         entity o;
1321
1322         if not(Fire_IsBurning(e))
1323                 return;
1324
1325         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1326         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1327                 o = e.fire_owner;
1328
1329         // water and slime stop fire
1330         if(e.waterlevel)
1331         if(e.watertype != CONTENT_LAVA)
1332                 e.fire_endtime = 0;
1333
1334         // ice stops fire
1335         if(e.freezetag_frozen)
1336                 e.fire_endtime = 0;
1337
1338         t = min(frametime, e.fire_endtime - time);
1339         d = e.fire_damagepersec * t;
1340
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)
1345         {
1346                 e.fire_owner.hitsound = hi;
1347                 e.fire_owner.typehitsound = ty;
1348         }
1349         e.fire_hitsound = TRUE;
1350
1351         if not(IS_INDEPENDENT_PLAYER(e))
1352         FOR_EACH_PLAYER(other) if(e != other)
1353         {
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))
1358                 {
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);
1362                 }
1363         }
1364 }
1365
1366 void Fire_ApplyEffect(entity e)
1367 {
1368         if(Fire_IsBurning(e))
1369                 e.effects |= EF_FLAME;
1370         else
1371                 e.effects &~= EF_FLAME;
1372 }
1373
1374 void fireburner_think()
1375 {
1376         // for players, this is done in the regular loop
1377         if(wasfreed(self.owner))
1378         {
1379                 remove(self);
1380                 return;
1381         }
1382         Fire_ApplyEffect(self.owner);
1383         if(!Fire_IsBurning(self.owner))
1384         {
1385                 self.owner.fire_burner = world;
1386                 remove(self);
1387                 return;
1388         }
1389         Fire_ApplyDamage(self.owner);
1390         self.nextthink = time;
1391 }