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Updates to damage file
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_runematch)
190                 {
191                         f = RunematchHandleFrags(attacker, targ, f);
192                 }
193                 else if(g_lms)
194                 {
195                         // remove a life
196                         float tl;
197                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198                         if(tl < lms_lowest_lives)
199                                 lms_lowest_lives = tl;
200                         if(tl <= 0)
201                         {
202                                 if(!lms_next_place)
203                                         lms_next_place = player_count;
204                                 else
205                                         lms_next_place = min(lms_next_place, player_count);
206                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211         }
212
213         attacker.totalfrags += f;
214
215         if(f)
216                 UpdateFrags(attacker, f);
217 }
218
219 string AppendItemcodes(string s, entity player)
220 {
221         float w;
222         w = player.weapon;
223         //if(w == 0)
224         //      w = player.switchweapon;
225         if(w == 0)
226                 w = player.cnt; // previous weapon!
227         s = strcat(s, ftos(w));
228         if(time < player.strength_finished)
229                 s = strcat(s, "S");
230         if(time < player.invincible_finished)
231                 s = strcat(s, "I");
232         if(player.flagcarried != world)
233                 s = strcat(s, "F");
234         if(player.BUTTON_CHAT)
235                 s = strcat(s, "T");
236         if(player.kh_next)
237                 s = strcat(s, "K");
238         if(player.runes)
239                 s = strcat(s, "|", ftos(player.runes));
240         return s;
241 }
242
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
244 {
245         string s;
246         if(!autocvar_sv_eventlog)
247                 return;
248         s = strcat(":kill:", mode);
249         s = strcat(s, ":", ftos(killer.playerid));
250         s = strcat(s, ":", ftos(killed.playerid));
251         s = strcat(s, ":type=", Deathtype_Name(deathtype));
252         s = strcat(s, ":items=");
253         s = AppendItemcodes(s, killer);
254         if(killed != killer)
255         {
256                 s = strcat(s, ":victimitems=");
257                 s = AppendItemcodes(s, killed);
258         }
259         GameLogEcho(s);
260 }
261
262 #define INFO_NO_MSG 0
263
264 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
265 {
266         float handled = 0, hits = 0;
267         if(DEATH_ISSPECIAL(deathtype))
268         {
269                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
270                         { if(deathtype == max(0, name)) \
271                         { \
272                                 #if msg_death != NO_MSG \
273                                         if not(murder) \
274                                         { \
275                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
276                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
277                                                 ++handled; \
278                                         } \
279                                 #endif \
280                                 #if msg_death_by != NO_MSG \
281                                         if(murder) \
282                                         { \
283                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
284                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
285                                                 ++handled; \
286                                         } \
287                                 #endif \
288                                 ++hits; \
289                         } }
290
291                 DEATHTYPES
292                 #undef DEATHTYPE
293                 
294                 if not(hits)
295                 {
296                         backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
297                 }
298                 if not(handled)
299                 {
300                         dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
301                         return;
302                 }
303         }
304 }
305
306 float w_deathtype;
307 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
308 {
309         float death_weapon = DEATH_WEAPONOF(deathtype);
310
311         if(death_weapon)
312         {
313                 w_deathtype = deathtype;
314                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
315                 w_deathtype = FALSE;
316
317                 if(death_message)
318                 {
319                         Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_WEAPON, death_message, s1, s2, s3, "", f1, f2, 0, 0);
320                         Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_weapon_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
321                         //print(Get_Field_Value(F_INFVAL, MSG_WEAPON, death_message), "\n");
322                 }
323                 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
324
325                 return TRUE;
326         }
327         return FALSE;
328 }
329
330 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
331 {
332         // Sanity check
333         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
334
335         // Declarations
336         float notif_firstblood = FALSE;
337         float kill_count_to_attacker, kill_count_to_target;
338
339         // Set final information for the death
340         targ.death_origin = targ.origin;
341         if(targ != attacker) { targ.killer_origin = attacker.origin; }
342         string deathlocation = NearestLocation(targ.death_origin);
343
344         #ifdef NOTIFICATIONS_DEBUG
345         dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
346         #endif
347         
348         // =======
349         // SUICIDE
350         // =======
351         if(targ == attacker)
352         {
353                 if(DEATH_ISSPECIAL(deathtype))
354                 {
355                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
356                         {
357                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
358                         }
359                         else
360                         {
361                                 switch(deathtype)
362                                 {
363                                         case DEATH_MIRRORDAMAGE:
364                                         {
365                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
366                                                 break;
367                                         }
368                                         
369                                         default:
370                                         {
371                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
372                                                 break;
373                                         }
374                                 }
375                                 LogDeath("suicide", deathtype, targ, targ);
376                                 GiveFrags(attacker, targ, -1, deathtype);
377                         }
378                 }
379                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
380                 {
381                         backtrace("SUICIDE: what the hell happened here?\n");
382                 }
383         }
384
385         // ======
386         // MURDER
387         // ======
388         else if(attacker.classname == "player")
389         {
390                 if(!IsDifferentTeam(attacker, targ))
391                 {
392                         LogDeath("tk", deathtype, attacker, targ);
393                         GiveFrags(attacker, targ, -1, deathtype);
394
395                         attacker.killcount = 0;
396                         
397                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
398                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
399                         Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
400
401                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
402                         // No need for specific death/weapon messages...
403                 }
404                 else
405                 {
406                         LogDeath("frag", deathtype, attacker, targ);
407                         GiveFrags(attacker, targ, 1, deathtype);
408
409                         attacker.taunt_soundtime = time + 1;
410                         attacker.killcount = attacker.killcount + 1;
411
412                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
413                                 case counta: \
414                                 { \
415                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
416                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
417                                         break; \
418                                 }
419                         switch(attacker.killcount)
420                         {
421                                 KILL_SPREE_LIST
422                                 default: break;
423                         }
424                         #undef SPREE_ITEM
425
426                         if(!checkrules_firstblood)
427                         {
428                                 checkrules_firstblood = TRUE;
429                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
430                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
431                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
432
433                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
434                                 kill_count_to_attacker = -1;
435                                 kill_count_to_target = -2;
436                         }
437                         else
438                         {
439                                 kill_count_to_attacker = attacker.killcount;
440                                 kill_count_to_target = 0;
441                         }
442
443                         if(targ.istypefrag)
444                         {
445                                 if(attacker.FRAG_VERBOSE)
446                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
447                                 else
448                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
449
450                                 if(targ.FRAG_VERBOSE)
451                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
452                                 else
453                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
454                         }
455                         else
456                         {
457                                 if(attacker.FRAG_VERBOSE)
458                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
459                                 else
460                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
461
462                                 if(targ.FRAG_VERBOSE)
463                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
464                                 else
465                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
466                         }
467
468                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
469                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
470                 }
471         }
472
473         // =============
474         // ACCIDENT/TRAP
475         // =============
476         else
477         {
478                 switch(deathtype)
479                 {
480                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
481                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
482                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
483                         /*case DEATH_HURTTRIGGER:
484                         {
485                                 s1 = targ.netname;
486                                 s2 = inflictor.message;
487                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
488                                 break;
489                         }*/
490
491                         case DEATH_CUSTOM:
492                         {
493                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
494                                         targ.netname,
495                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
496                                         deathlocation,
497                                         targ.killcount,
498                                         0,
499                                         0);
500                                 break;
501                         }
502                         
503                         default:
504                         {
505                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
506                                 break;
507                         }
508                 }
509
510                 LogDeath("accident", deathtype, targ, targ);
511                 GiveFrags(targ, targ, -1, deathtype);
512
513                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
514                 {
515                         AnnounceTo(targ, "botlike");
516                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
517                 }
518         }
519
520         // reset target kill count
521         if(targ.killcount) { targ.killcount = 0; }
522 }
523
524 // these are updated by each Damage call for use in button triggering and such
525 entity damage_targ;
526 entity damage_inflictor;
527 entity damage_attacker;
528
529 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
530 {
531         float mirrordamage;
532         float mirrorforce;
533         float complainteamdamage = 0; 
534         entity attacker_save;
535         mirrordamage = 0;
536         mirrorforce = 0;
537
538         if (gameover || targ.killcount == -666)
539                 return;
540
541         entity oldself;
542         oldself = self;
543         self = targ;
544         damage_targ = targ;
545         damage_inflictor = inflictor;
546         damage_attacker = attacker;
547                 attacker_save = attacker;
548
549         if(targ.classname == "player")
550                 if(targ.hook)
551                         if(targ.hook.aiment)
552                                 if(targ.hook.aiment == attacker)
553                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
554
555         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
556         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
557         {
558                 if(targ.classname == "player")
559                         if not(IsDifferentTeam(targ, attacker))
560                         {
561                                 self = oldself;
562                                 return;
563                         }
564         }
565
566         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
567         {
568                 // These are ALWAYS lethal
569                 // No damage modification here
570                 // Instead, prepare the victim for his death...
571                 targ.armorvalue = 0;
572                 targ.spawnshieldtime = 0;
573                 targ.health = 0.9; // this is < 1
574                 targ.flags -= targ.flags & FL_GODMODE;
575                 damage = 100000;
576         }
577         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
578         {
579                 // no processing
580         }
581         else
582         {
583                 /*
584                 skill based bot damage? gtfo. (tZork)
585                 if (targ.classname == "player")
586                 if (attacker.classname == "player")
587                 if (!targ.isbot)
588                 if (attacker.isbot)
589                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
590         */
591         
592                 // nullify damage if teamplay is on
593                 if(deathtype != DEATH_TELEFRAG)
594                 if(attacker.classname == "player")
595                 {
596                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
597                         {
598                                 damage = 0;
599                                 force = '0 0 0';
600                         }
601                         else if(!IsDifferentTeam(attacker, targ))
602                         {
603                                 if(autocvar_teamplay_mode == 1)
604                                         damage = 0;
605                                 else if(attacker != targ)
606                                 {
607                                         if(autocvar_teamplay_mode == 3)
608                                                 damage = 0;
609                                         else if(autocvar_teamplay_mode == 4)
610                                         {
611                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
612                                                 {
613                                                         attacker.dmg_team = attacker.dmg_team + damage;
614                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
615                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
616                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
617                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
618                                                         if(g_minstagib)
619                                                         {
620                                                                 if(autocvar_g_friendlyfire == 0)
621                                                                         damage = 0;
622                                                         }
623                                                         else if(g_ca)
624                                                                 damage = 0;
625                                                         else
626                                                                 damage = autocvar_g_friendlyfire * damage;
627                                                         // mirrordamage will be used LATER
628
629                                                         if(autocvar_g_mirrordamage_virtual)
630                                                         {
631                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
632                                                                 attacker.dmg_take += v_x;
633                                                                 attacker.dmg_save += v_y;
634                                                                 attacker.dmg_inflictor = inflictor;
635                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
636                                                                 mirrorforce = 0;
637                                                         }
638
639                                                         if(autocvar_g_friendlyfire_virtual)
640                                                         {
641                                                                 vector 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;
645                                                                 damage = 0;
646                                                                 if(!autocvar_g_friendlyfire_virtual_force)
647                                                                         force = '0 0 0';
648                                                         }
649                                                 }
650                                                 else
651                                                         damage = 0;
652                                         }
653                                 }
654                         }
655                 }
656
657                 if(targ.classname == "player")
658                 if(attacker.classname == "player")
659                 if(attacker != targ)
660                 {
661                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
662                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
663                 }
664
665                 if(targ.classname == "player")
666                 if (g_minstagib)
667                 {
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))
673                         {
674                                 self = oldself;
675                                 return;
676                         }
677                         if(damage > 0)
678                             damage = 10000;
679                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
680                         {
681                                 targ.armorvalue -= 1;
682                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
683                                 damage = 0;
684                                 targ.hitsound += 1;
685                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
686                         }
687                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
688                         {
689                                 damage = 0;
690                                 mirrordamage = 0;
691                                 complainteamdamage = 0;
692                                 if (targ != attacker)
693                                 {
694                                         if ((targ.health >= 1) && (targ.classname == "player"))
695                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
696                                         force = '0 0 0';
697                                         // keep mirrorforce
698                                         attacker = targ;
699                                 }
700                         }
701                 }
702
703                 if not(DEATH_ISSPECIAL(deathtype))
704                 {
705                         damage *= g_weapondamagefactor;
706                         mirrordamage *= g_weapondamagefactor;
707                         complainteamdamage *= g_weapondamagefactor;
708                         force = force * g_weaponforcefactor;
709                         mirrorforce *= g_weaponforcefactor;
710                 }
711                 
712                 // should this be changed at all? If so, in what way?
713                 frag_attacker = attacker;
714                 frag_target = targ;
715                 frag_damage = damage;
716                 frag_force = force;
717         frag_deathtype = deathtype;
718                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
719                 damage = frag_damage;
720                 force = frag_force;
721                 
722                 // apply strength multiplier
723                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
724                 {
725                         if(targ == attacker)
726                         {
727                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
728                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
729                         }
730                         else
731                         {
732                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
733                                 force = force * autocvar_g_balance_powerup_strength_force;
734                         }
735                 }
736
737                 // apply invincibility multiplier
738                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
739                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
740
741                 if (targ == attacker)
742                 {
743                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
744                                 damage = 0;
745                         else
746                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
747                 }
748
749                 if(g_runematch)
750                 {
751                         // apply strength rune
752                         if (attacker.runes & RUNE_STRENGTH)
753                         {
754                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
755                                 {
756                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
757                                         force = force * autocvar_g_balance_rune_strength_combo_force;
758                                 }
759                                 else
760                                 {
761                                         damage = damage * autocvar_g_balance_rune_strength_damage;
762                                         force = force * autocvar_g_balance_rune_strength_force;
763                                 }
764                         }
765                         else if (attacker.runes & CURSE_WEAK)
766                         {
767                                 damage = damage * autocvar_g_balance_curse_weak_damage;
768                                 force = force * autocvar_g_balance_curse_weak_force;
769                         }
770
771                         // apply defense rune
772                         if (targ.runes & RUNE_DEFENSE)
773                         {
774                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
775                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
776                                 else
777                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
778                         }
779                         else if (targ.runes & CURSE_VULNER)
780                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
781                 }
782
783                 // count the damage
784                 if(attacker)
785                 if(!targ.deadflag)
786                 if(targ.takedamage == DAMAGE_AIM)
787                 if(targ != attacker)
788                 {
789                         entity victim;
790                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
791                                 victim = targ.owner;
792                         else
793                                 victim = targ;
794
795                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
796                         {
797                                 if(IsDifferentTeam(victim, attacker))
798                                 {
799                                         if(damage > 0)
800                                         {
801                                                 if(deathtype != DEATH_FIRE)
802                                                 {
803                                                         if(victim.BUTTON_CHAT)
804                                                                 attacker.typehitsound += 1;
805                                                         else
806                                                                 attacker.hitsound += 1;
807                                                 }
808
809                                                 damage_goodhits += 1;
810                                                 damage_gooddamage += damage;
811
812                                                 if not(DEATH_ISSPECIAL(deathtype))
813                                                 {
814                                                         if(targ.classname == "player") // don't do this for vehicles
815                                                         if(!g_minstagib)
816                                                         if(IsFlying(victim))
817                                                                 yoda = 1;
818
819                                                         if(g_minstagib)
820                                                         if(victim.items & IT_STRENGTH)
821                                                                 yoda = 1;
822                                                 }
823                                         }
824                                 }
825                                 else
826                                 {
827                                         if(deathtype != DEATH_FIRE)
828                                         {
829                                                 attacker.typehitsound += 1;
830                                         }
831                                         if(complainteamdamage > 0)
832                                                 if(time > attacker.teamkill_complain)
833                                                 {
834                                                         attacker.teamkill_complain = time + 5;
835                                                         attacker.teamkill_soundtime = time + 0.4;
836                                                         attacker.teamkill_soundsource = targ;
837                                                 }
838                                 }
839                         }
840                 }
841         }
842
843         // apply push
844         if (self.damageforcescale)
845         if (vlen(force))
846         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
847         {
848                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
849                 if(self.movetype == MOVETYPE_PHYSICS)
850                 {
851                         entity farcent;
852                         farcent = spawn();
853                         farcent.classname = "farce";
854                         farcent.enemy = self;
855                         farcent.movedir = farce * 10;
856                         if(self.mass)
857                                 farcent.movedir = farcent.movedir * self.mass;
858                         farcent.origin = hitloc;
859                         farcent.forcetype = FORCETYPE_FORCEATPOS;
860                         farcent.nextthink = time + 0.1;
861                         farcent.think = SUB_Remove;
862                 }
863                 else
864                         self.velocity = self.velocity + farce;
865                 self.flags &~= FL_ONGROUND;
866                 UpdateCSQCProjectile(self);
867         }
868         // apply damage
869         if (damage != 0 || (self.damageforcescale && vlen(force)))
870         if (self.event_damage)
871                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
872         self = oldself;
873
874         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
875         {
876                 if(g_runematch)
877                 {
878                         if (attacker.runes & RUNE_VAMPIRE)
879                         {
880                         // apply vampire rune
881                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
882                                 {
883                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
884                                         attacker.health = bound(
885                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
886                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
887                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
888                                 }
889                                 else
890                                 {
891                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
892                                         attacker.health = bound(
893                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
894                                                                                         // empathy won't let you gain health in the same way...
895                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
896                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
897                                         }
898                         }
899                         // apply empathy curse
900                         else if (attacker.runes & CURSE_EMPATHY)
901                         {
902                                 attacker.health = bound(
903                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
904                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
905                                         attacker.health);
906                         }
907                 }
908         }
909
910         // apply mirror damage if any
911         if(mirrordamage > 0 || mirrorforce > 0)
912         {
913                 attacker = attacker_save;
914                 if(g_minstagib)
915                 if(mirrordamage > 0)
916                 {
917                         // just lose extra LIVES, don't kill the player for mirror damage
918                         if(attacker.armorvalue > 0)
919                         {
920                                 attacker.armorvalue = attacker.armorvalue - 1;
921                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
922                                 attacker.hitsound += 1;
923                         }
924                         mirrordamage = 0;
925                 }
926
927                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
928                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
929         }
930 }
931
932 float RadiusDamage_running;
933 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
934         // Returns total damage applies to creatures
935 {
936         entity  targ;
937         vector  blastorigin;
938         vector  force;
939         float   total_damage_to_creatures;
940         entity  next;
941         float   tfloordmg;
942         float   tfloorforce;
943
944         float stat_damagedone;
945
946         if(RadiusDamage_running)
947         {
948                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
949                 return 0;
950         }
951
952         RadiusDamage_running = 1;
953
954         tfloordmg = autocvar_g_throughfloor_damage;
955         tfloorforce = autocvar_g_throughfloor_force;
956
957         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
958         total_damage_to_creatures = 0;
959
960         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
961                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
962                 {
963                         force = inflictor.velocity;
964                         if(vlen(force) == 0)
965                                 force = '0 0 -1';
966                         else
967                                 force = normalize(force);
968                         if(forceintensity >= 0)
969                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
970                         else
971                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
972                 }
973
974         stat_damagedone = 0;
975
976         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
977         while (targ)
978         {
979                 next = targ.chain;
980                 if (targ != inflictor)
981                         if (ignore != targ) if(targ.takedamage)
982                         {
983                                 vector nearest;
984                                 vector diff;
985                                 float power;
986
987                                 // LordHavoc: measure distance to nearest point on target (not origin)
988                                 // (this guarentees 100% damage on a touch impact)
989                                 nearest = targ.WarpZone_findradius_nearest;
990                                 diff = targ.WarpZone_findradius_dist;
991                                 // round up a little on the damage to ensure full damage on impacts
992                                 // and turn the distance into a fraction of the radius
993                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
994                                 //bprint(" ");
995                                 //bprint(ftos(power));
996                                 //if (targ == attacker)
997                                 //      print(ftos(power), "\n");
998                                 if (power > 0)
999                                 {
1000                                         float finaldmg;
1001                                         if (power > 1)
1002                                                 power = 1;
1003                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1004                                         if (finaldmg > 0)
1005                                         {
1006                                                 float a;
1007                                                 float c;
1008                                                 vector hitloc;
1009                                                 vector myblastorigin;
1010                                                 vector center;
1011
1012                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1013
1014                                                 // if it's a player, use the view origin as reference
1015                                                 center = CENTER_OR_VIEWOFS(targ);
1016
1017                                                 force = normalize(center - myblastorigin);
1018                                                 force = force * (finaldmg / coredamage) * forceintensity;
1019                                                 hitloc = nearest;
1020
1021                                                 if(targ != directhitentity)
1022                                                 {
1023                                                         float hits;
1024                                                         float total;
1025                                                         float hitratio;
1026                                                         float mininv_f, mininv_d;
1027
1028                                                         // test line of sight to multiple positions on box,
1029                                                         // and do damage if any of them hit
1030                                                         hits = 0;
1031
1032                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1033                                                         // so for a given max stddev:
1034                                                         // n = (1 / (2 * max stddev of hitratio))^2
1035
1036                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1037                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1038
1039                                                         if(autocvar_g_throughfloor_debug)
1040                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1041
1042                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1043
1044                                                         if(autocvar_g_throughfloor_debug)
1045                                                                 print(sprintf(" steps=%f", total));
1046
1047                                                         if (targ.classname == "player")
1048                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1049                                                         else
1050                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1051
1052                                                         if(autocvar_g_throughfloor_debug)
1053                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1054
1055                                                         for(c = 0; c < total; ++c)
1056                                                         {
1057                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1058                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1059                                                                 if (trace_fraction == 1 || trace_ent == targ)
1060                                                                 {
1061                                                                         ++hits;
1062                                                                         if (hits > 1)
1063                                                                                 hitloc = hitloc + nearest;
1064                                                                         else
1065                                                                                 hitloc = nearest;
1066                                                                 }
1067                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1068                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1069                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1070                                                         }
1071
1072                                                         nearest = hitloc * (1 / max(1, hits));
1073                                                         hitratio = (hits / total);
1074                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1075                                                         finaldmg = finaldmg * a;
1076                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1077                                                         force = force * a;
1078
1079                                                         if(autocvar_g_throughfloor_debug)
1080                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1081                                                 }
1082
1083                                                 // laser force adjustments :P
1084                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1085                                                 {
1086                                                         if (targ == attacker)
1087                                                         {
1088                                                                 vector vel;
1089
1090                                                                 float force_zscale;
1091                                                                 float force_velocitybiasramp;
1092                                                                 float force_velocitybias;
1093
1094                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1095                                                                 if(deathtype & HITTYPE_SECONDARY)
1096                                                                 {
1097                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1098                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1099                                                                 }
1100                                                                 else
1101                                                                 {
1102                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1103                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1104                                                                 }
1105
1106                                                                 vel = targ.velocity;
1107                                                                 vel_z = 0;
1108                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1109                                                                 force =
1110                                                                         vlen(force)
1111                                                                         *
1112                                                                         normalize(normalize(force) + vel);
1113
1114                                                                 force_z *= force_zscale;
1115                                                         }
1116                                                         else
1117                                                         {
1118                                                                 if(deathtype & HITTYPE_SECONDARY)
1119                                                                 {
1120                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1121                                                                 }
1122                                                                 else
1123                                                                 {
1124                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1125                                                                 }
1126                                                         }
1127                                                 }
1128
1129                                                 //if (targ == attacker)
1130                                                 //{
1131                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1132                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1133                                                 //      print(" (", ftos(a), ")\n");
1134                                                 //}
1135                                                 if(finaldmg || vlen(force))
1136                                                 {
1137                                                         if(targ.iscreature)
1138                                                         {
1139                                                                 total_damage_to_creatures += finaldmg;
1140
1141                                                                 if(accuracy_isgooddamage(attacker, targ))
1142                                                                         stat_damagedone += finaldmg;
1143                                                         }
1144
1145                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1146                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1147                                                         else
1148                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1149                                                 }
1150                                         }
1151                                 }
1152                         }
1153                 targ = next;
1154         }
1155
1156         RadiusDamage_running = 0;
1157
1158         if(!DEATH_ISSPECIAL(deathtype))
1159                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1160
1161         return total_damage_to_creatures;
1162 }
1163
1164 .float fire_damagepersec;
1165 .float fire_endtime;
1166 .float fire_deathtype;
1167 .entity fire_owner;
1168 .float fire_hitsound;
1169 .entity fire_burner;
1170
1171 void fireburner_think();
1172
1173 float Fire_IsBurning(entity e)
1174 {
1175         return (time < e.fire_endtime);
1176 }
1177
1178 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1179 {
1180         float dps;
1181         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1182
1183         if(e.classname == "player")
1184         {
1185                 if(e.deadflag)
1186                         return -1;
1187         }
1188         else
1189         {
1190                 if(!e.fire_burner)
1191                 {
1192                         // print("adding a fire burner to ", e.classname, "\n");
1193                         e.fire_burner = spawn();
1194                         e.fire_burner.classname = "fireburner";
1195                         e.fire_burner.think = fireburner_think;
1196                         e.fire_burner.nextthink = time;
1197                         e.fire_burner.owner = e;
1198                 }
1199         }
1200
1201         t = max(t, 0.1);
1202         dps = d / t;
1203         if(Fire_IsBurning(e))
1204         {
1205                 mintime = e.fire_endtime - time;
1206                 maxtime = max(mintime, t);
1207
1208                 mindps = e.fire_damagepersec;
1209                 maxdps = max(mindps, dps);
1210
1211                 if(maxtime > mintime || maxdps > mindps)
1212                 {
1213                         // Constraints:
1214                         
1215                         // damage we have right now
1216                         mindamage = mindps * mintime;
1217
1218                         // damage we want to get
1219                         maxdamage = mindamage + d;
1220
1221                         // but we can't exceed maxtime * maxdps!
1222                         totaldamage = min(maxdamage, maxtime * maxdps);
1223
1224                         // LEMMA:
1225                         // Look at:
1226                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1227                         // We see:
1228                         // totaldamage <= maxtime * maxdps
1229                         // ==> totaldamage / maxdps <= maxtime.
1230                         // We also see:
1231                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1232                         //                     >= min(mintime, maxtime)
1233                         // ==> totaldamage / maxdps >= mintime.
1234
1235                         /*
1236                         // how long do we damage then?
1237                         // at least as long as before
1238                         // but, never exceed maxdps
1239                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1240                         */
1241
1242                         // alternate:
1243                         // at most as long as maximum allowed
1244                         // but, never below mindps
1245                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1246
1247                         // assuming t > mintime, dps > mindps:
1248                         // we get d = t * dps = maxtime * maxdps
1249                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1250                         // totaldamage / maxdps = maxtime
1251                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1252                         // FROM THIS:
1253                         // a) totaltime = max(mintime, maxtime) = maxtime
1254                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1255
1256                         // assuming t <= mintime:
1257                         // we get maxtime = mintime
1258                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1259                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1260
1261                         // assuming dps <= mindps:
1262                         // we get mindps = maxdps.
1263                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1264                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1265                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1266
1267                         e.fire_damagepersec = totaldamage / totaltime;
1268                         e.fire_endtime = time + totaltime;
1269                         if(totaldamage > 1.2 * mindamage)
1270                         {
1271                                 e.fire_deathtype = dt;
1272                                 if(e.fire_owner != o)
1273                                 {
1274                                         e.fire_owner = o;
1275                                         e.fire_hitsound = FALSE;
1276                                 }
1277                         }
1278                         if(accuracy_isgooddamage(o, e))
1279                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1280                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1281                 }
1282                 else
1283                         return 0;
1284         }
1285         else
1286         {
1287                 e.fire_damagepersec = dps;
1288                 e.fire_endtime = time + t;
1289                 e.fire_deathtype = dt;
1290                 e.fire_owner = o;
1291                 e.fire_hitsound = FALSE;
1292                 if(accuracy_isgooddamage(o, e))
1293                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1294                 return d;
1295         }
1296 }
1297
1298 void Fire_ApplyDamage(entity e)
1299 {
1300         float t, d, hi, ty;
1301         entity o;
1302
1303         if not(Fire_IsBurning(e))
1304                 return;
1305
1306         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1307         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1308                 o = e.fire_owner;
1309
1310         // water and slime stop fire
1311         if(e.waterlevel)
1312         if(e.watertype != CONTENT_LAVA)
1313                 e.fire_endtime = 0;
1314
1315         // ice stops fire
1316         if(e.freezetag_frozen)
1317                 e.fire_endtime = 0;
1318
1319         t = min(frametime, e.fire_endtime - time);
1320         d = e.fire_damagepersec * t;
1321
1322         hi = e.fire_owner.hitsound;
1323         ty = e.fire_owner.typehitsound;
1324         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1325         if(e.fire_hitsound && e.fire_owner)
1326         {
1327                 e.fire_owner.hitsound = hi;
1328                 e.fire_owner.typehitsound = ty;
1329         }
1330         e.fire_hitsound = TRUE;
1331
1332         if not(IS_INDEPENDENT_PLAYER(e))
1333         FOR_EACH_PLAYER(other) if(e != other)
1334         {
1335                 if(other.classname == "player")
1336                 if(other.deadflag == DEAD_NO)
1337                 if not(IS_INDEPENDENT_PLAYER(other))
1338                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1339                 {
1340                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1341                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1342                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1343                 }
1344         }
1345 }
1346
1347 void Fire_ApplyEffect(entity e)
1348 {
1349         if(Fire_IsBurning(e))
1350                 e.effects |= EF_FLAME;
1351         else
1352                 e.effects &~= EF_FLAME;
1353 }
1354
1355 void fireburner_think()
1356 {
1357         // for players, this is done in the regular loop
1358         if(wasfreed(self.owner))
1359         {
1360                 remove(self);
1361                 return;
1362         }
1363         Fire_ApplyEffect(self.owner);
1364         if(!Fire_IsBurning(self.owner))
1365         {
1366                 self.owner.fire_burner = world;
1367                 remove(self);
1368                 return;
1369         }
1370         Fire_ApplyDamage(self.owner);
1371         self.nextthink = time;
1372 }