6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
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?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
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)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
123 if(targ != attacker) // not for suicides
124 if(g_weaponarena_random)
126 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
128 culprit = DEATH_WEAPONOF(deathtype);
130 culprit = attacker.weapon;
131 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
132 culprit = attacker.weapon;
134 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
140 if(!GiveFrags_randomweapons)
142 GiveFrags_randomweapons = spawn();
143 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
147 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
149 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
151 // all others (including the culprit): remove
152 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
153 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
155 // among the remaining ones, choose one by random
156 W_RandomWeapons(GiveFrags_randomweapons, 1);
158 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
160 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
161 WEPSET_ANDNOT_EW(attacker, culprit);
165 // after a frag, choose another random weapon set
166 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
167 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
170 // FIXME fix the mess this is (we have REAL points now!)
174 frag_attacker = attacker;
177 if(MUTATOR_CALLHOOK(GiveFragsForKill))
187 attacker.totalfrags += f;
190 UpdateFrags(attacker, f);
193 string AppendItemcodes(string s, entity player)
198 // w = player.switchweapon;
200 w = player.cnt; // previous weapon!
201 s = strcat(s, ftos(w));
202 if(time < player.strength_finished)
204 if(time < player.invincible_finished)
206 if(player.flagcarried != world)
208 if(player.BUTTON_CHAT)
215 void LogDeath(string mode, float deathtype, entity killer, entity killed)
218 if(!autocvar_sv_eventlog)
220 s = strcat(":kill:", mode);
221 s = strcat(s, ":", ftos(killer.playerid));
222 s = strcat(s, ":", ftos(killed.playerid));
223 s = strcat(s, ":type=", Deathtype_Name(deathtype));
224 s = strcat(s, ":items=");
225 s = AppendItemcodes(s, killer);
228 s = strcat(s, ":victimitems=");
229 s = AppendItemcodes(s, killed);
234 void Obituary_SpecialDeath(
238 string s1, string s2, string s3,
239 float f1, float f2, float f3)
241 if(DEATH_ISSPECIAL(deathtype))
243 entity deathent = deathtypes[(deathtype - DT_FIRST)];
244 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
248 if(deathent.death_msgmurder)
250 Send_Notification_WOVA(
254 deathent.death_msgmurder.nent_id,
258 Send_Notification_WOVA(
262 deathent.death_msgmurder.nent_msginfo.nent_id,
270 if(deathent.death_msgself)
272 Send_Notification_WOVA(
276 deathent.death_msgself.nent_id,
280 Send_Notification_WOVA(
284 deathent.death_msgself.nent_msginfo.nent_id,
291 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
295 float Obituary_WeaponDeath(
299 string s1, string s2, string s3,
302 float death_weapon = DEATH_WEAPONOF(deathtype);
305 w_deathtype = deathtype;
306 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
311 Send_Notification_WOVA(
319 Send_Notification_WOVA(
323 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
331 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
342 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
345 if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
348 float notif_firstblood = FALSE;
349 float kill_count_to_attacker, kill_count_to_target;
351 // Set final information for the death
352 targ.death_origin = targ.origin;
353 if(targ != attacker) { targ.killer_origin = attacker.origin; }
354 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
356 #ifdef NOTIFICATIONS_DEBUG
359 "Obituary(%s, %s, %s, %s = %d);\n",
363 Deathtype_Name(deathtype),
374 if(DEATH_ISSPECIAL(deathtype))
376 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
378 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
384 case DEATH_MIRRORDAMAGE:
386 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
392 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
398 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
400 backtrace("SUICIDE: what the hell happened here?\n");
403 LogDeath("suicide", deathtype, targ, targ);
404 GiveFrags(attacker, targ, -1, deathtype);
410 else if(IS_PLAYER(attacker))
412 if(!IsDifferentTeam(attacker, targ))
414 LogDeath("tk", deathtype, attacker, targ);
415 GiveFrags(attacker, targ, -1, deathtype);
417 attacker.killcount = 0;
419 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
420 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
421 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
423 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
424 // No need for specific death/weapon messages...
428 LogDeath("frag", deathtype, attacker, targ);
429 GiveFrags(attacker, targ, 1, deathtype);
431 attacker.taunt_soundtime = time + 1;
432 attacker.killcount = attacker.killcount + 1;
434 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
437 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
438 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
441 switch(attacker.killcount)
448 if(!checkrules_firstblood)
450 checkrules_firstblood = TRUE;
451 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
452 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
453 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
455 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
456 kill_count_to_attacker = -1;
457 kill_count_to_target = -2;
461 kill_count_to_attacker = attacker.killcount;
462 kill_count_to_target = 0;
465 float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
468 if(attacker.FRAG_VERBOSE && verbose_allowed)
469 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));
471 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
473 if(targ.FRAG_VERBOSE && verbose_allowed)
474 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));
476 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
480 if(attacker.FRAG_VERBOSE && verbose_allowed)
481 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));
483 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
485 if(targ.FRAG_VERBOSE && verbose_allowed)
486 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));
488 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
491 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
492 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
503 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
504 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
505 // and there will be a REAL DEATH_VOID implementation which mappers will use.
506 /*case DEATH_HURTTRIGGER:
509 s2 = inflictor.message;
510 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
516 Obituary_SpecialDeath(targ, FALSE, deathtype,
518 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
528 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
533 LogDeath("accident", deathtype, targ, targ);
534 GiveFrags(targ, targ, -1, deathtype);
536 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
538 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
539 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
543 // reset target kill count
544 if(targ.killcount) { targ.killcount = 0; }
547 // these are updated by each Damage call for use in button triggering and such
549 entity damage_inflictor;
550 entity damage_attacker;
552 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
556 float complainteamdamage = 0;
557 entity attacker_save;
561 if (gameover || targ.killcount == -666)
568 damage_inflictor = inflictor;
569 damage_attacker = attacker;
570 attacker_save = attacker;
575 if(targ.hook.aiment == attacker)
576 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
578 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
579 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
582 if not(IsDifferentTeam(targ, attacker))
589 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
591 // These are ALWAYS lethal
592 // No damage modification here
593 // Instead, prepare the victim for his death...
595 targ.spawnshieldtime = 0;
596 targ.health = 0.9; // this is < 1
597 targ.flags -= targ.flags & FL_GODMODE;
600 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
606 // nullify damage if teamplay is on
607 if(deathtype != DEATH_TELEFRAG)
608 if(IS_PLAYER(attacker))
610 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
615 else if(!IsDifferentTeam(attacker, targ))
617 if(autocvar_teamplay_mode == 1)
619 else if(attacker != targ)
621 if(autocvar_teamplay_mode == 3)
623 else if(autocvar_teamplay_mode == 4)
625 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
627 attacker.dmg_team = attacker.dmg_team + damage;
628 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
629 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
630 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
631 mirrorforce = autocvar_g_mirrordamage * vlen(force);
635 damage = autocvar_g_friendlyfire * damage;
636 // mirrordamage will be used LATER
638 if(autocvar_g_mirrordamage_virtual)
640 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
641 attacker.dmg_take += v_x;
642 attacker.dmg_save += v_y;
643 attacker.dmg_inflictor = inflictor;
644 mirrordamage = v_z; // = 0, to make fteqcc stfu
648 if(autocvar_g_friendlyfire_virtual)
650 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
651 targ.dmg_take += v_x;
652 targ.dmg_save += v_y;
653 targ.dmg_inflictor = inflictor;
655 if(!autocvar_g_friendlyfire_virtual_force)
666 if not(DEATH_ISSPECIAL(deathtype))
668 damage *= g_weapondamagefactor;
669 mirrordamage *= g_weapondamagefactor;
670 complainteamdamage *= g_weapondamagefactor;
671 force = force * g_weaponforcefactor;
672 mirrorforce *= g_weaponforcefactor;
675 // should this be changed at all? If so, in what way?
676 frag_attacker = attacker;
678 frag_damage = damage;
680 frag_deathtype = deathtype;
681 frag_mirrordamage = mirrordamage;
682 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
683 damage = frag_damage;
684 mirrordamage = frag_mirrordamage;
689 // apply strength multiplier
690 if (attacker.items & IT_STRENGTH)
694 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
695 force = force * autocvar_g_balance_powerup_strength_selfforce;
699 damage = damage * autocvar_g_balance_powerup_strength_damage;
700 force = force * autocvar_g_balance_powerup_strength_force;
704 // apply invincibility multiplier
705 if (targ.items & IT_INVINCIBLE)
706 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
709 if (targ == attacker)
711 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
714 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
720 if(targ.takedamage == DAMAGE_AIM)
724 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
729 if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
731 if(IsDifferentTeam(victim, attacker))
735 if(deathtype != DEATH_FIRE)
737 if(victim.BUTTON_CHAT)
738 attacker.typehitsound += 1;
740 attacker.hitsound += 1;
743 damage_goodhits += 1;
744 damage_gooddamage += damage;
746 if not(DEATH_ISSPECIAL(deathtype))
748 if(IS_PLAYER(targ)) // don't do this for vehicles
756 if(deathtype != DEATH_FIRE)
758 attacker.typehitsound += 1;
760 if(complainteamdamage > 0)
761 if(time > attacker.teamkill_complain)
763 attacker.teamkill_complain = time + 5;
764 attacker.teamkill_soundtime = time + 0.4;
765 attacker.teamkill_soundsource = targ;
773 if (self.damageforcescale)
775 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || g_midair)
777 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
778 if(self.movetype == MOVETYPE_PHYSICS)
782 farcent.classname = "farce";
783 farcent.enemy = self;
784 farcent.movedir = farce * 10;
786 farcent.movedir = farcent.movedir * self.mass;
787 farcent.origin = hitloc;
788 farcent.forcetype = FORCETYPE_FORCEATPOS;
789 farcent.nextthink = time + 0.1;
790 farcent.think = SUB_Remove;
793 self.velocity = self.velocity + farce;
794 self.flags &~= FL_ONGROUND;
795 UpdateCSQCProjectile(self);
798 if (damage != 0 || (self.damageforcescale && vlen(force)))
799 if (self.event_damage)
800 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
803 // apply mirror damage if any
804 if(mirrordamage > 0 || mirrorforce > 0)
806 attacker = attacker_save;
808 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
809 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
813 float RadiusDamage_running;
814 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity)
815 // Returns total damage applies to creatures
819 float total_damage_to_creatures;
824 float stat_damagedone;
826 if(RadiusDamage_running)
828 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
832 RadiusDamage_running = 1;
834 tfloordmg = autocvar_g_throughfloor_damage;
835 tfloorforce = autocvar_g_throughfloor_force;
837 total_damage_to_creatures = 0;
839 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
840 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
842 force = inflictorvelocity;
846 force = normalize(force);
847 if(forceintensity >= 0)
848 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
850 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
855 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
859 if ((targ != inflictor) || inflictorselfdamage)
860 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
867 // LordHavoc: measure distance to nearest point on target (not origin)
868 // (this guarentees 100% damage on a touch impact)
869 nearest = targ.WarpZone_findradius_nearest;
870 diff = targ.WarpZone_findradius_dist;
871 // round up a little on the damage to ensure full damage on impacts
872 // and turn the distance into a fraction of the radius
873 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
875 //bprint(ftos(power));
876 //if (targ == attacker)
877 // print(ftos(power), "\n");
883 finaldmg = coredamage * power + edgedamage * (1 - power);
889 vector myblastorigin;
892 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
894 // if it's a player, use the view origin as reference
895 center = CENTER_OR_VIEWOFS(targ);
897 force = normalize(center - myblastorigin);
898 force = force * (finaldmg / coredamage) * forceintensity;
901 if(targ != directhitentity)
906 float mininv_f, mininv_d;
908 // test line of sight to multiple positions on box,
909 // and do damage if any of them hit
912 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
913 // so for a given max stddev:
914 // n = (1 / (2 * max stddev of hitratio))^2
916 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
917 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
919 if(autocvar_g_throughfloor_debug)
920 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
922 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
924 if(autocvar_g_throughfloor_debug)
925 print(sprintf(" steps=%f", total));
928 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
930 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
932 if(autocvar_g_throughfloor_debug)
933 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
935 for(c = 0; c < total; ++c)
937 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
938 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
939 if (trace_fraction == 1 || trace_ent == targ)
943 hitloc = hitloc + nearest;
947 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
948 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
949 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
952 nearest = hitloc * (1 / max(1, hits));
953 hitratio = (hits / total);
954 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
955 finaldmg = finaldmg * a;
956 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
959 if(autocvar_g_throughfloor_debug)
960 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
963 //if (targ == attacker)
965 // print("hits ", ftos(hits), " / ", ftos(total));
966 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
967 // print(" (", ftos(a), ")\n");
969 if(finaldmg || vlen(force))
973 total_damage_to_creatures += finaldmg;
975 if(accuracy_isgooddamage(attacker, targ))
976 stat_damagedone += finaldmg;
979 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
980 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
982 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
990 RadiusDamage_running = 0;
992 if(!DEATH_ISSPECIAL(deathtype))
993 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
995 return total_damage_to_creatures;
998 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity)
1000 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, FALSE, forceintensity, deathtype, directhitentity);
1003 .float fire_damagepersec;
1004 .float fire_endtime;
1005 .float fire_deathtype;
1007 .float fire_hitsound;
1008 .entity fire_burner;
1010 void fireburner_think();
1012 float Fire_IsBurning(entity e)
1014 return (time < e.fire_endtime);
1017 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1020 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1031 // print("adding a fire burner to ", e.classname, "\n");
1032 e.fire_burner = spawn();
1033 e.fire_burner.classname = "fireburner";
1034 e.fire_burner.think = fireburner_think;
1035 e.fire_burner.nextthink = time;
1036 e.fire_burner.owner = e;
1042 if(Fire_IsBurning(e))
1044 mintime = e.fire_endtime - time;
1045 maxtime = max(mintime, t);
1047 mindps = e.fire_damagepersec;
1048 maxdps = max(mindps, dps);
1050 if(maxtime > mintime || maxdps > mindps)
1054 // damage we have right now
1055 mindamage = mindps * mintime;
1057 // damage we want to get
1058 maxdamage = mindamage + d;
1060 // but we can't exceed maxtime * maxdps!
1061 totaldamage = min(maxdamage, maxtime * maxdps);
1065 // totaldamage = min(mindamage + d, maxtime * maxdps)
1067 // totaldamage <= maxtime * maxdps
1068 // ==> totaldamage / maxdps <= maxtime.
1070 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1071 // >= min(mintime, maxtime)
1072 // ==> totaldamage / maxdps >= mintime.
1075 // how long do we damage then?
1076 // at least as long as before
1077 // but, never exceed maxdps
1078 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1082 // at most as long as maximum allowed
1083 // but, never below mindps
1084 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1086 // assuming t > mintime, dps > mindps:
1087 // we get d = t * dps = maxtime * maxdps
1088 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1089 // totaldamage / maxdps = maxtime
1090 // totaldamage / mindps > totaldamage / maxdps = maxtime
1092 // a) totaltime = max(mintime, maxtime) = maxtime
1093 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1095 // assuming t <= mintime:
1096 // we get maxtime = mintime
1097 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1098 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1100 // assuming dps <= mindps:
1101 // we get mindps = maxdps.
1102 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1103 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1104 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1106 e.fire_damagepersec = totaldamage / totaltime;
1107 e.fire_endtime = time + totaltime;
1108 if(totaldamage > 1.2 * mindamage)
1110 e.fire_deathtype = dt;
1111 if(e.fire_owner != o)
1114 e.fire_hitsound = FALSE;
1117 if(accuracy_isgooddamage(o, e))
1118 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1119 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1126 e.fire_damagepersec = dps;
1127 e.fire_endtime = time + t;
1128 e.fire_deathtype = dt;
1130 e.fire_hitsound = FALSE;
1131 if(accuracy_isgooddamage(o, e))
1132 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1137 void Fire_ApplyDamage(entity e)
1142 if not(Fire_IsBurning(e))
1145 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1146 if(IS_NOT_A_CLIENT(o))
1149 // water and slime stop fire
1151 if(e.watertype != CONTENT_LAVA)
1155 if(e.freezetag_frozen)
1158 t = min(frametime, e.fire_endtime - time);
1159 d = e.fire_damagepersec * t;
1161 hi = e.fire_owner.hitsound;
1162 ty = e.fire_owner.typehitsound;
1163 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1164 if(e.fire_hitsound && e.fire_owner)
1166 e.fire_owner.hitsound = hi;
1167 e.fire_owner.typehitsound = ty;
1169 e.fire_hitsound = TRUE;
1171 if not(IS_INDEPENDENT_PLAYER(e))
1172 FOR_EACH_PLAYER(other) if(e != other)
1174 if(IS_PLAYER(other))
1175 if(other.deadflag == DEAD_NO)
1176 if not(IS_INDEPENDENT_PLAYER(other))
1177 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1179 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1180 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1181 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1186 void Fire_ApplyEffect(entity e)
1188 if(Fire_IsBurning(e))
1189 e.effects |= EF_FLAME;
1191 e.effects &~= EF_FLAME;
1194 void fireburner_think()
1196 // for players, this is done in the regular loop
1197 if(wasfreed(self.owner))
1202 Fire_ApplyEffect(self.owner);
1203 if(!Fire_IsBurning(self.owner))
1205 self.owner.fire_burner = world;
1209 Fire_ApplyDamage(self.owner);
1210 self.nextthink = time;