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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 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(
346                 sprintf("Obituary(%s, %s, %s, %s = %d);\n",
347                         attacker.netname,
348                         inflictor.netname,
349                         targ.netname,
350                         Deathtype_Name(deathtype),
351                         deathtype
352                 )
353         );
354         #endif
355         
356         // =======
357         // SUICIDE
358         // =======
359         if(targ == attacker)
360         {
361                 if(DEATH_ISSPECIAL(deathtype))
362                 {
363                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
364                         {
365                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
366                         }
367                         else
368                         {
369                                 switch(deathtype)
370                                 {
371                                         case DEATH_MIRRORDAMAGE:
372                                         {
373                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
374                                                 break;
375                                         }
376                                         
377                                         default:
378                                         {
379                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
380                                                 break;
381                                         }
382                                 }
383                                 LogDeath("suicide", deathtype, targ, targ);
384                                 GiveFrags(attacker, targ, -1, deathtype);
385                         }
386                 }
387                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
388                 {
389                         backtrace("SUICIDE: what the hell happened here?\n");
390                 }
391         }
392
393         // ======
394         // MURDER
395         // ======
396         else if(attacker.classname == "player")
397         {
398                 if(!IsDifferentTeam(attacker, targ))
399                 {
400                         LogDeath("tk", deathtype, attacker, targ);
401                         GiveFrags(attacker, targ, -1, deathtype);
402
403                         attacker.killcount = 0;
404                         
405                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
406                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
407                         Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
408
409                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
410                         // No need for specific death/weapon messages...
411                 }
412                 else
413                 {
414                         LogDeath("frag", deathtype, attacker, targ);
415                         GiveFrags(attacker, targ, 1, deathtype);
416
417                         attacker.taunt_soundtime = time + 1;
418                         attacker.killcount = attacker.killcount + 1;
419
420                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
421                                 case counta: \
422                                 { \
423                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
424                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
425                                         break; \
426                                 }
427                         switch(attacker.killcount)
428                         {
429                                 KILL_SPREE_LIST
430                                 default: break;
431                         }
432                         #undef SPREE_ITEM
433
434                         if(!checkrules_firstblood)
435                         {
436                                 checkrules_firstblood = TRUE;
437                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
438                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
439                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
440
441                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
442                                 kill_count_to_attacker = -1;
443                                 kill_count_to_target = -2;
444                         }
445                         else
446                         {
447                                 kill_count_to_attacker = attacker.killcount;
448                                 kill_count_to_target = 0;
449                         }
450
451                         if(targ.istypefrag)
452                         {
453                                 if(attacker.FRAG_VERBOSE)
454                                         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));
455                                 else
456                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
457
458                                 if(targ.FRAG_VERBOSE)
459                                         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));
460                                 else
461                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
462                         }
463                         else
464                         {
465                                 if(attacker.FRAG_VERBOSE)
466                                         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));
467                                 else
468                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
469
470                                 if(targ.FRAG_VERBOSE)
471                                         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));
472                                 else
473                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
474                         }
475
476                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
477                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
478                 }
479         }
480
481         // =============
482         // ACCIDENT/TRAP
483         // =============
484         else
485         {
486                 switch(deathtype)
487                 {
488                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
489                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
490                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
491                         /*case DEATH_HURTTRIGGER:
492                         {
493                                 s1 = targ.netname;
494                                 s2 = inflictor.message;
495                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
496                                 break;
497                         }*/
498
499                         case DEATH_CUSTOM:
500                         {
501                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
502                                         targ.netname,
503                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
504                                         deathlocation,
505                                         targ.killcount,
506                                         0,
507                                         0);
508                                 break;
509                         }
510                         
511                         default:
512                         {
513                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
514                                 break;
515                         }
516                 }
517
518                 LogDeath("accident", deathtype, targ, targ);
519                 GiveFrags(targ, targ, -1, deathtype);
520
521                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
522                 {
523                         AnnounceTo(targ, "botlike");
524                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
525                 }
526         }
527
528         // reset target kill count
529         if(targ.killcount) { targ.killcount = 0; }
530 }
531
532 // these are updated by each Damage call for use in button triggering and such
533 entity damage_targ;
534 entity damage_inflictor;
535 entity damage_attacker;
536
537 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
538 {
539         float mirrordamage;
540         float mirrorforce;
541         float complainteamdamage = 0; 
542         entity attacker_save;
543         mirrordamage = 0;
544         mirrorforce = 0;
545
546         if (gameover || targ.killcount == -666)
547                 return;
548
549         entity oldself;
550         oldself = self;
551         self = targ;
552         damage_targ = targ;
553         damage_inflictor = inflictor;
554         damage_attacker = attacker;
555                 attacker_save = attacker;
556
557         if(targ.classname == "player")
558                 if(targ.hook)
559                         if(targ.hook.aiment)
560                                 if(targ.hook.aiment == attacker)
561                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
562
563         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
564         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
565         {
566                 if(targ.classname == "player")
567                         if not(IsDifferentTeam(targ, attacker))
568                         {
569                                 self = oldself;
570                                 return;
571                         }
572         }
573
574         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
575         {
576                 // These are ALWAYS lethal
577                 // No damage modification here
578                 // Instead, prepare the victim for his death...
579                 targ.armorvalue = 0;
580                 targ.spawnshieldtime = 0;
581                 targ.health = 0.9; // this is < 1
582                 targ.flags -= targ.flags & FL_GODMODE;
583                 damage = 100000;
584         }
585         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
586         {
587                 // no processing
588         }
589         else
590         {
591                 /*
592                 skill based bot damage? gtfo. (tZork)
593                 if (targ.classname == "player")
594                 if (attacker.classname == "player")
595                 if (!targ.isbot)
596                 if (attacker.isbot)
597                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
598         */
599         
600                 // nullify damage if teamplay is on
601                 if(deathtype != DEATH_TELEFRAG)
602                 if(attacker.classname == "player")
603                 {
604                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
605                         {
606                                 damage = 0;
607                                 force = '0 0 0';
608                         }
609                         else if(!IsDifferentTeam(attacker, targ))
610                         {
611                                 if(autocvar_teamplay_mode == 1)
612                                         damage = 0;
613                                 else if(attacker != targ)
614                                 {
615                                         if(autocvar_teamplay_mode == 3)
616                                                 damage = 0;
617                                         else if(autocvar_teamplay_mode == 4)
618                                         {
619                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
620                                                 {
621                                                         attacker.dmg_team = attacker.dmg_team + damage;
622                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
623                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
624                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
625                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
626                                                         if(g_minstagib)
627                                                         {
628                                                                 if(autocvar_g_friendlyfire == 0)
629                                                                         damage = 0;
630                                                         }
631                                                         else if(g_ca)
632                                                                 damage = 0;
633                                                         else
634                                                                 damage = autocvar_g_friendlyfire * damage;
635                                                         // mirrordamage will be used LATER
636
637                                                         if(autocvar_g_mirrordamage_virtual)
638                                                         {
639                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
640                                                                 attacker.dmg_take += v_x;
641                                                                 attacker.dmg_save += v_y;
642                                                                 attacker.dmg_inflictor = inflictor;
643                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
644                                                                 mirrorforce = 0;
645                                                         }
646
647                                                         if(autocvar_g_friendlyfire_virtual)
648                                                         {
649                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
650                                                                 targ.dmg_take += v_x;
651                                                                 targ.dmg_save += v_y;
652                                                                 targ.dmg_inflictor = inflictor;
653                                                                 damage = 0;
654                                                                 if(!autocvar_g_friendlyfire_virtual_force)
655                                                                         force = '0 0 0';
656                                                         }
657                                                 }
658                                                 else
659                                                         damage = 0;
660                                         }
661                                 }
662                         }
663                 }
664
665                 if(targ.classname == "player")
666                 if(attacker.classname == "player")
667                 if(attacker != targ)
668                 {
669                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
670                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
671                 }
672
673                 if(targ.classname == "player")
674                 if (g_minstagib)
675                 {
676                         if ((deathtype == DEATH_FALL)  ||
677                                 (deathtype == DEATH_DROWN) ||
678                                 (deathtype == DEATH_SLIME) ||
679                                 (deathtype == DEATH_LAVA)  ||
680                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
681                         {
682                                 self = oldself;
683                                 return;
684                         }
685                         if(damage > 0)
686                             damage = 10000;
687                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
688                         {
689                                 targ.armorvalue -= 1;
690                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
691                                 damage = 0;
692                                 targ.hitsound += 1;
693                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
694                         }
695                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
696                         {
697                                 damage = 0;
698                                 mirrordamage = 0;
699                                 complainteamdamage = 0;
700                                 if (targ != attacker)
701                                 {
702                                         if ((targ.health >= 1) && (targ.classname == "player"))
703                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
704                                         force = '0 0 0';
705                                         // keep mirrorforce
706                                         attacker = targ;
707                                 }
708                         }
709                 }
710
711                 if not(DEATH_ISSPECIAL(deathtype))
712                 {
713                         damage *= g_weapondamagefactor;
714                         mirrordamage *= g_weapondamagefactor;
715                         complainteamdamage *= g_weapondamagefactor;
716                         force = force * g_weaponforcefactor;
717                         mirrorforce *= g_weaponforcefactor;
718                 }
719                 
720                 // should this be changed at all? If so, in what way?
721                 frag_attacker = attacker;
722                 frag_target = targ;
723                 frag_damage = damage;
724                 frag_force = force;
725         frag_deathtype = deathtype;
726                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
727                 damage = frag_damage;
728                 force = frag_force;
729                 
730                 // apply strength multiplier
731                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
732                 {
733                         if(targ == attacker)
734                         {
735                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
736                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
737                         }
738                         else
739                         {
740                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
741                                 force = force * autocvar_g_balance_powerup_strength_force;
742                         }
743                 }
744
745                 // apply invincibility multiplier
746                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
747                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
748
749                 if (targ == attacker)
750                 {
751                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
752                                 damage = 0;
753                         else
754                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
755                 }
756
757                 if(g_runematch)
758                 {
759                         // apply strength rune
760                         if (attacker.runes & RUNE_STRENGTH)
761                         {
762                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
763                                 {
764                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
765                                         force = force * autocvar_g_balance_rune_strength_combo_force;
766                                 }
767                                 else
768                                 {
769                                         damage = damage * autocvar_g_balance_rune_strength_damage;
770                                         force = force * autocvar_g_balance_rune_strength_force;
771                                 }
772                         }
773                         else if (attacker.runes & CURSE_WEAK)
774                         {
775                                 damage = damage * autocvar_g_balance_curse_weak_damage;
776                                 force = force * autocvar_g_balance_curse_weak_force;
777                         }
778
779                         // apply defense rune
780                         if (targ.runes & RUNE_DEFENSE)
781                         {
782                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
783                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
784                                 else
785                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
786                         }
787                         else if (targ.runes & CURSE_VULNER)
788                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
789                 }
790
791                 // count the damage
792                 if(attacker)
793                 if(!targ.deadflag)
794                 if(targ.takedamage == DAMAGE_AIM)
795                 if(targ != attacker)
796                 {
797                         entity victim;
798                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
799                                 victim = targ.owner;
800                         else
801                                 victim = targ;
802
803                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
804                         {
805                                 if(IsDifferentTeam(victim, attacker))
806                                 {
807                                         if(damage > 0)
808                                         {
809                                                 if(deathtype != DEATH_FIRE)
810                                                 {
811                                                         if(victim.BUTTON_CHAT)
812                                                                 attacker.typehitsound += 1;
813                                                         else
814                                                                 attacker.hitsound += 1;
815                                                 }
816
817                                                 damage_goodhits += 1;
818                                                 damage_gooddamage += damage;
819
820                                                 if not(DEATH_ISSPECIAL(deathtype))
821                                                 {
822                                                         if(targ.classname == "player") // don't do this for vehicles
823                                                         if(!g_minstagib)
824                                                         if(IsFlying(victim))
825                                                                 yoda = 1;
826
827                                                         if(g_minstagib)
828                                                         if(victim.items & IT_STRENGTH)
829                                                                 yoda = 1;
830                                                 }
831                                         }
832                                 }
833                                 else
834                                 {
835                                         if(deathtype != DEATH_FIRE)
836                                         {
837                                                 attacker.typehitsound += 1;
838                                         }
839                                         if(complainteamdamage > 0)
840                                                 if(time > attacker.teamkill_complain)
841                                                 {
842                                                         attacker.teamkill_complain = time + 5;
843                                                         attacker.teamkill_soundtime = time + 0.4;
844                                                         attacker.teamkill_soundsource = targ;
845                                                 }
846                                 }
847                         }
848                 }
849         }
850
851         // apply push
852         if (self.damageforcescale)
853         if (vlen(force))
854         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
855         {
856                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
857                 if(self.movetype == MOVETYPE_PHYSICS)
858                 {
859                         entity farcent;
860                         farcent = spawn();
861                         farcent.classname = "farce";
862                         farcent.enemy = self;
863                         farcent.movedir = farce * 10;
864                         if(self.mass)
865                                 farcent.movedir = farcent.movedir * self.mass;
866                         farcent.origin = hitloc;
867                         farcent.forcetype = FORCETYPE_FORCEATPOS;
868                         farcent.nextthink = time + 0.1;
869                         farcent.think = SUB_Remove;
870                 }
871                 else
872                         self.velocity = self.velocity + farce;
873                 self.flags &~= FL_ONGROUND;
874                 UpdateCSQCProjectile(self);
875         }
876         // apply damage
877         if (damage != 0 || (self.damageforcescale && vlen(force)))
878         if (self.event_damage)
879                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
880         self = oldself;
881
882         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
883         {
884                 if(g_runematch)
885                 {
886                         if (attacker.runes & RUNE_VAMPIRE)
887                         {
888                         // apply vampire rune
889                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
890                                 {
891                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
892                                         attacker.health = bound(
893                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
894                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
895                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
896                                 }
897                                 else
898                                 {
899                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
900                                         attacker.health = bound(
901                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
902                                                                                         // empathy won't let you gain health in the same way...
903                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
904                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
905                                         }
906                         }
907                         // apply empathy curse
908                         else if (attacker.runes & CURSE_EMPATHY)
909                         {
910                                 attacker.health = bound(
911                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
912                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
913                                         attacker.health);
914                         }
915                 }
916         }
917
918         // apply mirror damage if any
919         if(mirrordamage > 0 || mirrorforce > 0)
920         {
921                 attacker = attacker_save;
922                 if(g_minstagib)
923                 if(mirrordamage > 0)
924                 {
925                         // just lose extra LIVES, don't kill the player for mirror damage
926                         if(attacker.armorvalue > 0)
927                         {
928                                 attacker.armorvalue = attacker.armorvalue - 1;
929                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
930                                 attacker.hitsound += 1;
931                         }
932                         mirrordamage = 0;
933                 }
934
935                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
936                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
937         }
938 }
939
940 float RadiusDamage_running;
941 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
942         // Returns total damage applies to creatures
943 {
944         entity  targ;
945         vector  blastorigin;
946         vector  force;
947         float   total_damage_to_creatures;
948         entity  next;
949         float   tfloordmg;
950         float   tfloorforce;
951
952         float stat_damagedone;
953
954         if(RadiusDamage_running)
955         {
956                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
957                 return 0;
958         }
959
960         RadiusDamage_running = 1;
961
962         tfloordmg = autocvar_g_throughfloor_damage;
963         tfloorforce = autocvar_g_throughfloor_force;
964
965         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
966         total_damage_to_creatures = 0;
967
968         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
969                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
970                 {
971                         force = inflictor.velocity;
972                         if(vlen(force) == 0)
973                                 force = '0 0 -1';
974                         else
975                                 force = normalize(force);
976                         if(forceintensity >= 0)
977                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
978                         else
979                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
980                 }
981
982         stat_damagedone = 0;
983
984         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
985         while (targ)
986         {
987                 next = targ.chain;
988                 if (targ != inflictor)
989                         if (ignore != targ) if(targ.takedamage)
990                         {
991                                 vector nearest;
992                                 vector diff;
993                                 float power;
994
995                                 // LordHavoc: measure distance to nearest point on target (not origin)
996                                 // (this guarentees 100% damage on a touch impact)
997                                 nearest = targ.WarpZone_findradius_nearest;
998                                 diff = targ.WarpZone_findradius_dist;
999                                 // round up a little on the damage to ensure full damage on impacts
1000                                 // and turn the distance into a fraction of the radius
1001                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1002                                 //bprint(" ");
1003                                 //bprint(ftos(power));
1004                                 //if (targ == attacker)
1005                                 //      print(ftos(power), "\n");
1006                                 if (power > 0)
1007                                 {
1008                                         float finaldmg;
1009                                         if (power > 1)
1010                                                 power = 1;
1011                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1012                                         if (finaldmg > 0)
1013                                         {
1014                                                 float a;
1015                                                 float c;
1016                                                 vector hitloc;
1017                                                 vector myblastorigin;
1018                                                 vector center;
1019
1020                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1021
1022                                                 // if it's a player, use the view origin as reference
1023                                                 center = CENTER_OR_VIEWOFS(targ);
1024
1025                                                 force = normalize(center - myblastorigin);
1026                                                 force = force * (finaldmg / coredamage) * forceintensity;
1027                                                 hitloc = nearest;
1028
1029                                                 if(targ != directhitentity)
1030                                                 {
1031                                                         float hits;
1032                                                         float total;
1033                                                         float hitratio;
1034                                                         float mininv_f, mininv_d;
1035
1036                                                         // test line of sight to multiple positions on box,
1037                                                         // and do damage if any of them hit
1038                                                         hits = 0;
1039
1040                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1041                                                         // so for a given max stddev:
1042                                                         // n = (1 / (2 * max stddev of hitratio))^2
1043
1044                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1045                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1046
1047                                                         if(autocvar_g_throughfloor_debug)
1048                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1049
1050                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1051
1052                                                         if(autocvar_g_throughfloor_debug)
1053                                                                 print(sprintf(" steps=%f", total));
1054
1055                                                         if (targ.classname == "player")
1056                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1057                                                         else
1058                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1059
1060                                                         if(autocvar_g_throughfloor_debug)
1061                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1062
1063                                                         for(c = 0; c < total; ++c)
1064                                                         {
1065                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1066                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1067                                                                 if (trace_fraction == 1 || trace_ent == targ)
1068                                                                 {
1069                                                                         ++hits;
1070                                                                         if (hits > 1)
1071                                                                                 hitloc = hitloc + nearest;
1072                                                                         else
1073                                                                                 hitloc = nearest;
1074                                                                 }
1075                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1076                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1077                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1078                                                         }
1079
1080                                                         nearest = hitloc * (1 / max(1, hits));
1081                                                         hitratio = (hits / total);
1082                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1083                                                         finaldmg = finaldmg * a;
1084                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1085                                                         force = force * a;
1086
1087                                                         if(autocvar_g_throughfloor_debug)
1088                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1089                                                 }
1090
1091                                                 // laser force adjustments :P
1092                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1093                                                 {
1094                                                         if (targ == attacker)
1095                                                         {
1096                                                                 vector vel;
1097
1098                                                                 float force_zscale;
1099                                                                 float force_velocitybiasramp;
1100                                                                 float force_velocitybias;
1101
1102                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1103                                                                 if(deathtype & HITTYPE_SECONDARY)
1104                                                                 {
1105                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1106                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1107                                                                 }
1108                                                                 else
1109                                                                 {
1110                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1111                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1112                                                                 }
1113
1114                                                                 vel = targ.velocity;
1115                                                                 vel_z = 0;
1116                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1117                                                                 force =
1118                                                                         vlen(force)
1119                                                                         *
1120                                                                         normalize(normalize(force) + vel);
1121
1122                                                                 force_z *= force_zscale;
1123                                                         }
1124                                                         else
1125                                                         {
1126                                                                 if(deathtype & HITTYPE_SECONDARY)
1127                                                                 {
1128                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1129                                                                 }
1130                                                                 else
1131                                                                 {
1132                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1133                                                                 }
1134                                                         }
1135                                                 }
1136
1137                                                 //if (targ == attacker)
1138                                                 //{
1139                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1140                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1141                                                 //      print(" (", ftos(a), ")\n");
1142                                                 //}
1143                                                 if(finaldmg || vlen(force))
1144                                                 {
1145                                                         if(targ.iscreature)
1146                                                         {
1147                                                                 total_damage_to_creatures += finaldmg;
1148
1149                                                                 if(accuracy_isgooddamage(attacker, targ))
1150                                                                         stat_damagedone += finaldmg;
1151                                                         }
1152
1153                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1154                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1155                                                         else
1156                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1157                                                 }
1158                                         }
1159                                 }
1160                         }
1161                 targ = next;
1162         }
1163
1164         RadiusDamage_running = 0;
1165
1166         if(!DEATH_ISSPECIAL(deathtype))
1167                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1168
1169         return total_damage_to_creatures;
1170 }
1171
1172 .float fire_damagepersec;
1173 .float fire_endtime;
1174 .float fire_deathtype;
1175 .entity fire_owner;
1176 .float fire_hitsound;
1177 .entity fire_burner;
1178
1179 void fireburner_think();
1180
1181 float Fire_IsBurning(entity e)
1182 {
1183         return (time < e.fire_endtime);
1184 }
1185
1186 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1187 {
1188         float dps;
1189         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1190
1191         if(e.classname == "player")
1192         {
1193                 if(e.deadflag)
1194                         return -1;
1195         }
1196         else
1197         {
1198                 if(!e.fire_burner)
1199                 {
1200                         // print("adding a fire burner to ", e.classname, "\n");
1201                         e.fire_burner = spawn();
1202                         e.fire_burner.classname = "fireburner";
1203                         e.fire_burner.think = fireburner_think;
1204                         e.fire_burner.nextthink = time;
1205                         e.fire_burner.owner = e;
1206                 }
1207         }
1208
1209         t = max(t, 0.1);
1210         dps = d / t;
1211         if(Fire_IsBurning(e))
1212         {
1213                 mintime = e.fire_endtime - time;
1214                 maxtime = max(mintime, t);
1215
1216                 mindps = e.fire_damagepersec;
1217                 maxdps = max(mindps, dps);
1218
1219                 if(maxtime > mintime || maxdps > mindps)
1220                 {
1221                         // Constraints:
1222                         
1223                         // damage we have right now
1224                         mindamage = mindps * mintime;
1225
1226                         // damage we want to get
1227                         maxdamage = mindamage + d;
1228
1229                         // but we can't exceed maxtime * maxdps!
1230                         totaldamage = min(maxdamage, maxtime * maxdps);
1231
1232                         // LEMMA:
1233                         // Look at:
1234                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1235                         // We see:
1236                         // totaldamage <= maxtime * maxdps
1237                         // ==> totaldamage / maxdps <= maxtime.
1238                         // We also see:
1239                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1240                         //                     >= min(mintime, maxtime)
1241                         // ==> totaldamage / maxdps >= mintime.
1242
1243                         /*
1244                         // how long do we damage then?
1245                         // at least as long as before
1246                         // but, never exceed maxdps
1247                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1248                         */
1249
1250                         // alternate:
1251                         // at most as long as maximum allowed
1252                         // but, never below mindps
1253                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1254
1255                         // assuming t > mintime, dps > mindps:
1256                         // we get d = t * dps = maxtime * maxdps
1257                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1258                         // totaldamage / maxdps = maxtime
1259                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1260                         // FROM THIS:
1261                         // a) totaltime = max(mintime, maxtime) = maxtime
1262                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1263
1264                         // assuming t <= mintime:
1265                         // we get maxtime = mintime
1266                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1267                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1268
1269                         // assuming dps <= mindps:
1270                         // we get mindps = maxdps.
1271                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1272                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1273                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1274
1275                         e.fire_damagepersec = totaldamage / totaltime;
1276                         e.fire_endtime = time + totaltime;
1277                         if(totaldamage > 1.2 * mindamage)
1278                         {
1279                                 e.fire_deathtype = dt;
1280                                 if(e.fire_owner != o)
1281                                 {
1282                                         e.fire_owner = o;
1283                                         e.fire_hitsound = FALSE;
1284                                 }
1285                         }
1286                         if(accuracy_isgooddamage(o, e))
1287                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1288                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1289                 }
1290                 else
1291                         return 0;
1292         }
1293         else
1294         {
1295                 e.fire_damagepersec = dps;
1296                 e.fire_endtime = time + t;
1297                 e.fire_deathtype = dt;
1298                 e.fire_owner = o;
1299                 e.fire_hitsound = FALSE;
1300                 if(accuracy_isgooddamage(o, e))
1301                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1302                 return d;
1303         }
1304 }
1305
1306 void Fire_ApplyDamage(entity e)
1307 {
1308         float t, d, hi, ty;
1309         entity o;
1310
1311         if not(Fire_IsBurning(e))
1312                 return;
1313
1314         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1315         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1316                 o = e.fire_owner;
1317
1318         // water and slime stop fire
1319         if(e.waterlevel)
1320         if(e.watertype != CONTENT_LAVA)
1321                 e.fire_endtime = 0;
1322
1323         // ice stops fire
1324         if(e.freezetag_frozen)
1325                 e.fire_endtime = 0;
1326
1327         t = min(frametime, e.fire_endtime - time);
1328         d = e.fire_damagepersec * t;
1329
1330         hi = e.fire_owner.hitsound;
1331         ty = e.fire_owner.typehitsound;
1332         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1333         if(e.fire_hitsound && e.fire_owner)
1334         {
1335                 e.fire_owner.hitsound = hi;
1336                 e.fire_owner.typehitsound = ty;
1337         }
1338         e.fire_hitsound = TRUE;
1339
1340         if not(IS_INDEPENDENT_PLAYER(e))
1341         FOR_EACH_PLAYER(other) if(e != other)
1342         {
1343                 if(other.classname == "player")
1344                 if(other.deadflag == DEAD_NO)
1345                 if not(IS_INDEPENDENT_PLAYER(other))
1346                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1347                 {
1348                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1349                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1350                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1351                 }
1352         }
1353 }
1354
1355 void Fire_ApplyEffect(entity e)
1356 {
1357         if(Fire_IsBurning(e))
1358                 e.effects |= EF_FLAME;
1359         else
1360                 e.effects &~= EF_FLAME;
1361 }
1362
1363 void fireburner_think()
1364 {
1365         // for players, this is done in the regular loop
1366         if(wasfreed(self.owner))
1367         {
1368                 remove(self);
1369                 return;
1370         }
1371         Fire_ApplyEffect(self.owner);
1372         if(!Fire_IsBurning(self.owner))
1373         {
1374                 self.owner.fire_burner = world;
1375                 remove(self);
1376                 return;
1377         }
1378         Fire_ApplyDamage(self.owner);
1379         self.nextthink = time;
1380 }