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Merge branch 'master' into terencehill/menu_tooltips_2
[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         return TRUE;
18 }
19
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
21 {
22         // TODO maybe call this from non-edgedamage too?
23         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
24
25         entity e;
26
27         if(!sound_allowed(MSG_BROADCAST, dmgowner))
28                 deathtype |= 0x8000;
29
30         e = spawn();
31         setorigin(e, org);
32         e.projectiledeathtype = deathtype;
33         e.dmg = coredamage;
34         e.dmg_edge = edgedamage;
35         e.dmg_radius = rad;
36         e.dmg_force = vlen(force);
37         e.velocity = force;
38
39         e.oldorigin_x = compressShortVector(e.velocity);
40
41         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
42 }
43
44 float checkrules_firstblood;
45
46 float yoda;
47 float damage_goodhits;
48 float damage_gooddamage;
49 float headshot;
50 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
51
52 .float dmg_team;
53 .float teamkill_complain;
54 .float teamkill_soundtime;
55 .entity teamkill_soundsource;
56 .entity pusher;
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 vector GetHeadshotMins(entity targ)
88 {
89         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
90 }
91 vector GetHeadshotMaxs(entity targ)
92 {
93         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
94 }
95
96 void UpdateFrags(entity player, float f)
97 {
98         PlayerTeamScore_AddScore(player, f);
99 }
100
101 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
102 void W_SwitchWeapon_Force(entity e, float w);
103 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
104 {
105         float w;
106
107         // TODO route through PlayerScores instead
108         if(gameover) return;
109
110         if(f < 0)
111         {
112                 if(targ == attacker)
113                 {
114                         // suicide
115                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
116                 }
117                 else
118                 {
119                         // teamkill
120                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
121                 }
122         }
123         else
124         {
125                 // regular frag
126                 PlayerScore_Add(attacker, SP_KILLS, 1);
127                 if(targ.playerid)
128                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
129         }
130
131         PlayerScore_Add(targ, SP_DEATHS, 1);
132
133         if(g_arena || g_ca)
134                 if(autocvar_g_arena_roundbased)
135                         return;
136
137         if(targ != attacker) // not for suicides
138         if(g_weaponarena_random)
139         {
140                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
141                 float culprit;
142                 culprit = DEATH_WEAPONOF(deathtype);
143                 if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
144                         culprit = attacker.weapon;
145
146                 if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
147                 {
148                         // no exchange
149                 }
150                 else
151                 {
152                         if(inWarmupStage)
153                                 w = warmup_start_weapons;
154                         else
155                                 w = start_weapons;
156
157                         // all others (including the culprit): remove
158                         w &~= attacker.weapons;
159
160                         // among the remaining ones, choose one by random
161                         w = randombits(w, 1, FALSE);
162                         if(w)
163                         {
164                                 attacker.weapons |= w;
165                                 attacker.weapons &~= W_WeaponBit(culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(attacker.weapons & W_WeaponBit(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                 else if(g_ctf)
212                 {
213                         if(g_ctf_ignore_frags)
214                                 f = 0;
215                 }
216         }
217
218         attacker.totalfrags += f;
219
220         if(f)
221                 UpdateFrags(attacker, f);
222 }
223
224 string AppendItemcodes(string s, entity player)
225 {
226         float w;
227         w = player.weapon;
228         //if(w == 0)
229         //      w = player.switchweapon;
230         if(w == 0)
231                 w = player.cnt; // previous weapon!
232         s = strcat(s, ftos(w));
233         if(time < player.strength_finished)
234                 s = strcat(s, "S");
235         if(time < player.invincible_finished)
236                 s = strcat(s, "I");
237         if(player.flagcarried != world)
238                 s = strcat(s, "F");
239         if(player.BUTTON_CHAT)
240                 s = strcat(s, "T");
241         if(player.kh_next)
242                 s = strcat(s, "K");
243         if(player.runes)
244                 s = strcat(s, "|", ftos(player.runes));
245         return s;
246 }
247
248 void LogDeath(string mode, float deathtype, entity killer, entity killed)
249 {
250         string s;
251         if(!autocvar_sv_eventlog)
252                 return;
253         s = strcat(":kill:", mode);
254         s = strcat(s, ":", ftos(killer.playerid));
255         s = strcat(s, ":", ftos(killed.playerid));
256         s = strcat(s, ":type=", ftos(deathtype));
257         s = strcat(s, ":items=");
258         s = AppendItemcodes(s, killer);
259         if(killed != killer)
260         {
261                 s = strcat(s, ":victimitems=");
262                 s = AppendItemcodes(s, killed);
263         }
264         GameLogEcho(s);
265 }
266
267 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
268 {
269         WriteByte(MSG_ALL, SVC_TEMPENTITY);
270         WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
271         WriteString(MSG_ALL, s1);
272         WriteString(MSG_ALL, s2);
273         WriteString(MSG_ALL, s3);
274         WriteShort(MSG_ALL, msg);
275         WriteByte(MSG_ALL, type);
276 }
277
278 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
279 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
280 {
281         if (clienttype(e) == CLIENTTYPE_REAL)
282         {
283                 msg_entity = e;
284                 WRITESPECTATABLE_MSG_ONE({
285                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
286                         WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
287                         WriteString(MSG_ONE, s1);
288                         WriteString(MSG_ONE, s2);
289                         WriteShort(MSG_ONE, msg);
290                         WriteByte(MSG_ONE, type);
291                 });
292         }
293 }
294
295 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
296 {
297         string  s, a, msg;
298         float w, type;
299
300         if (targ.classname == "player")
301         {
302                 s = targ.netname;
303                 a = attacker.netname;
304
305                 if (targ == attacker) // suicides
306                 {
307                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
308                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
309             if(!g_cts) // no "killed your own dumb self" message in CTS
310                 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
311
312                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
313                         {
314                                 LogDeath("suicide", deathtype, targ, targ);
315                                 GiveFrags(attacker, targ, -1, deathtype);
316                         }
317
318                         if (targ.killcount > 2)
319                                 msg = ftos(targ.killcount);
320                         if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
321                         {
322                                 if(attacker.team == COLOR_TEAM1)
323                                         deathtype = KILL_TEAM_RED;
324                                 else
325                                         deathtype = KILL_TEAM_BLUE;
326                         }
327
328                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
329                 }
330                 else if (attacker.classname == "player")
331                 {
332                         if(teamplay && attacker.team == targ.team)
333                         {
334                                 if(attacker.team == COLOR_TEAM1)
335                                         type = KILL_TEAM_RED;
336                                 else
337                                         type = KILL_TEAM_BLUE;
338
339                                 GiveFrags(attacker, targ, -1, deathtype);
340
341                                 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
342
343                                 if (targ.killcount > 2) {
344                                         msg = ftos(targ.killcount);
345                                 }
346
347                                 if (attacker.killcount > 2) {
348                                         msg = ftos(attacker.killcount);
349                                         type = KILL_TEAM_SPREE;
350                                 }
351                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
352
353                                 attacker.killcount = 0;
354
355                                 LogDeath("tk", deathtype, attacker, targ);
356                         }
357                         else
358                         {
359                                 if (!checkrules_firstblood)
360                                 {
361                                         checkrules_firstblood = TRUE;
362                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
363                                         // TODO: make these print a newline if they dont
364                                         Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
365                                         Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
366                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
367                                         PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
368                                 }
369
370                                 if((autocvar_sv_fragmessage_information_typefrag) && (targ.BUTTON_CHAT)) {
371                                         Send_CSQC_KillCenterprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
372                                         Send_CSQC_KillCenterprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
373                                 } else {
374                                         Send_CSQC_KillCenterprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
375                                         Send_CSQC_KillCenterprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
376                                 }
377
378                                 attacker.taunt_soundtime = time + 1;
379
380                                 // TODO: fix this?
381                                 if (deathtype == DEATH_CUSTOM)
382                                         msg = deathmessage;
383                                 else
384                                         msg = inflictor.message2;
385
386                                 if(strstrofs(msg, "%", 0) < 0)
387                                         msg = strcat("%s ", msg, " by %s");
388
389                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
390
391                                 if(g_ctf && targ.flagcarried)
392                                 {
393                                         UpdateFrags(attacker, ctf_score_value("score_kill"));
394                                         PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
395                                         GiveFrags(attacker, targ, 0, deathtype); // for logging
396                                 }
397                                 else
398                                         GiveFrags(attacker, targ, 1, deathtype);
399
400                                 if (targ.killcount > 2) {
401                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
402                                 }
403
404                                 attacker.killcount = attacker.killcount + 1;
405
406                                 if (attacker.killcount > 2) {
407                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
408                                 }
409                                 else if (attacker.killcount == 3)
410                                 {
411                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
412                                         AnnounceTo(attacker, "03kills");
413                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
414                                 }
415                                 else if (attacker.killcount == 5)
416                                 {
417                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
418                                         AnnounceTo(attacker, "05kills");
419                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
420                                 }
421                                 else if (attacker.killcount == 10)
422                                 {
423                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
424                                         AnnounceTo(attacker, "10kills");
425                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
426                                 }
427                                 else if (attacker.killcount == 15)
428                                 {
429                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
430                                         AnnounceTo(attacker, "15kills");
431                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
432                                 }
433                                 else if (attacker.killcount == 20)
434                                 {
435                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
436                                         AnnounceTo(attacker, "20kills");
437                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
438                                 }
439                                 else if (attacker.killcount == 25)
440                                 {
441                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
442                                         AnnounceTo(attacker, "25kills");
443                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
444                                 }
445                                 else if (attacker.killcount == 30)
446                                 {
447                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
448                                         AnnounceTo(attacker, "30kills");
449                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
450                                 }
451                                 LogDeath("frag", deathtype, attacker, targ);
452                         }
453                 }
454                 else
455                 {
456                         Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
457                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
458                                 msg = inflictor.message;
459                         else if (deathtype == DEATH_CUSTOM)
460                                 msg = deathmessage;
461                         if(strstrofs(msg, "%", 0) < 0)
462                                 msg = strcat("%s ", msg);
463
464                         GiveFrags(targ, targ, -1, deathtype);
465                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
466                                 AnnounceTo(targ, "botlike");
467                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
468                         }
469                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
470
471                         if (targ.killcount > 2)
472                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
473
474                         LogDeath("accident", deathtype, targ, targ);
475                 }
476
477                 targ.death_origin = targ.origin;
478                 if(targ != attacker)
479                         targ.killer_origin = attacker.origin;
480
481                 // FIXME: this should go in PutClientInServer
482                 if (targ.killcount)
483                         targ.killcount = 0;
484         }
485 }
486
487 // these are updated by each Damage call for use in button triggering and such
488 entity damage_targ;
489 entity damage_inflictor;
490 entity damage_attacker;
491
492 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
493 {
494         float mirrordamage;
495         float mirrorforce;
496         float teamdamage0;
497         entity attacker_save;
498         mirrordamage = 0;
499         mirrorforce = 0;
500
501         if (gameover || targ.killcount == -666)
502                 return;
503
504         local entity oldself;
505         oldself = self;
506         self = targ;
507         damage_targ = targ;
508         damage_inflictor = inflictor;
509         damage_attacker = attacker;
510                 attacker_save = attacker;
511
512         if(targ.classname == "player")
513                 if(targ.hook)
514                         if(targ.hook.aiment)
515                                 if(targ.hook.aiment == attacker)
516                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
517
518         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
519         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
520         {
521                 if(targ.classname == "player")
522                         if not(IsDifferentTeam(targ, attacker))
523                         {
524                                 self = oldself;
525                                 return;
526                         }
527         }
528
529         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
530         {
531                 // These are ALWAYS lethal
532                 // No damage modification here
533                 // Instead, prepare the victim for his death...
534                 targ.armorvalue = 0;
535                 targ.spawnshieldtime = 0;
536                 targ.health = 0.9; // this is < 1
537                 targ.flags -= targ.flags & FL_GODMODE;
538                 damage = 100000;
539         }
540         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
541         {
542                 // no processing
543         }
544         else
545         {
546                 if (targ.classname == "player")
547                 if (attacker.classname == "player")
548                 if (!targ.isbot)
549                 if (attacker.isbot)
550                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
551
552                 // nullify damage if teamplay is on
553                 if(deathtype != DEATH_TELEFRAG)
554                 if(attacker.classname == "player")
555                 {
556                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
557                         {
558                                 damage = 0;
559                                 force = '0 0 0';
560                         }
561                         else if(teamplay && attacker.team == targ.team)
562                         {
563                                 if(autocvar_teamplay_mode == 1)
564                                         damage = 0;
565                                 else if(attacker != targ)
566                                 {
567                                         if(autocvar_teamplay_mode == 3)
568                                                 damage = 0;
569                                         else if(autocvar_teamplay_mode == 4)
570                                         {
571                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
572                                                 {
573                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
574                                                         attacker.dmg_team = attacker.dmg_team + damage;
575                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
576                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
577                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
578                                                         if(g_minstagib)
579                                                         {
580                                                                 if(autocvar_g_friendlyfire == 0)
581                                                                         damage = 0;
582                                                         }
583                                                         else if(g_ca)
584                                                                 damage = 0;
585                                                         else
586                                                                 damage = autocvar_g_friendlyfire * damage;
587                                                         // mirrordamage will be used LATER
588
589                                                         if(autocvar_g_mirrordamage_virtual)
590                                                         {
591                                                                 vector v;
592                                                                 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
593                                                                 attacker.dmg_take += v_x;
594                                                                 attacker.dmg_save += v_y;
595                                                                 attacker.dmg_inflictor = inflictor;
596                                                                 mirrordamage = 0;
597                                                                 mirrorforce = 0;
598                                                         }
599
600                                                         if(autocvar_g_friendlyfire_virtual)
601                                                         {
602                                                                 vector v;
603                                                                 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
604                                                                 targ.dmg_take += v_x;
605                                                                 targ.dmg_save += v_y;
606                                                                 targ.dmg_inflictor = inflictor;
607                                                                 damage = 0;
608                                 if(!autocvar_g_friendlyfire_virtual_force)
609                                     force = '0 0 0';
610                                                         }
611                                                 }
612                                                 else
613                                                         damage = 0;
614                                         }
615                                 }
616                         }
617                 }
618
619                 if(targ.classname == "player")
620                 if(attacker.classname == "player")
621                 if(attacker != targ)
622                 {
623                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
624                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
625                 }
626
627                 if(targ.classname == "player")
628                 if (g_minstagib)
629                 {
630                         if ((deathtype == DEATH_FALL)  ||
631                                 (deathtype == DEATH_DROWN) ||
632                                 (deathtype == DEATH_SLIME) ||
633                                 (deathtype == DEATH_LAVA)  ||
634                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
635                         {
636                                 self = oldself;
637                                 return;
638                         }
639                         if(damage > 0)
640                             damage = 10000;
641                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
642                         {
643                                 targ.armorvalue -= 1;
644                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
645                                 damage = 0;
646                                 targ.hitsound += 1;
647                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
648                         }
649                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
650                         {
651                                 damage = 0;
652                                 mirrordamage = 0;
653                                 if (targ != attacker)
654                                 {
655                                         if ((targ.health >= 1) && (targ.classname == "player"))
656                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
657                                         force = '0 0 0';
658                                         // keep mirrorforce
659                                         attacker = targ;
660                                 }
661                         }
662                 }
663
664                 if not(DEATH_ISSPECIAL(deathtype))
665                 {
666                         damage *= g_weapondamagefactor;
667                         mirrordamage *= g_weapondamagefactor;
668                         force = force * g_weaponforcefactor;
669                         mirrorforce *= g_weaponforcefactor;
670                 }
671                 
672                 // should this be changed at all? If so, in what way?
673                 frag_attacker = attacker;
674                 frag_target = targ;
675                 frag_damage = damage;
676                 frag_force = force;
677         frag_deathtype = deathtype;
678                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
679                 damage = frag_damage;
680                 force = frag_force;
681                 
682                 // apply strength multiplier
683                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
684                 {
685                         if(targ == attacker)
686                         {
687                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
688                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
689                         }
690                         else
691                         {
692                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
693                                 force = force * autocvar_g_balance_powerup_strength_force;
694                         }
695                 }
696
697                 // apply invincibility multiplier
698                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
699                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
700
701                 if (targ == attacker)
702                 {
703                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
704                                 damage = 0;
705                         else
706                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
707                 }
708
709                 // CTF: reduce damage/force
710                 if(g_ctf)
711                 if(targ == attacker)
712                 if(targ.flagcarried)
713                 {
714                         damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
715                         force = force * autocvar_g_ctf_flagcarrier_selfforce;
716                 }
717
718                 if(g_runematch)
719                 {
720                         // apply strength rune
721                         if (attacker.runes & RUNE_STRENGTH)
722                         {
723                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
724                                 {
725                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
726                                         force = force * autocvar_g_balance_rune_strength_combo_force;
727                                 }
728                                 else
729                                 {
730                                         damage = damage * autocvar_g_balance_rune_strength_damage;
731                                         force = force * autocvar_g_balance_rune_strength_force;
732                                 }
733                         }
734                         else if (attacker.runes & CURSE_WEAK)
735                         {
736                                 damage = damage * autocvar_g_balance_curse_weak_damage;
737                                 force = force * autocvar_g_balance_curse_weak_force;
738                         }
739
740                         // apply defense rune
741                         if (targ.runes & RUNE_DEFENSE)
742                         {
743                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
744                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
745                                 else
746                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
747                         }
748                         else if (targ.runes & CURSE_VULNER)
749                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
750                 }
751
752                 // count the damage
753                 if(attacker)
754                 if(!targ.deadflag)
755                 if(targ.takedamage == DAMAGE_AIM)
756                 if(targ != attacker)
757                 {
758                         if(targ.classname == "player")
759                         {
760                                 // HEAD SHOT:
761                                 // find height of hit on player axis
762                                 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
763                                 vector headmins, headmaxs, org;
764                                 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
765                                 headmins = org + GetHeadshotMins(targ);
766                                 headmaxs = org + GetHeadshotMaxs(targ);
767                                 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
768                                 {
769                                         deathtype |= HITTYPE_HEADSHOT;
770                                 }
771                         }
772                         else if(targ.classname == "turret_head")
773                         {
774                                 deathtype |= HITTYPE_HEADSHOT;
775                         }
776                         if(deathtype & HITTYPE_HEADSHOT)
777                                 damage *= 1 + damage_headshotbonus;
778
779                         entity victim;
780                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
781                                 victim = targ.owner;
782                         else
783                                 victim = targ;
784
785                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
786                         {
787                                 if(IsDifferentTeam(victim, attacker))
788                                 {
789                                         if(damage > 0)
790                                         {
791                                                 if(deathtype != DEATH_FIRE)
792                                                 {
793                                                         if(victim.BUTTON_CHAT)
794                                                                 attacker.typehitsound += 1;
795                                                         else
796                                                                 attacker.hitsound += 1;
797                                                 }
798
799                                                 damage_goodhits += 1;
800                                                 damage_gooddamage += damage;
801
802                                                 if not(DEATH_ISSPECIAL(deathtype))
803                                                 {
804                                                         if(targ.classname == "player") // don't do this for vehicles
805                                                         if(!g_minstagib)
806                                                         if(IsFlying(victim))
807                                                                 yoda = 1;
808
809                                                         if(g_minstagib)
810                                                         if(victim.items & IT_STRENGTH)
811                                                                 yoda = 1;
812
813                                                         if(deathtype & HITTYPE_HEADSHOT)
814                                                                 headshot = 1;
815                                                 }
816                                                 if(g_ca)
817                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
818                                         }
819                                 }
820                                 else
821                                 {
822                                         if(deathtype != DEATH_FIRE)
823                                         {
824                                                 attacker.typehitsound += 1;
825                                         }
826                                         if(mirrordamage > 0)
827                                                 if(time > attacker.teamkill_complain)
828                                                 {
829                                                         attacker.teamkill_complain = time + 5;
830                                                         attacker.teamkill_soundtime = time + 0.4;
831                                                         attacker.teamkill_soundsource = targ;
832                                                 }
833                                 }
834                         }
835                 }
836         }
837
838         // apply push
839         if (self.damageforcescale)
840         if (vlen(force))
841         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
842         {
843                 self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
844                 self.flags &~= FL_ONGROUND;
845                 UpdateCSQCProjectile(self);
846         }
847         // apply damage
848         if (damage != 0 || (self.damageforcescale && vlen(force)))
849         if (self.event_damage)
850                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
851         self = oldself;
852
853         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
854         {
855                 if(g_runematch)
856                 {
857                         if (attacker.runes & RUNE_VAMPIRE)
858                         {
859                         // apply vampire rune
860                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
861                                 {
862                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
863                                         attacker.health = bound(
864                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
865                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
866                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
867                                 }
868                                 else
869                                 {
870                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
871                                         attacker.health = bound(
872                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
873                                                                                         // empathy won't let you gain health in the same way...
874                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
875                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
876                                         }
877                         }
878                         // apply empathy curse
879                         else if (attacker.runes & CURSE_EMPATHY)
880                         {
881                                 attacker.health = bound(
882                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
883                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
884                                         attacker.health);
885                         }
886                 }
887         }
888
889         // apply mirror damage if any
890         if(mirrordamage > 0 || mirrorforce > 0)
891         {
892                 attacker = attacker_save;
893                 if(g_minstagib)
894                 if(mirrordamage > 0)
895                 {
896                         // just lose extra LIVES, don't kill the player for mirror damage
897                         if(attacker.armorvalue > 0)
898                         {
899                                 attacker.armorvalue = attacker.armorvalue - 1;
900                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
901                                 attacker.hitsound += 1;
902                         }
903                         mirrordamage = 0;
904                 }
905
906                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
907                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
908         }
909 }
910
911 float RadiusDamage_running;
912 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
913 // Returns total damage applies to creatures
914 {
915         entity  targ;
916         float   finaldmg;
917         float   power;
918         vector  blastorigin;
919         vector  force;
920         vector  diff;
921         vector  center;
922         vector  nearest;
923         float   total_damage_to_creatures;
924         entity  next;
925         float   tfloordmg;
926         float   tfloorforce;
927
928         float stat_damagedone;
929
930         if(RadiusDamage_running)
931         {
932                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
933                 return 0;
934         }
935
936         RadiusDamage_running = 1;
937
938         tfloordmg = autocvar_g_throughfloor_damage;
939         tfloorforce = autocvar_g_throughfloor_force;
940
941         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
942         total_damage_to_creatures = 0;
943
944         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
945         if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
946         {
947                 force = inflictor.velocity;
948                 if(vlen(force) == 0)
949                         force = '0 0 -1';
950                 else
951                         force = normalize(force);
952                 if(forceintensity >= 0)
953                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
954                 else
955                         Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
956         }
957
958         stat_damagedone = 0;
959
960         targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
961         while (targ)
962         {
963                 next = targ.chain;
964                 if (targ != inflictor)
965                         if (ignore != targ) if(targ.takedamage)
966                         {
967                                 // LordHavoc: measure distance to nearest point on target (not origin)
968                                 // (this guarentees 100% damage on a touch impact)
969                                 nearest = targ.WarpZone_findradius_nearest;
970                                 diff = targ.WarpZone_findradius_dist;
971                                 // round up a little on the damage to ensure full damage on impacts
972                                 // and turn the distance into a fraction of the radius
973                                 power = 1 - ((vlen (diff) - 2) / rad);
974                                 //bprint(" ");
975                                 //bprint(ftos(power));
976                                 //if (targ == attacker)
977                                 //      print(ftos(power), "\n");
978                                 if (power > 0)
979                                 {
980                                         if (power > 1)
981                                                 power = 1;
982                                         finaldmg = coredamage * power + edgedamage * (1 - power);
983                                         if (finaldmg > 0)
984                                         {
985                                                 local float a;
986                                                 local float c;
987                                                 local float hits;
988                                                 local float total;
989                                                 local float hitratio;
990                                                 local vector hitloc;
991                                                 local vector myblastorigin;
992                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
993                                                 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
994                                                 // if it's a player, use the view origin as reference
995                                                 if (targ.classname == "player")
996                                                         center = targ.origin + targ.view_ofs;
997                                                 force = normalize(center - myblastorigin);
998                                                 force = force * (finaldmg / coredamage) * forceintensity;
999                                                 // test line of sight to multiple positions on box,
1000                                                 // and do damage if any of them hit
1001                                                 hits = 0;
1002                                                 if (targ.classname == "player")
1003                                                         total = ceil(bound(1, finaldmg, 50));
1004                                                 else
1005                                                         total = ceil(bound(1, finaldmg/10, 5));
1006                                                 hitloc = nearest;
1007                                                 c = 0;
1008                                                 while (c < total)
1009                                                 {
1010                                                         //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1011                                                         WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1012                                                         if (trace_fraction == 1 || trace_ent == targ)
1013                                                         {
1014                                                                 hits = hits + 1;
1015                                                                 if (hits > 1)
1016                                                                         hitloc = hitloc + nearest;
1017                                                                 else
1018                                                                         hitloc = nearest;
1019                                                         }
1020                                                         nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1021                                                         nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1022                                                         nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1023                                                         c = c + 1;
1024                                                 }
1025                                                 nearest = hitloc * (1 / max(1, hits));
1026                                                 hitratio = (hits / total);
1027                                                 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1028                                                 finaldmg = finaldmg * a;
1029                                                 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1030                                                 force = force * a;
1031
1032                                                 // laser force adjustments :P
1033                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1034                                                 {
1035                             if (targ == attacker)
1036                             {
1037                                 vector vel;
1038
1039                                 float force_zscale;
1040                                 float force_velocitybiasramp;
1041                                 float force_velocitybias;
1042
1043                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1044                                 if(deathtype & HITTYPE_SECONDARY)
1045                                 {
1046                                     force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1047                                     force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1048                                 }
1049                                 else
1050                                 {
1051                                     force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1052                                     force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1053                                 }
1054
1055                                 vel = targ.velocity;
1056                                 vel_z = 0;
1057                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1058                                 force =
1059                                     vlen(force)
1060                                     *
1061                                     normalize(normalize(force) + vel);
1062
1063                                 force_z *= force_zscale;
1064                             }
1065                             else
1066                             {
1067                                 if(deathtype & HITTYPE_SECONDARY)
1068                                 {
1069                                     force *= autocvar_g_balance_laser_secondary_force_other_scale;
1070                                 }
1071                                 else
1072                                 {
1073                                     force *= autocvar_g_balance_laser_primary_force_other_scale;
1074                                 }
1075                             }
1076                                                 }
1077
1078                                                 //if (targ == attacker)
1079                                                 //{
1080                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1081                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1082                                                 //      print(" (", ftos(a), ")\n");
1083                                                 //}
1084                                                 if(hits || tfloordmg || tfloorforce)
1085                                                 {
1086                                                         if(targ.iscreature)
1087                                                         {
1088                                                                 total_damage_to_creatures += finaldmg;
1089
1090                                                                 if(accuracy_isgooddamage(attacker, targ))
1091                                                                         stat_damagedone += finaldmg;
1092                                                         }
1093
1094                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1095                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1096                                                         else
1097                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1098                                                 }
1099                                         }
1100                                 }
1101                         }
1102                 targ = next;
1103         }
1104
1105         RadiusDamage_running = 0;
1106
1107         if(!DEATH_ISSPECIAL(deathtype))
1108                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1109
1110         return total_damage_to_creatures;
1111 }
1112
1113 .float fire_damagepersec;
1114 .float fire_endtime;
1115 .float fire_deathtype;
1116 .entity fire_owner;
1117 .float fire_hitsound;
1118 .entity fire_burner;
1119
1120 void fireburner_think();
1121
1122 float Fire_IsBurning(entity e)
1123 {
1124         return (time < e.fire_endtime);
1125 }
1126
1127 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1128 {
1129         float dps;
1130         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1131
1132         if(e.classname == "player")
1133         {
1134                 if(e.deadflag)
1135                         return -1;
1136         }
1137         else
1138         {
1139                 if(!e.fire_burner)
1140                 {
1141                         // print("adding a fire burner to ", e.classname, "\n");
1142                         e.fire_burner = spawn();
1143                         e.fire_burner.classname = "fireburner";
1144                         e.fire_burner.think = fireburner_think;
1145                         e.fire_burner.nextthink = time;
1146                         e.fire_burner.owner = e;
1147                 }
1148         }
1149
1150         t = max(t, 0.1);
1151         dps = d / t;
1152         if(Fire_IsBurning(e))
1153         {
1154                 mintime = e.fire_endtime - time;
1155                 maxtime = max(mintime, t);
1156
1157                 mindps = e.fire_damagepersec;
1158                 maxdps = max(mindps, dps);
1159
1160                 if(maxtime > mintime || maxdps > mindps)
1161                 {
1162                         mindamage = mindps * mintime;
1163                         maxdamage = mindamage + d;
1164
1165                         // interval [mintime, maxtime] * [mindps, maxdps]
1166                         // intersected with
1167                         // [mindamage, maxdamage]
1168                         // maximum of this!
1169
1170                         if(maxdamage >= maxtime * maxdps)
1171                         {
1172                                 totaltime = maxtime;
1173                                 totaldamage = maxtime * maxdps;
1174
1175                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1176                         }
1177                         else
1178                         {
1179                                 // maxdamage is inside the interval!
1180                                 // first, try to use mindps; only if this fails, increase dps as needed
1181                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1182                                 totaldamage = maxdamage;
1183                                 // can totaldamage / totaltime be >= maxdps?
1184                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1185                                 // we know maxdamage < maxtime * maxdps
1186                                 // so it cannot be
1187
1188                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1189                         }
1190
1191                         // total conditions for increasing:
1192                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1193                         // however:
1194                         //     if maxtime = mintime, maxdps = mindps
1195                         // then:
1196                         //     maxdamage = mindamage + d
1197                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1198                         // so the last condition is not needed
1199
1200                         e.fire_damagepersec = totaldamage / totaltime;
1201                         e.fire_endtime = time + totaltime;
1202                         if(totaldamage > 1.2 * mindamage)
1203                         {
1204                                 e.fire_deathtype = dt;
1205                                 if(e.fire_owner != o)
1206                                 {
1207                                         e.fire_owner = o;
1208                                         e.fire_hitsound = FALSE;
1209                                 }
1210                         }
1211                         if(accuracy_isgooddamage(o, e))
1212                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1213                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1214                 }
1215                 else
1216                         return 0;
1217         }
1218         else
1219         {
1220                 e.fire_damagepersec = dps;
1221                 e.fire_endtime = time + t;
1222                 e.fire_deathtype = dt;
1223                 e.fire_owner = o;
1224                 e.fire_hitsound = FALSE;
1225                 if(accuracy_isgooddamage(o, e))
1226                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1227                 return d;
1228         }
1229 }
1230
1231 void Fire_ApplyDamage(entity e)
1232 {
1233         float t, d, hi, ty;
1234         entity o;
1235
1236         if not(Fire_IsBurning(e))
1237                 return;
1238
1239         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1240         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1241                 o = e.fire_owner;
1242
1243         // water and slime stop fire
1244         if(e.waterlevel)
1245         if(e.watertype != CONTENT_LAVA)
1246                 e.fire_endtime = 0;
1247
1248         // ice stops fire
1249         if(e.freezetag_frozen)
1250                 e.fire_endtime = 0;
1251
1252         t = min(frametime, e.fire_endtime - time);
1253         d = e.fire_damagepersec * t;
1254
1255         hi = e.fire_owner.hitsound;
1256         ty = e.fire_owner.typehitsound;
1257         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1258         if(e.fire_hitsound && e.fire_owner)
1259         {
1260                 e.fire_owner.hitsound = hi;
1261                 e.fire_owner.typehitsound = ty;
1262         }
1263         e.fire_hitsound = TRUE;
1264
1265         if not(IS_INDEPENDENT_PLAYER(e))
1266         FOR_EACH_PLAYER(other) if(e != other)
1267         {
1268                 if(other.classname == "player")
1269                 if(other.deadflag == DEAD_NO)
1270                 if not(IS_INDEPENDENT_PLAYER(other))
1271                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1272                 {
1273                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1274                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1275                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1276                 }
1277         }
1278 }
1279
1280 void Fire_ApplyEffect(entity e)
1281 {
1282         if(Fire_IsBurning(e))
1283                 e.effects |= EF_FLAME;
1284         else
1285                 e.effects &~= EF_FLAME;
1286 }
1287
1288 void fireburner_think()
1289 {
1290         // for players, this is done in the regular loop
1291         if(wasfreed(self.owner))
1292         {
1293                 remove(self);
1294                 return;
1295         }
1296         Fire_ApplyEffect(self.owner);
1297         if(!Fire_IsBurning(self.owner))
1298         {
1299                 self.owner.fire_burner = world;
1300                 remove(self);
1301                 return;
1302         }
1303         Fire_ApplyDamage(self.owner);
1304         self.nextthink = time;
1305 }