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1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_runematch)
190                 {
191                         f = RunematchHandleFrags(attacker, targ, f);
192                 }
193                 else if(g_lms)
194                 {
195                         // remove a life
196                         float tl;
197                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198                         if(tl < lms_lowest_lives)
199                                 lms_lowest_lives = tl;
200                         if(tl <= 0)
201                         {
202                                 if(!lms_next_place)
203                                         lms_next_place = player_count;
204                                 else
205                                         lms_next_place = min(lms_next_place, player_count);
206                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211         }
212
213         attacker.totalfrags += f;
214
215         if(f)
216                 UpdateFrags(attacker, f);
217 }
218
219 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
220 {
221         string health_output = string_null;
222         string ping_output = string_null;
223         string handicap_output = string_null;
224         string output = string_null;
225
226         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
227         {
228                 // health/armor of attacker (person who killed you)
229                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
230                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
231                 
232                 // ping display
233                 if(autocvar_sv_fraginfo_ping)
234                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
235                         
236                 // handicap display 
237                 if(autocvar_sv_fraginfo_handicap) 
238                 {
239                         if(autocvar_sv_fraginfo_handicap == 2)  
240                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
241                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
242                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
243                 }
244                 
245                 // format the string
246                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
247                         ping_output, (handicap_output ? "^7 / " : ""), 
248                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
249                 
250                 // add new line to the beginning if there is a message
251                 if(output) { output = strcat("\n", output); }
252         }
253         
254         return output;
255 }
256
257 string AppendItemcodes(string s, entity player)
258 {
259         float w;
260         w = player.weapon;
261         //if(w == 0)
262         //      w = player.switchweapon;
263         if(w == 0)
264                 w = player.cnt; // previous weapon!
265         s = strcat(s, ftos(w));
266         if(time < player.strength_finished)
267                 s = strcat(s, "S");
268         if(time < player.invincible_finished)
269                 s = strcat(s, "I");
270         if(player.flagcarried != world)
271                 s = strcat(s, "F");
272         if(player.BUTTON_CHAT)
273                 s = strcat(s, "T");
274         if(player.kh_next)
275                 s = strcat(s, "K");
276         if(player.runes)
277                 s = strcat(s, "|", ftos(player.runes));
278         return s;
279 }
280
281 void LogDeath(string mode, float deathtype, entity killer, entity killed)
282 {
283         string s;
284         if(!autocvar_sv_eventlog)
285                 return;
286         s = strcat(":kill:", mode);
287         s = strcat(s, ":", ftos(killer.playerid));
288         s = strcat(s, ":", ftos(killed.playerid));
289         s = strcat(s, ":type=", ftos(deathtype));
290         s = strcat(s, ":items=");
291         s = AppendItemcodes(s, killer);
292         if(killed != killer)
293         {
294                 s = strcat(s, ":victimitems=");
295                 s = AppendItemcodes(s, killed);
296         }
297         GameLogEcho(s);
298 }
299
300 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
301 {
302         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
303         WriteByte(MSG_BROADCAST, TE_CSQC_KILLNOTIFY);
304         WriteString(MSG_BROADCAST, s1);
305         WriteString(MSG_BROADCAST, s2);
306         WriteString(MSG_BROADCAST, s3);
307         WriteShort(MSG_BROADCAST, msg);
308         WriteByte(MSG_BROADCAST, type);
309 }
310
311 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
312 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
313 {
314         if (clienttype(e) == CLIENTTYPE_REAL)
315         {
316                 msg_entity = e;
317                 WRITESPECTATABLE_MSG_ONE({
318                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
319                         WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
320                         WriteString(MSG_ONE, s1);
321                         WriteString(MSG_ONE, s2);
322                         WriteShort(MSG_ONE, msg);
323                         WriteByte(MSG_ONE, type);
324                 });
325         }
326 }
327
328 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
329 {
330         string  s, a, msg;
331         float type;
332
333         if (targ.classname == "player")
334         {
335                 s = targ.netname;
336                 a = attacker.netname;
337
338                 if (targ == attacker) // suicides
339                 {
340                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
341                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
342                         else
343                                 msg = "";
344             if(!g_cts) // no "killed your own dumb self" message in CTS
345                 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
346
347                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
348                         {
349                                 LogDeath("suicide", deathtype, targ, targ);
350                                 GiveFrags(attacker, targ, -1, deathtype);
351                         }
352
353                         if (targ.killcount > 2)
354                                 msg = ftos(targ.killcount);
355                         else
356                                 msg = "";
357                         if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
358                         {
359                                 if(attacker.team == COLOR_TEAM1)
360                                         deathtype = KILL_TEAM_RED;
361                                 else
362                                         deathtype = KILL_TEAM_BLUE;
363                         }
364
365                         Send_KillNotification(s, msg, "", deathtype, MSG_SUICIDE);
366                 }
367                 else if (attacker.classname == "player")
368                 {
369                         if(!IsDifferentTeam(attacker, targ))
370                         {
371                                 if(attacker.team == COLOR_TEAM1)
372                                         type = KILL_TEAM_RED;
373                                 else
374                                         type = KILL_TEAM_BLUE;
375
376                                 GiveFrags(attacker, targ, -1, deathtype);
377
378                                 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
379
380                                 if (targ.killcount > 2)
381                                         msg = ftos(targ.killcount);
382                                 else
383                                         msg = "";
384
385                                 if (attacker.killcount > 2) {
386                                         msg = ftos(attacker.killcount);
387                                         type = KILL_TEAM_SPREE;
388                                 }
389                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
390
391                                 attacker.killcount = 0;
392
393                                 LogDeath("tk", deathtype, attacker, targ);
394                         }
395                         else
396                         {
397                                 if (!checkrules_firstblood)
398                                 {
399                                         checkrules_firstblood = TRUE;
400                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
401                                         // TODO: make these print a newline if they dont
402                                         Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
403                                         Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
404                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
405                                         PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
406                                 }
407
408                                 if(targ.istypefrag) {
409                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
410                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
411                                 } else {
412                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
413                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
414                                 }
415
416                                 attacker.taunt_soundtime = time + 1;
417
418                                 if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
419                                         msg = inflictor.message2;
420                                 else if (deathtype == DEATH_CUSTOM)
421                                         msg = deathmessage;
422                                 else
423                                         msg = "";
424
425                                 if(strstrofs(msg, "%", 0) < 0)
426                                         msg = strcat("%s ", msg, " by %s");
427
428                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
429
430                                 GiveFrags(attacker, targ, 1, deathtype);
431
432                                 if (targ.killcount > 2) {
433                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
434                                 }
435
436                                 attacker.killcount = attacker.killcount + 1;
437
438                                 if (attacker.killcount == 3)
439                                 {
440                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
441                                         AnnounceTo(attacker, "03kills");
442                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
443                                 }
444                                 else if (attacker.killcount == 5)
445                                 {
446                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
447                                         AnnounceTo(attacker, "05kills");
448                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
449                                 }
450                                 else if (attacker.killcount == 10)
451                                 {
452                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
453                                         AnnounceTo(attacker, "10kills");
454                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
455                                 }
456                                 else if (attacker.killcount == 15)
457                                 {
458                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
459                                         AnnounceTo(attacker, "15kills");
460                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
461                                 }
462                                 else if (attacker.killcount == 20)
463                                 {
464                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
465                                         AnnounceTo(attacker, "20kills");
466                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
467                                 }
468                                 else if (attacker.killcount == 25)
469                                 {
470                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
471                                         AnnounceTo(attacker, "25kills");
472                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
473                                 }
474                                 else if (attacker.killcount == 30)
475                                 {
476                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
477                                         AnnounceTo(attacker, "30kills");
478                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
479                                 }
480                                 else if (attacker.killcount > 2) {
481                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
482                                 }
483                                 LogDeath("frag", deathtype, attacker, targ);
484                         }
485                 }
486                 else
487                 {
488                         Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
489                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
490                                 msg = inflictor.message;
491                         else if (deathtype == DEATH_CUSTOM)
492                                 msg = deathmessage;
493                         else
494                                 msg = "";
495                         if(strstrofs(msg, "%", 0) < 0)
496                                 msg = strcat("%s ", msg);
497
498                         GiveFrags(targ, targ, -1, deathtype);
499                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
500                                 AnnounceTo(targ, "botlike");
501                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
502                         }
503                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
504
505                         if (targ.killcount > 2)
506                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
507
508                         LogDeath("accident", deathtype, targ, targ);
509                 }
510
511                 targ.death_origin = targ.origin;
512                 if(targ != attacker)
513                         targ.killer_origin = attacker.origin;
514
515                 // FIXME: this should go in PutClientInServer
516                 if (targ.killcount)
517                         targ.killcount = 0;
518         }
519 }
520
521 // these are updated by each Damage call for use in button triggering and such
522 entity damage_targ;
523 entity damage_inflictor;
524 entity damage_attacker;
525
526 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
527 {
528         float mirrordamage;
529         float mirrorforce;
530         float complainteamdamage = 0; 
531         entity attacker_save;
532         mirrordamage = 0;
533         mirrorforce = 0;
534
535         if (gameover || targ.killcount == -666)
536                 return;
537
538         entity oldself;
539         oldself = self;
540         self = targ;
541         damage_targ = targ;
542         damage_inflictor = inflictor;
543         damage_attacker = attacker;
544                 attacker_save = attacker;
545
546         if(targ.classname == "player")
547                 if(targ.hook)
548                         if(targ.hook.aiment)
549                                 if(targ.hook.aiment == attacker)
550                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
551
552         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
553         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
554         {
555                 if(targ.classname == "player")
556                         if not(IsDifferentTeam(targ, attacker))
557                         {
558                                 self = oldself;
559                                 return;
560                         }
561         }
562
563         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
564         {
565                 // These are ALWAYS lethal
566                 // No damage modification here
567                 // Instead, prepare the victim for his death...
568                 targ.armorvalue = 0;
569                 targ.spawnshieldtime = 0;
570                 targ.health = 0.9; // this is < 1
571                 targ.flags -= targ.flags & FL_GODMODE;
572                 damage = 100000;
573         }
574         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
575         {
576                 // no processing
577         }
578         else
579         {
580                 /*
581                 skill based bot damage? gtfo. (tZork)
582                 if (targ.classname == "player")
583                 if (attacker.classname == "player")
584                 if (!targ.isbot)
585                 if (attacker.isbot)
586                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
587         */
588         
589                 // nullify damage if teamplay is on
590                 if(deathtype != DEATH_TELEFRAG)
591                 if(attacker.classname == "player")
592                 {
593                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
594                         {
595                                 damage = 0;
596                                 force = '0 0 0';
597                         }
598                         else if(!IsDifferentTeam(attacker, targ))
599                         {
600                                 if(autocvar_teamplay_mode == 1)
601                                         damage = 0;
602                                 else if(attacker != targ)
603                                 {
604                                         if(autocvar_teamplay_mode == 3)
605                                                 damage = 0;
606                                         else if(autocvar_teamplay_mode == 4)
607                                         {
608                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
609                                                 {
610                                                         attacker.dmg_team = attacker.dmg_team + damage;
611                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
612                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
613                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
614                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
615                                                         if(g_minstagib)
616                                                         {
617                                                                 if(autocvar_g_friendlyfire == 0)
618                                                                         damage = 0;
619                                                         }
620                                                         else if(g_ca)
621                                                                 damage = 0;
622                                                         else
623                                                                 damage = autocvar_g_friendlyfire * damage;
624                                                         // mirrordamage will be used LATER
625
626                                                         if(autocvar_g_mirrordamage_virtual)
627                                                         {
628                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
629                                                                 attacker.dmg_take += v_x;
630                                                                 attacker.dmg_save += v_y;
631                                                                 attacker.dmg_inflictor = inflictor;
632                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
633                                                                 mirrorforce = 0;
634                                                         }
635
636                                                         if(autocvar_g_friendlyfire_virtual)
637                                                         {
638                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
639                                                                 targ.dmg_take += v_x;
640                                                                 targ.dmg_save += v_y;
641                                                                 targ.dmg_inflictor = inflictor;
642                                                                 damage = 0;
643                                                                 if(!autocvar_g_friendlyfire_virtual_force)
644                                                                         force = '0 0 0';
645                                                         }
646                                                 }
647                                                 else
648                                                         damage = 0;
649                                         }
650                                 }
651                         }
652                 }
653
654                 if(targ.classname == "player")
655                 if(attacker.classname == "player")
656                 if(attacker != targ)
657                 {
658                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
659                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
660                 }
661
662                 if(targ.classname == "player")
663                 if (g_minstagib)
664                 {
665                         if ((deathtype == DEATH_FALL)  ||
666                                 (deathtype == DEATH_DROWN) ||
667                                 (deathtype == DEATH_SLIME) ||
668                                 (deathtype == DEATH_LAVA)  ||
669                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
670                         {
671                                 self = oldself;
672                                 return;
673                         }
674                         if(damage > 0)
675                             damage = 10000;
676                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
677                         {
678                                 targ.armorvalue -= 1;
679                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
680                                 damage = 0;
681                                 targ.hitsound += 1;
682                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
683                         }
684                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
685                         {
686                                 damage = 0;
687                                 mirrordamage = 0;
688                                 complainteamdamage = 0;
689                                 if (targ != attacker)
690                                 {
691                                         if ((targ.health >= 1) && (targ.classname == "player"))
692                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
693                                         force = '0 0 0';
694                                         // keep mirrorforce
695                                         attacker = targ;
696                                 }
697                         }
698                 }
699
700                 if not(DEATH_ISSPECIAL(deathtype))
701                 {
702                         damage *= g_weapondamagefactor;
703                         mirrordamage *= g_weapondamagefactor;
704                         complainteamdamage *= g_weapondamagefactor;
705                         force = force * g_weaponforcefactor;
706                         mirrorforce *= g_weaponforcefactor;
707                 }
708                 
709                 // should this be changed at all? If so, in what way?
710                 frag_attacker = attacker;
711                 frag_target = targ;
712                 frag_damage = damage;
713                 frag_force = force;
714         frag_deathtype = deathtype;
715                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
716                 damage = frag_damage;
717                 force = frag_force;
718                 
719                 // apply strength multiplier
720                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
721                 {
722                         if(targ == attacker)
723                         {
724                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
725                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
726                         }
727                         else
728                         {
729                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
730                                 force = force * autocvar_g_balance_powerup_strength_force;
731                         }
732                 }
733
734                 // apply invincibility multiplier
735                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
736                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
737
738                 if (targ == attacker)
739                 {
740                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
741                                 damage = 0;
742                         else
743                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
744                 }
745
746                 if(g_runematch)
747                 {
748                         // apply strength rune
749                         if (attacker.runes & RUNE_STRENGTH)
750                         {
751                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
752                                 {
753                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
754                                         force = force * autocvar_g_balance_rune_strength_combo_force;
755                                 }
756                                 else
757                                 {
758                                         damage = damage * autocvar_g_balance_rune_strength_damage;
759                                         force = force * autocvar_g_balance_rune_strength_force;
760                                 }
761                         }
762                         else if (attacker.runes & CURSE_WEAK)
763                         {
764                                 damage = damage * autocvar_g_balance_curse_weak_damage;
765                                 force = force * autocvar_g_balance_curse_weak_force;
766                         }
767
768                         // apply defense rune
769                         if (targ.runes & RUNE_DEFENSE)
770                         {
771                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
772                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
773                                 else
774                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
775                         }
776                         else if (targ.runes & CURSE_VULNER)
777                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
778                 }
779
780                 // count the damage
781                 if(attacker)
782                 if(!targ.deadflag)
783                 if(targ.takedamage == DAMAGE_AIM)
784                 if(targ != attacker)
785                 {
786                         entity victim;
787                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
788                                 victim = targ.owner;
789                         else
790                                 victim = targ;
791
792                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
793                         {
794                                 if(IsDifferentTeam(victim, attacker))
795                                 {
796                                         if(damage > 0)
797                                         {
798                                                 if(deathtype != DEATH_FIRE)
799                                                 {
800                                                         if(victim.BUTTON_CHAT)
801                                                                 attacker.typehitsound += 1;
802                                                         else
803                                                                 attacker.hitsound += 1;
804                                                 }
805
806                                                 damage_goodhits += 1;
807                                                 damage_gooddamage += damage;
808
809                                                 if not(DEATH_ISSPECIAL(deathtype))
810                                                 {
811                                                         if(targ.classname == "player") // don't do this for vehicles
812                                                         if(!g_minstagib)
813                                                         if(IsFlying(victim))
814                                                                 yoda = 1;
815
816                                                         if(g_minstagib)
817                                                         if(victim.items & IT_STRENGTH)
818                                                                 yoda = 1;
819                                                 }
820                                         }
821                                 }
822                                 else
823                                 {
824                                         if(deathtype != DEATH_FIRE)
825                                         {
826                                                 attacker.typehitsound += 1;
827                                         }
828                                         if(complainteamdamage > 0)
829                                                 if(time > attacker.teamkill_complain)
830                                                 {
831                                                         attacker.teamkill_complain = time + 5;
832                                                         attacker.teamkill_soundtime = time + 0.4;
833                                                         attacker.teamkill_soundsource = targ;
834                                                 }
835                                 }
836                         }
837                 }
838         }
839
840         // apply push
841         if (self.damageforcescale)
842         if (vlen(force))
843         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
844         {
845                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
846                 if(self.movetype == MOVETYPE_PHYSICS)
847                 {
848                         entity farcent;
849                         farcent = spawn();
850                         farcent.classname = "farce";
851                         farcent.enemy = self;
852                         farcent.movedir = farce * 10;
853                         if(self.mass)
854                                 farcent.movedir = farcent.movedir * self.mass;
855                         farcent.origin = hitloc;
856                         farcent.forcetype = FORCETYPE_FORCEATPOS;
857                         farcent.nextthink = time + 0.1;
858                         farcent.think = SUB_Remove;
859                 }
860                 else
861                         self.velocity = self.velocity + farce;
862                 self.flags &~= FL_ONGROUND;
863                 UpdateCSQCProjectile(self);
864         }
865         // apply damage
866         if (damage != 0 || (self.damageforcescale && vlen(force)))
867         if (self.event_damage)
868                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
869         self = oldself;
870
871         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
872         {
873                 if(g_runematch)
874                 {
875                         if (attacker.runes & RUNE_VAMPIRE)
876                         {
877                         // apply vampire rune
878                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
879                                 {
880                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
881                                         attacker.health = bound(
882                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
883                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
884                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
885                                 }
886                                 else
887                                 {
888                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
889                                         attacker.health = bound(
890                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
891                                                                                         // empathy won't let you gain health in the same way...
892                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
893                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
894                                         }
895                         }
896                         // apply empathy curse
897                         else if (attacker.runes & CURSE_EMPATHY)
898                         {
899                                 attacker.health = bound(
900                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
901                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
902                                         attacker.health);
903                         }
904                 }
905         }
906
907         // apply mirror damage if any
908         if(mirrordamage > 0 || mirrorforce > 0)
909         {
910                 attacker = attacker_save;
911                 if(g_minstagib)
912                 if(mirrordamage > 0)
913                 {
914                         // just lose extra LIVES, don't kill the player for mirror damage
915                         if(attacker.armorvalue > 0)
916                         {
917                                 attacker.armorvalue = attacker.armorvalue - 1;
918                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
919                                 attacker.hitsound += 1;
920                         }
921                         mirrordamage = 0;
922                 }
923
924                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
925                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
926         }
927 }
928
929 float RadiusDamage_running;
930 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
931         // Returns total damage applies to creatures
932 {
933         entity  targ;
934         vector  blastorigin;
935         vector  force;
936         float   total_damage_to_creatures;
937         entity  next;
938         float   tfloordmg;
939         float   tfloorforce;
940
941         float stat_damagedone;
942
943         if(RadiusDamage_running)
944         {
945                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
946                 return 0;
947         }
948
949         RadiusDamage_running = 1;
950
951         tfloordmg = autocvar_g_throughfloor_damage;
952         tfloorforce = autocvar_g_throughfloor_force;
953
954         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
955         total_damage_to_creatures = 0;
956
957         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
958                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
959                 {
960                         force = inflictor.velocity;
961                         if(vlen(force) == 0)
962                                 force = '0 0 -1';
963                         else
964                                 force = normalize(force);
965                         if(forceintensity >= 0)
966                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
967                         else
968                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
969                 }
970
971         stat_damagedone = 0;
972
973         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
974         while (targ)
975         {
976                 next = targ.chain;
977                 if (targ != inflictor)
978                         if (ignore != targ) if(targ.takedamage)
979                         {
980                                 vector nearest;
981                                 vector diff;
982                                 float power;
983
984                                 // LordHavoc: measure distance to nearest point on target (not origin)
985                                 // (this guarentees 100% damage on a touch impact)
986                                 nearest = targ.WarpZone_findradius_nearest;
987                                 diff = targ.WarpZone_findradius_dist;
988                                 // round up a little on the damage to ensure full damage on impacts
989                                 // and turn the distance into a fraction of the radius
990                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
991                                 //bprint(" ");
992                                 //bprint(ftos(power));
993                                 //if (targ == attacker)
994                                 //      print(ftos(power), "\n");
995                                 if (power > 0)
996                                 {
997                                         float finaldmg;
998                                         if (power > 1)
999                                                 power = 1;
1000                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1001                                         if (finaldmg > 0)
1002                                         {
1003                                                 float a;
1004                                                 float c;
1005                                                 vector hitloc;
1006                                                 vector myblastorigin;
1007                                                 vector center;
1008
1009                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1010
1011                                                 // if it's a player, use the view origin as reference
1012                                                 center = CENTER_OR_VIEWOFS(targ);
1013
1014                                                 force = normalize(center - myblastorigin);
1015                                                 force = force * (finaldmg / coredamage) * forceintensity;
1016                                                 hitloc = nearest;
1017
1018                                                 if(targ != directhitentity)
1019                                                 {
1020                                                         float hits;
1021                                                         float total;
1022                                                         float hitratio;
1023                                                         float mininv_f, mininv_d;
1024
1025                                                         // test line of sight to multiple positions on box,
1026                                                         // and do damage if any of them hit
1027                                                         hits = 0;
1028
1029                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1030                                                         // so for a given max stddev:
1031                                                         // n = (1 / (2 * max stddev of hitratio))^2
1032
1033                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1034                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1035
1036                                                         if(autocvar_g_throughfloor_debug)
1037                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1038
1039                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1040
1041                                                         if(autocvar_g_throughfloor_debug)
1042                                                                 print(sprintf(" steps=%f", total));
1043
1044                                                         if (targ.classname == "player")
1045                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1046                                                         else
1047                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1048
1049                                                         if(autocvar_g_throughfloor_debug)
1050                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1051
1052                                                         for(c = 0; c < total; ++c)
1053                                                         {
1054                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1055                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1056                                                                 if (trace_fraction == 1 || trace_ent == targ)
1057                                                                 {
1058                                                                         ++hits;
1059                                                                         if (hits > 1)
1060                                                                                 hitloc = hitloc + nearest;
1061                                                                         else
1062                                                                                 hitloc = nearest;
1063                                                                 }
1064                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1065                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1066                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1067                                                         }
1068
1069                                                         nearest = hitloc * (1 / max(1, hits));
1070                                                         hitratio = (hits / total);
1071                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1072                                                         finaldmg = finaldmg * a;
1073                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1074                                                         force = force * a;
1075
1076                                                         if(autocvar_g_throughfloor_debug)
1077                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1078                                                 }
1079
1080                                                 // laser force adjustments :P
1081                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1082                                                 {
1083                                                         if (targ == attacker)
1084                                                         {
1085                                                                 vector vel;
1086
1087                                                                 float force_zscale;
1088                                                                 float force_velocitybiasramp;
1089                                                                 float force_velocitybias;
1090
1091                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1092                                                                 if(deathtype & HITTYPE_SECONDARY)
1093                                                                 {
1094                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1095                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1096                                                                 }
1097                                                                 else
1098                                                                 {
1099                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1100                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1101                                                                 }
1102
1103                                                                 vel = targ.velocity;
1104                                                                 vel_z = 0;
1105                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1106                                                                 force =
1107                                                                         vlen(force)
1108                                                                         *
1109                                                                         normalize(normalize(force) + vel);
1110
1111                                                                 force_z *= force_zscale;
1112                                                         }
1113                                                         else
1114                                                         {
1115                                                                 if(deathtype & HITTYPE_SECONDARY)
1116                                                                 {
1117                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1118                                                                 }
1119                                                                 else
1120                                                                 {
1121                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1122                                                                 }
1123                                                         }
1124                                                 }
1125
1126                                                 //if (targ == attacker)
1127                                                 //{
1128                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1129                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1130                                                 //      print(" (", ftos(a), ")\n");
1131                                                 //}
1132                                                 if(finaldmg || vlen(force))
1133                                                 {
1134                                                         if(targ.iscreature)
1135                                                         {
1136                                                                 total_damage_to_creatures += finaldmg;
1137
1138                                                                 if(accuracy_isgooddamage(attacker, targ))
1139                                                                         stat_damagedone += finaldmg;
1140                                                         }
1141
1142                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1143                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1144                                                         else
1145                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1146                                                 }
1147                                         }
1148                                 }
1149                         }
1150                 targ = next;
1151         }
1152
1153         RadiusDamage_running = 0;
1154
1155         if(!DEATH_ISSPECIAL(deathtype))
1156                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1157
1158         return total_damage_to_creatures;
1159 }
1160
1161 .float fire_damagepersec;
1162 .float fire_endtime;
1163 .float fire_deathtype;
1164 .entity fire_owner;
1165 .float fire_hitsound;
1166 .entity fire_burner;
1167
1168 void fireburner_think();
1169
1170 float Fire_IsBurning(entity e)
1171 {
1172         return (time < e.fire_endtime);
1173 }
1174
1175 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1176 {
1177         float dps;
1178         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1179
1180         if(e.classname == "player")
1181         {
1182                 if(e.deadflag)
1183                         return -1;
1184         }
1185         else
1186         {
1187                 if(!e.fire_burner)
1188                 {
1189                         // print("adding a fire burner to ", e.classname, "\n");
1190                         e.fire_burner = spawn();
1191                         e.fire_burner.classname = "fireburner";
1192                         e.fire_burner.think = fireburner_think;
1193                         e.fire_burner.nextthink = time;
1194                         e.fire_burner.owner = e;
1195                 }
1196         }
1197
1198         t = max(t, 0.1);
1199         dps = d / t;
1200         if(Fire_IsBurning(e))
1201         {
1202                 mintime = e.fire_endtime - time;
1203                 maxtime = max(mintime, t);
1204
1205                 mindps = e.fire_damagepersec;
1206                 maxdps = max(mindps, dps);
1207
1208                 if(maxtime > mintime || maxdps > mindps)
1209                 {
1210                         // Constraints:
1211                         
1212                         // damage we have right now
1213                         mindamage = mindps * mintime;
1214
1215                         // damage we want to get
1216                         maxdamage = mindamage + d;
1217
1218                         // but we can't exceed maxtime * maxdps!
1219                         totaldamage = min(maxdamage, maxtime * maxdps);
1220
1221                         // LEMMA:
1222                         // Look at:
1223                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1224                         // We see:
1225                         // totaldamage <= maxtime * maxdps
1226                         // ==> totaldamage / maxdps <= maxtime.
1227                         // We also see:
1228                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1229                         //                     >= min(mintime, maxtime)
1230                         // ==> totaldamage / maxdps >= mintime.
1231
1232                         /*
1233                         // how long do we damage then?
1234                         // at least as long as before
1235                         // but, never exceed maxdps
1236                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1237                         */
1238
1239                         // alternate:
1240                         // at most as long as maximum allowed
1241                         // but, never below mindps
1242                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1243
1244                         // assuming t > mintime, dps > mindps:
1245                         // we get d = t * dps = maxtime * maxdps
1246                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1247                         // totaldamage / maxdps = maxtime
1248                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1249                         // FROM THIS:
1250                         // a) totaltime = max(mintime, maxtime) = maxtime
1251                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1252
1253                         // assuming t <= mintime:
1254                         // we get maxtime = mintime
1255                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1256                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1257
1258                         // assuming dps <= mindps:
1259                         // we get mindps = maxdps.
1260                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1261                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1262                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1263
1264                         e.fire_damagepersec = totaldamage / totaltime;
1265                         e.fire_endtime = time + totaltime;
1266                         if(totaldamage > 1.2 * mindamage)
1267                         {
1268                                 e.fire_deathtype = dt;
1269                                 if(e.fire_owner != o)
1270                                 {
1271                                         e.fire_owner = o;
1272                                         e.fire_hitsound = FALSE;
1273                                 }
1274                         }
1275                         if(accuracy_isgooddamage(o, e))
1276                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1277                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1278                 }
1279                 else
1280                         return 0;
1281         }
1282         else
1283         {
1284                 e.fire_damagepersec = dps;
1285                 e.fire_endtime = time + t;
1286                 e.fire_deathtype = dt;
1287                 e.fire_owner = o;
1288                 e.fire_hitsound = FALSE;
1289                 if(accuracy_isgooddamage(o, e))
1290                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1291                 return d;
1292         }
1293 }
1294
1295 void Fire_ApplyDamage(entity e)
1296 {
1297         float t, d, hi, ty;
1298         entity o;
1299
1300         if not(Fire_IsBurning(e))
1301                 return;
1302
1303         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1304         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1305                 o = e.fire_owner;
1306
1307         // water and slime stop fire
1308         if(e.waterlevel)
1309         if(e.watertype != CONTENT_LAVA)
1310                 e.fire_endtime = 0;
1311
1312         // ice stops fire
1313         if(e.freezetag_frozen)
1314                 e.fire_endtime = 0;
1315
1316         t = min(frametime, e.fire_endtime - time);
1317         d = e.fire_damagepersec * t;
1318
1319         hi = e.fire_owner.hitsound;
1320         ty = e.fire_owner.typehitsound;
1321         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1322         if(e.fire_hitsound && e.fire_owner)
1323         {
1324                 e.fire_owner.hitsound = hi;
1325                 e.fire_owner.typehitsound = ty;
1326         }
1327         e.fire_hitsound = TRUE;
1328
1329         if not(IS_INDEPENDENT_PLAYER(e))
1330         FOR_EACH_PLAYER(other) if(e != other)
1331         {
1332                 if(other.classname == "player")
1333                 if(other.deadflag == DEAD_NO)
1334                 if not(IS_INDEPENDENT_PLAYER(other))
1335                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1336                 {
1337                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1338                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1339                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1340                 }
1341         }
1342 }
1343
1344 void Fire_ApplyEffect(entity e)
1345 {
1346         if(Fire_IsBurning(e))
1347                 e.effects |= EF_FLAME;
1348         else
1349                 e.effects &~= EF_FLAME;
1350 }
1351
1352 void fireburner_think()
1353 {
1354         // for players, this is done in the regular loop
1355         if(wasfreed(self.owner))
1356         {
1357                 remove(self);
1358                 return;
1359         }
1360         Fire_ApplyEffect(self.owner);
1361         if(!Fire_IsBurning(self.owner))
1362         {
1363                 self.owner.fire_burner = world;
1364                 remove(self);
1365                 return;
1366         }
1367         Fire_ApplyDamage(self.owner);
1368         self.nextthink = time;
1369 }