6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
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?
27 if(!sound_allowed(MSG_BROADCAST, dmgowner))
32 e.projectiledeathtype = deathtype;
34 e.dmg_edge = edgedamage;
36 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
41 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
44 float checkrules_firstblood;
47 float damage_goodhits;
48 float damage_gooddamage;
50 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
53 .float teamkill_complain;
54 .float teamkill_soundtime;
55 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 vector GetHeadshotMins(entity targ)
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);
91 vector GetHeadshotMaxs(entity targ)
93 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 void UpdateFrags(entity player, float f)
98 PlayerTeamScore_AddScore(player, f);
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)
107 // TODO route through PlayerScores instead
115 PlayerScore_Add(attacker, SP_SUICIDES, 1);
120 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
126 PlayerScore_Add(attacker, SP_KILLS, 1);
128 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
131 PlayerScore_Add(targ, SP_DEATHS, 1);
134 if(autocvar_g_arena_roundbased)
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142 culprit = DEATH_WEAPONOF(deathtype);
143 if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
144 culprit = attacker.weapon;
146 if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
153 w = warmup_start_weapons;
157 // all others (including the culprit): remove
158 w &~= attacker.weapons;
160 // among the remaining ones, choose one by random
161 w = randombits(w, 1, FALSE);
164 attacker.weapons |= w;
165 attacker.weapons &~= W_WeaponBit(culprit);
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));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
191 f = RunematchHandleFrags(attacker, targ, f);
197 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198 if(tl < lms_lowest_lives)
199 lms_lowest_lives = tl;
203 lms_next_place = player_count;
205 lms_next_place = min(lms_next_place, player_count);
206 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
213 if(g_ctf_ignore_frags)
218 attacker.totalfrags += f;
221 UpdateFrags(attacker, f);
224 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
226 string health_output;
228 string handicap_output;
231 // health/armor of attacker (person who killed you)
232 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
233 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
236 if(autocvar_sv_fraginfo_ping)
237 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(player.ping), "ms"));
240 if(autocvar_sv_fraginfo_handicap)
242 if(autocvar_sv_fraginfo_handicap == 2)
243 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(player.cvar_cl_handicap))));
244 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
245 handicap_output = strcat("Handicap ^2", ftos(player.cvar_cl_handicap));
249 output = strcat(health_output, (health_output ? " ^7(" : ((ping_output || handicap_output) ? "^7(" : "")),
250 ping_output, ((ping_output && handicap_output) ? "^7 / " : ""),
251 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
253 // add new line to the beginning if there is a message
254 if(output) { output = strcat("\n", output); }
259 string AppendItemcodes(string s, entity player)
264 // w = player.switchweapon;
266 w = player.cnt; // previous weapon!
267 s = strcat(s, ftos(w));
268 if(time < player.strength_finished)
270 if(time < player.invincible_finished)
272 if(player.flagcarried != world)
274 if(player.BUTTON_CHAT)
279 s = strcat(s, "|", ftos(player.runes));
283 void LogDeath(string mode, float deathtype, entity killer, entity killed)
286 if(!autocvar_sv_eventlog)
288 s = strcat(":kill:", mode);
289 s = strcat(s, ":", ftos(killer.playerid));
290 s = strcat(s, ":", ftos(killed.playerid));
291 s = strcat(s, ":type=", ftos(deathtype));
292 s = strcat(s, ":items=");
293 s = AppendItemcodes(s, killer);
296 s = strcat(s, ":victimitems=");
297 s = AppendItemcodes(s, killed);
302 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
304 WriteByte(MSG_ALL, SVC_TEMPENTITY);
305 WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
306 WriteString(MSG_ALL, s1);
307 WriteString(MSG_ALL, s2);
308 WriteString(MSG_ALL, s3);
309 WriteShort(MSG_ALL, msg);
310 WriteByte(MSG_ALL, type);
313 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
314 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
316 if (clienttype(e) == CLIENTTYPE_REAL)
319 WRITESPECTATABLE_MSG_ONE({
320 WriteByte(MSG_ONE, SVC_TEMPENTITY);
321 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
322 WriteString(MSG_ONE, s1);
323 WriteString(MSG_ONE, s2);
324 WriteShort(MSG_ONE, msg);
325 WriteByte(MSG_ONE, type);
330 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
335 if (targ.classname == "player")
338 a = attacker.netname;
340 if (targ == attacker) // suicides
342 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
343 msg = ColoredTeamName(targ.team); // TODO: check if needed?
344 if(!g_cts) // no "killed your own dumb self" message in CTS
345 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
347 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
349 LogDeath("suicide", deathtype, targ, targ);
350 GiveFrags(attacker, targ, -1, deathtype);
353 if (targ.killcount > 2)
354 msg = ftos(targ.killcount);
355 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
357 if(attacker.team == COLOR_TEAM1)
358 deathtype = KILL_TEAM_RED;
360 deathtype = KILL_TEAM_BLUE;
363 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
365 else if (attacker.classname == "player")
367 if(teamplay && attacker.team == targ.team)
369 if(attacker.team == COLOR_TEAM1)
370 type = KILL_TEAM_RED;
372 type = KILL_TEAM_BLUE;
374 GiveFrags(attacker, targ, -1, deathtype);
376 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
378 if (targ.killcount > 2) {
379 msg = ftos(targ.killcount);
382 if (attacker.killcount > 2) {
383 msg = ftos(attacker.killcount);
384 type = KILL_TEAM_SPREE;
386 Send_KillNotification(a, s, msg, type, MSG_KILL);
388 attacker.killcount = 0;
390 LogDeath("tk", deathtype, attacker, targ);
394 if (!checkrules_firstblood)
396 checkrules_firstblood = TRUE;
397 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
398 // TODO: make these print a newline if they dont
399 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
400 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
401 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
402 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
405 if((autocvar_sv_fraginfo_typefrag) && (targ.BUTTON_CHAT)) {
406 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
407 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
409 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
410 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
413 attacker.taunt_soundtime = time + 1;
416 if (deathtype == DEATH_CUSTOM)
419 msg = inflictor.message2;
421 if(strstrofs(msg, "%", 0) < 0)
422 msg = strcat("%s ", msg, " by %s");
424 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
426 if(g_ctf && targ.flagcarried)
428 UpdateFrags(attacker, ctf_score_value("score_kill"));
429 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
430 GiveFrags(attacker, targ, 0, deathtype); // for logging
433 GiveFrags(attacker, targ, 1, deathtype);
435 if (targ.killcount > 2) {
436 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
439 attacker.killcount = attacker.killcount + 1;
441 if (attacker.killcount > 2) {
442 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
444 else if (attacker.killcount == 3)
446 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
447 AnnounceTo(attacker, "03kills");
448 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
450 else if (attacker.killcount == 5)
452 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
453 AnnounceTo(attacker, "05kills");
454 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
456 else if (attacker.killcount == 10)
458 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
459 AnnounceTo(attacker, "10kills");
460 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
462 else if (attacker.killcount == 15)
464 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
465 AnnounceTo(attacker, "15kills");
466 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
468 else if (attacker.killcount == 20)
470 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
471 AnnounceTo(attacker, "20kills");
472 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
474 else if (attacker.killcount == 25)
476 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
477 AnnounceTo(attacker, "25kills");
478 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
480 else if (attacker.killcount == 30)
482 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
483 AnnounceTo(attacker, "30kills");
484 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
486 LogDeath("frag", deathtype, attacker, targ);
491 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
492 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
493 msg = inflictor.message;
494 else if (deathtype == DEATH_CUSTOM)
496 if(strstrofs(msg, "%", 0) < 0)
497 msg = strcat("%s ", msg);
499 GiveFrags(targ, targ, -1, deathtype);
500 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
501 AnnounceTo(targ, "botlike");
502 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
504 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
506 if (targ.killcount > 2)
507 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
509 LogDeath("accident", deathtype, targ, targ);
512 targ.death_origin = targ.origin;
514 targ.killer_origin = attacker.origin;
516 // FIXME: this should go in PutClientInServer
522 // these are updated by each Damage call for use in button triggering and such
524 entity damage_inflictor;
525 entity damage_attacker;
527 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
532 entity attacker_save;
536 if (gameover || targ.killcount == -666)
539 local entity oldself;
543 damage_inflictor = inflictor;
544 damage_attacker = attacker;
545 attacker_save = attacker;
547 if(targ.classname == "player")
550 if(targ.hook.aiment == attacker)
551 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
553 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
554 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
556 if(targ.classname == "player")
557 if not(IsDifferentTeam(targ, attacker))
564 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
566 // These are ALWAYS lethal
567 // No damage modification here
568 // Instead, prepare the victim for his death...
570 targ.spawnshieldtime = 0;
571 targ.health = 0.9; // this is < 1
572 targ.flags -= targ.flags & FL_GODMODE;
575 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
582 skill based bot damage? gtfo. (tZork)
583 if (targ.classname == "player")
584 if (attacker.classname == "player")
587 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
590 // nullify damage if teamplay is on
591 if(deathtype != DEATH_TELEFRAG)
592 if(attacker.classname == "player")
594 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
599 else if(teamplay && attacker.team == targ.team)
601 if(autocvar_teamplay_mode == 1)
603 else if(attacker != targ)
605 if(autocvar_teamplay_mode == 3)
607 else if(autocvar_teamplay_mode == 4)
609 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
611 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
612 attacker.dmg_team = attacker.dmg_team + damage;
613 if(attacker.dmg_team > teamdamage0 && !g_ca)
614 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
615 mirrorforce = autocvar_g_mirrordamage * vlen(force);
618 if(autocvar_g_friendlyfire == 0)
624 damage = autocvar_g_friendlyfire * damage;
625 // mirrordamage will be used LATER
627 if(autocvar_g_mirrordamage_virtual)
630 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
631 attacker.dmg_take += v_x;
632 attacker.dmg_save += v_y;
633 attacker.dmg_inflictor = inflictor;
638 if(autocvar_g_friendlyfire_virtual)
641 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
642 targ.dmg_take += v_x;
643 targ.dmg_save += v_y;
644 targ.dmg_inflictor = inflictor;
646 if(!autocvar_g_friendlyfire_virtual_force)
657 if(targ.classname == "player")
658 if(attacker.classname == "player")
661 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
662 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
665 if(targ.classname == "player")
668 if ((deathtype == DEATH_FALL) ||
669 (deathtype == DEATH_DROWN) ||
670 (deathtype == DEATH_SLIME) ||
671 (deathtype == DEATH_LAVA) ||
672 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
679 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
681 targ.armorvalue -= 1;
682 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
685 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
687 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
691 if (targ != attacker)
693 if ((targ.health >= 1) && (targ.classname == "player"))
694 centerprint(attacker, "Secondary fire inflicts no damage!");
702 if not(DEATH_ISSPECIAL(deathtype))
704 damage *= g_weapondamagefactor;
705 mirrordamage *= g_weapondamagefactor;
706 force = force * g_weaponforcefactor;
707 mirrorforce *= g_weaponforcefactor;
710 // should this be changed at all? If so, in what way?
711 frag_attacker = attacker;
713 frag_damage = damage;
715 frag_deathtype = deathtype;
716 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
717 damage = frag_damage;
720 // apply strength multiplier
721 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
725 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
726 force = force * autocvar_g_balance_powerup_strength_selfforce;
730 damage = damage * autocvar_g_balance_powerup_strength_damage;
731 force = force * autocvar_g_balance_powerup_strength_force;
735 // apply invincibility multiplier
736 if (targ.items & IT_INVINCIBLE && !g_minstagib)
737 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
739 if (targ == attacker)
741 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
744 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
747 // CTF: reduce damage/force
752 damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
753 force = force * autocvar_g_ctf_flagcarrier_selfforce;
758 // apply strength rune
759 if (attacker.runes & RUNE_STRENGTH)
761 if(attacker.runes & CURSE_WEAK) // have both curse & rune
763 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
764 force = force * autocvar_g_balance_rune_strength_combo_force;
768 damage = damage * autocvar_g_balance_rune_strength_damage;
769 force = force * autocvar_g_balance_rune_strength_force;
772 else if (attacker.runes & CURSE_WEAK)
774 damage = damage * autocvar_g_balance_curse_weak_damage;
775 force = force * autocvar_g_balance_curse_weak_force;
778 // apply defense rune
779 if (targ.runes & RUNE_DEFENSE)
781 if (targ.runes & CURSE_VULNER) // have both curse & rune
782 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
784 damage = damage * autocvar_g_balance_rune_defense_takedamage;
786 else if (targ.runes & CURSE_VULNER)
787 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
793 if(targ.takedamage == DAMAGE_AIM)
796 if(targ.classname == "player")
799 // find height of hit on player axis
800 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
801 vector headmins, headmaxs, org;
802 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
803 headmins = org + GetHeadshotMins(targ);
804 headmaxs = org + GetHeadshotMaxs(targ);
805 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
807 deathtype |= HITTYPE_HEADSHOT;
810 else if(targ.classname == "turret_head")
812 deathtype |= HITTYPE_HEADSHOT;
814 if(deathtype & HITTYPE_HEADSHOT)
815 damage *= 1 + damage_headshotbonus;
818 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
823 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
825 if(IsDifferentTeam(victim, attacker))
829 if(deathtype != DEATH_FIRE)
831 if(victim.BUTTON_CHAT)
832 attacker.typehitsound += 1;
834 attacker.hitsound += 1;
837 damage_goodhits += 1;
838 damage_gooddamage += damage;
840 if not(DEATH_ISSPECIAL(deathtype))
842 if(targ.classname == "player") // don't do this for vehicles
848 if(victim.items & IT_STRENGTH)
851 if(deathtype & HITTYPE_HEADSHOT)
855 PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
860 if(deathtype != DEATH_FIRE)
862 attacker.typehitsound += 1;
865 if(time > attacker.teamkill_complain)
867 attacker.teamkill_complain = time + 5;
868 attacker.teamkill_soundtime = time + 0.4;
869 attacker.teamkill_soundsource = targ;
877 if (self.damageforcescale)
879 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
881 self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
882 self.flags &~= FL_ONGROUND;
883 UpdateCSQCProjectile(self);
886 if (damage != 0 || (self.damageforcescale && vlen(force)))
887 if (self.event_damage)
888 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
891 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
895 if (attacker.runes & RUNE_VAMPIRE)
897 // apply vampire rune
898 if (attacker.runes & CURSE_EMPATHY) // have the curse too
900 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
901 attacker.health = bound(
902 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
903 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
904 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
908 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
909 attacker.health = bound(
910 attacker.health, // LA: was 3, but changed so that you can't lose health
911 // empathy won't let you gain health in the same way...
912 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
913 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
916 // apply empathy curse
917 else if (attacker.runes & CURSE_EMPATHY)
919 attacker.health = bound(
920 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
921 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
927 // apply mirror damage if any
928 if(mirrordamage > 0 || mirrorforce > 0)
930 attacker = attacker_save;
934 // just lose extra LIVES, don't kill the player for mirror damage
935 if(attacker.armorvalue > 0)
937 attacker.armorvalue = attacker.armorvalue - 1;
938 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
939 attacker.hitsound += 1;
944 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
945 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
949 float RadiusDamage_running;
950 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
951 // Returns total damage applies to creatures
961 float total_damage_to_creatures;
966 float stat_damagedone;
968 if(RadiusDamage_running)
970 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
974 RadiusDamage_running = 1;
976 tfloordmg = autocvar_g_throughfloor_damage;
977 tfloorforce = autocvar_g_throughfloor_force;
979 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
980 total_damage_to_creatures = 0;
982 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
983 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
985 force = inflictor.velocity;
989 force = normalize(force);
990 if(forceintensity >= 0)
991 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
993 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
998 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
1002 if (targ != inflictor)
1003 if (ignore != targ) if(targ.takedamage)
1005 // LordHavoc: measure distance to nearest point on target (not origin)
1006 // (this guarentees 100% damage on a touch impact)
1007 nearest = targ.WarpZone_findradius_nearest;
1008 diff = targ.WarpZone_findradius_dist;
1009 // round up a little on the damage to ensure full damage on impacts
1010 // and turn the distance into a fraction of the radius
1011 power = 1 - ((vlen (diff) - 2) / rad);
1013 //bprint(ftos(power));
1014 //if (targ == attacker)
1015 // print(ftos(power), "\n");
1020 finaldmg = coredamage * power + edgedamage * (1 - power);
1027 local float hitratio;
1028 local vector hitloc;
1029 local vector myblastorigin;
1030 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1031 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1032 // if it's a player, use the view origin as reference
1033 if (targ.classname == "player")
1034 center = targ.origin + targ.view_ofs;
1035 force = normalize(center - myblastorigin);
1036 force = force * (finaldmg / coredamage) * forceintensity;
1037 // test line of sight to multiple positions on box,
1038 // and do damage if any of them hit
1040 if (targ.classname == "player")
1041 total = ceil(bound(1, finaldmg, 50));
1043 total = ceil(bound(1, finaldmg/10, 5));
1048 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1049 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1050 if (trace_fraction == 1 || trace_ent == targ)
1054 hitloc = hitloc + nearest;
1058 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1059 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1060 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1063 nearest = hitloc * (1 / max(1, hits));
1064 hitratio = (hits / total);
1065 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1066 finaldmg = finaldmg * a;
1067 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1070 // laser force adjustments :P
1071 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1073 if (targ == attacker)
1078 float force_velocitybiasramp;
1079 float force_velocitybias;
1081 force_velocitybiasramp = autocvar_sv_maxspeed;
1082 if(deathtype & HITTYPE_SECONDARY)
1084 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1085 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1089 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1090 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1093 vel = targ.velocity;
1095 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1099 normalize(normalize(force) + vel);
1101 force_z *= force_zscale;
1105 if(deathtype & HITTYPE_SECONDARY)
1107 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1111 force *= autocvar_g_balance_laser_primary_force_other_scale;
1116 //if (targ == attacker)
1118 // print("hits ", ftos(hits), " / ", ftos(total));
1119 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1120 // print(" (", ftos(a), ")\n");
1122 if(hits || tfloordmg || tfloorforce)
1126 total_damage_to_creatures += finaldmg;
1128 if(accuracy_isgooddamage(attacker, targ))
1129 stat_damagedone += finaldmg;
1132 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1133 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1135 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1143 RadiusDamage_running = 0;
1145 if(!DEATH_ISSPECIAL(deathtype))
1146 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1148 return total_damage_to_creatures;
1151 .float fire_damagepersec;
1152 .float fire_endtime;
1153 .float fire_deathtype;
1155 .float fire_hitsound;
1156 .entity fire_burner;
1158 void fireburner_think();
1160 float Fire_IsBurning(entity e)
1162 return (time < e.fire_endtime);
1165 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1168 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1170 if(e.classname == "player")
1179 // print("adding a fire burner to ", e.classname, "\n");
1180 e.fire_burner = spawn();
1181 e.fire_burner.classname = "fireburner";
1182 e.fire_burner.think = fireburner_think;
1183 e.fire_burner.nextthink = time;
1184 e.fire_burner.owner = e;
1190 if(Fire_IsBurning(e))
1192 mintime = e.fire_endtime - time;
1193 maxtime = max(mintime, t);
1195 mindps = e.fire_damagepersec;
1196 maxdps = max(mindps, dps);
1198 if(maxtime > mintime || maxdps > mindps)
1200 mindamage = mindps * mintime;
1201 maxdamage = mindamage + d;
1203 // interval [mintime, maxtime] * [mindps, maxdps]
1205 // [mindamage, maxdamage]
1208 if(maxdamage >= maxtime * maxdps)
1210 totaltime = maxtime;
1211 totaldamage = maxtime * maxdps;
1213 // this branch increases totaldamage if either t > mintime, or dps > mindps
1217 // maxdamage is inside the interval!
1218 // first, try to use mindps; only if this fails, increase dps as needed
1219 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1220 totaldamage = maxdamage;
1221 // can totaldamage / totaltime be >= maxdps?
1222 // max(mindps, maxdamage / maxtime) >= maxdps?
1223 // we know maxdamage < maxtime * maxdps
1226 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1229 // total conditions for increasing:
1230 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1232 // if maxtime = mintime, maxdps = mindps
1234 // maxdamage = mindamage + d
1235 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1236 // so the last condition is not needed
1238 e.fire_damagepersec = totaldamage / totaltime;
1239 e.fire_endtime = time + totaltime;
1240 if(totaldamage > 1.2 * mindamage)
1242 e.fire_deathtype = dt;
1243 if(e.fire_owner != o)
1246 e.fire_hitsound = FALSE;
1249 if(accuracy_isgooddamage(o, e))
1250 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1251 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1258 e.fire_damagepersec = dps;
1259 e.fire_endtime = time + t;
1260 e.fire_deathtype = dt;
1262 e.fire_hitsound = FALSE;
1263 if(accuracy_isgooddamage(o, e))
1264 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1269 void Fire_ApplyDamage(entity e)
1274 if not(Fire_IsBurning(e))
1277 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1278 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1281 // water and slime stop fire
1283 if(e.watertype != CONTENT_LAVA)
1287 if(e.freezetag_frozen)
1290 t = min(frametime, e.fire_endtime - time);
1291 d = e.fire_damagepersec * t;
1293 hi = e.fire_owner.hitsound;
1294 ty = e.fire_owner.typehitsound;
1295 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1296 if(e.fire_hitsound && e.fire_owner)
1298 e.fire_owner.hitsound = hi;
1299 e.fire_owner.typehitsound = ty;
1301 e.fire_hitsound = TRUE;
1303 if not(IS_INDEPENDENT_PLAYER(e))
1304 FOR_EACH_PLAYER(other) if(e != other)
1306 if(other.classname == "player")
1307 if(other.deadflag == DEAD_NO)
1308 if not(IS_INDEPENDENT_PLAYER(other))
1309 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1311 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1312 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1313 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1318 void Fire_ApplyEffect(entity e)
1320 if(Fire_IsBurning(e))
1321 e.effects |= EF_FLAME;
1323 e.effects &~= EF_FLAME;
1326 void fireburner_think()
1328 // for players, this is done in the regular loop
1329 if(wasfreed(self.owner))
1334 Fire_ApplyEffect(self.owner);
1335 if(!Fire_IsBurning(self.owner))
1337 self.owner.fire_burner = world;
1341 Fire_ApplyDamage(self.owner);
1342 self.nextthink = time;