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);
124 if(autocvar_g_arena_roundbased)
127 if(targ != attacker) // not for suicides
128 if(g_weaponarena_random)
130 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
132 culprit = DEATH_WEAPONOF(deathtype);
134 culprit = attacker.weapon;
135 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136 culprit = attacker.weapon;
138 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
144 if(!GiveFrags_randomweapons)
146 GiveFrags_randomweapons = spawn();
147 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
151 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
153 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
155 // all others (including the culprit): remove
156 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
159 // among the remaining ones, choose one by random
160 W_RandomWeapons(GiveFrags_randomweapons, 1);
162 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
164 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165 WEPSET_ANDNOT_EW(attacker, culprit);
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));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
191 f = RunematchHandleFrags(attacker, targ, f);
197 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198 if(tl < lms_lowest_lives)
199 lms_lowest_lives = tl;
203 lms_next_place = player_count;
205 lms_next_place = min(lms_next_place, player_count);
206 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
213 attacker.totalfrags += f;
216 UpdateFrags(attacker, f);
219 string AppendItemcodes(string s, entity player)
224 // w = player.switchweapon;
226 w = player.cnt; // previous weapon!
227 s = strcat(s, ftos(w));
228 if(time < player.strength_finished)
230 if(time < player.invincible_finished)
232 if(player.flagcarried != world)
234 if(player.BUTTON_CHAT)
239 s = strcat(s, "|", ftos(player.runes));
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
246 if(!autocvar_sv_eventlog)
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);
256 s = strcat(s, ":victimitems=");
257 s = AppendItemcodes(s, killed);
262 #define INFO_NO_MSG 0
264 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
266 float handled = 0, hits = 0;
267 if(DEATH_ISSPECIAL(deathtype))
269 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
270 { if(deathtype == max(0, name)) \
272 #if msg_death != NO_MSG \
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); \
280 #if msg_death_by != NO_MSG \
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); \
296 backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
300 dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
307 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
309 float death_weapon = DEATH_WEAPONOF(deathtype);
311 print(sprintf("foobar: '%s' '%s' '%s', %d, %d\n", s1, s2, s3, f1, f2));
314 w_deathtype = deathtype;
315 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
320 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_WEAPON, death_message, s1, s2, s3, "", f1, f2, 0, 0);
321 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);
322 //print(Get_Field_Value(F_INFVAL, MSG_WEAPON, death_message), "\n");
324 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
331 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
334 if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
337 float notif_firstblood = FALSE;
338 float kill_count_to_attacker, kill_count_to_target;
340 // Set final information for the death
341 targ.death_origin = targ.origin;
342 if(targ != attacker) { targ.killer_origin = attacker.origin; }
343 string deathlocation = NearestLocation(targ.death_origin);
345 #ifdef NOTIFICATIONS_DEBUG
347 sprintf("Obituary(%s, %s, %s, %s = %d);\n",
351 Deathtype_Name(deathtype),
362 if(DEATH_ISSPECIAL(deathtype))
364 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
366 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
372 case DEATH_MIRRORDAMAGE:
374 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
380 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
384 LogDeath("suicide", deathtype, targ, targ);
385 GiveFrags(attacker, targ, -1, deathtype);
388 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
390 backtrace("SUICIDE: what the hell happened here?\n");
397 else if(attacker.classname == "player")
399 if(!IsDifferentTeam(attacker, targ))
401 LogDeath("tk", deathtype, attacker, targ);
402 GiveFrags(attacker, targ, -1, deathtype);
404 attacker.killcount = 0;
406 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
407 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
408 Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
410 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
411 // No need for specific death/weapon messages...
415 LogDeath("frag", deathtype, attacker, targ);
416 GiveFrags(attacker, targ, 1, deathtype);
418 attacker.taunt_soundtime = time + 1;
419 attacker.killcount = attacker.killcount + 1;
421 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
424 AnnounceTo(attacker, strcat(#countb, "kills")); \
425 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
428 switch(attacker.killcount)
435 if(!checkrules_firstblood)
437 checkrules_firstblood = TRUE;
438 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
439 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
440 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
442 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
443 kill_count_to_attacker = -1;
444 kill_count_to_target = -2;
448 kill_count_to_attacker = attacker.killcount;
449 kill_count_to_target = 0;
454 if(attacker.FRAG_VERBOSE)
455 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));
457 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
459 if(targ.FRAG_VERBOSE)
460 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));
462 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
466 if(attacker.FRAG_VERBOSE)
467 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));
469 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
471 if(targ.FRAG_VERBOSE)
472 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));
474 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
477 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
478 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
489 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
490 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
491 // and there will be a REAL DEATH_VOID implementation which mappers will use.
492 /*case DEATH_HURTTRIGGER:
495 s2 = inflictor.message;
496 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
502 Obituary_SpecialDeath(targ, FALSE, deathtype,
504 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
514 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
519 LogDeath("accident", deathtype, targ, targ);
520 GiveFrags(targ, targ, -1, deathtype);
522 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
524 AnnounceTo(targ, "botlike");
525 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
529 // reset target kill count
530 if(targ.killcount) { targ.killcount = 0; }
533 // these are updated by each Damage call for use in button triggering and such
535 entity damage_inflictor;
536 entity damage_attacker;
538 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
542 float complainteamdamage = 0;
543 entity attacker_save;
547 if (gameover || targ.killcount == -666)
554 damage_inflictor = inflictor;
555 damage_attacker = attacker;
556 attacker_save = attacker;
558 if(targ.classname == "player")
561 if(targ.hook.aiment == attacker)
562 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
564 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
565 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
567 if(targ.classname == "player")
568 if not(IsDifferentTeam(targ, attacker))
575 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
577 // These are ALWAYS lethal
578 // No damage modification here
579 // Instead, prepare the victim for his death...
581 targ.spawnshieldtime = 0;
582 targ.health = 0.9; // this is < 1
583 targ.flags -= targ.flags & FL_GODMODE;
586 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
593 skill based bot damage? gtfo. (tZork)
594 if (targ.classname == "player")
595 if (attacker.classname == "player")
598 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
601 // nullify damage if teamplay is on
602 if(deathtype != DEATH_TELEFRAG)
603 if(attacker.classname == "player")
605 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
610 else if(!IsDifferentTeam(attacker, targ))
612 if(autocvar_teamplay_mode == 1)
614 else if(attacker != targ)
616 if(autocvar_teamplay_mode == 3)
618 else if(autocvar_teamplay_mode == 4)
620 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
622 attacker.dmg_team = attacker.dmg_team + damage;
623 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
624 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
625 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
626 mirrorforce = autocvar_g_mirrordamage * vlen(force);
629 if(autocvar_g_friendlyfire == 0)
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(targ.classname == "player")
667 if(attacker.classname == "player")
670 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
671 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
674 if(targ.classname == "player")
677 if ((deathtype == DEATH_FALL) ||
678 (deathtype == DEATH_DROWN) ||
679 (deathtype == DEATH_SLIME) ||
680 (deathtype == DEATH_LAVA) ||
681 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
688 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
690 targ.armorvalue -= 1;
691 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
694 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
696 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
700 complainteamdamage = 0;
701 if (targ != attacker)
703 if ((targ.health >= 1) && (targ.classname == "player"))
704 centerprint(attacker, "Secondary fire inflicts no damage!");
712 if not(DEATH_ISSPECIAL(deathtype))
714 damage *= g_weapondamagefactor;
715 mirrordamage *= g_weapondamagefactor;
716 complainteamdamage *= g_weapondamagefactor;
717 force = force * g_weaponforcefactor;
718 mirrorforce *= g_weaponforcefactor;
721 // should this be changed at all? If so, in what way?
722 frag_attacker = attacker;
724 frag_damage = damage;
726 frag_deathtype = deathtype;
727 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
728 damage = frag_damage;
731 // apply strength multiplier
732 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
736 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
737 force = force * autocvar_g_balance_powerup_strength_selfforce;
741 damage = damage * autocvar_g_balance_powerup_strength_damage;
742 force = force * autocvar_g_balance_powerup_strength_force;
746 // apply invincibility multiplier
747 if (targ.items & IT_INVINCIBLE && !g_minstagib)
748 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
750 if (targ == attacker)
752 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
755 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
760 // apply strength rune
761 if (attacker.runes & RUNE_STRENGTH)
763 if(attacker.runes & CURSE_WEAK) // have both curse & rune
765 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
766 force = force * autocvar_g_balance_rune_strength_combo_force;
770 damage = damage * autocvar_g_balance_rune_strength_damage;
771 force = force * autocvar_g_balance_rune_strength_force;
774 else if (attacker.runes & CURSE_WEAK)
776 damage = damage * autocvar_g_balance_curse_weak_damage;
777 force = force * autocvar_g_balance_curse_weak_force;
780 // apply defense rune
781 if (targ.runes & RUNE_DEFENSE)
783 if (targ.runes & CURSE_VULNER) // have both curse & rune
784 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
786 damage = damage * autocvar_g_balance_rune_defense_takedamage;
788 else if (targ.runes & CURSE_VULNER)
789 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
795 if(targ.takedamage == DAMAGE_AIM)
799 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
804 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
806 if(IsDifferentTeam(victim, attacker))
810 if(deathtype != DEATH_FIRE)
812 if(victim.BUTTON_CHAT)
813 attacker.typehitsound += 1;
815 attacker.hitsound += 1;
818 damage_goodhits += 1;
819 damage_gooddamage += damage;
821 if not(DEATH_ISSPECIAL(deathtype))
823 if(targ.classname == "player") // don't do this for vehicles
829 if(victim.items & IT_STRENGTH)
836 if(deathtype != DEATH_FIRE)
838 attacker.typehitsound += 1;
840 if(complainteamdamage > 0)
841 if(time > attacker.teamkill_complain)
843 attacker.teamkill_complain = time + 5;
844 attacker.teamkill_soundtime = time + 0.4;
845 attacker.teamkill_soundsource = targ;
853 if (self.damageforcescale)
855 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
857 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
858 if(self.movetype == MOVETYPE_PHYSICS)
862 farcent.classname = "farce";
863 farcent.enemy = self;
864 farcent.movedir = farce * 10;
866 farcent.movedir = farcent.movedir * self.mass;
867 farcent.origin = hitloc;
868 farcent.forcetype = FORCETYPE_FORCEATPOS;
869 farcent.nextthink = time + 0.1;
870 farcent.think = SUB_Remove;
873 self.velocity = self.velocity + farce;
874 self.flags &~= FL_ONGROUND;
875 UpdateCSQCProjectile(self);
878 if (damage != 0 || (self.damageforcescale && vlen(force)))
879 if (self.event_damage)
880 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
883 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
887 if (attacker.runes & RUNE_VAMPIRE)
889 // apply vampire rune
890 if (attacker.runes & CURSE_EMPATHY) // have the curse too
892 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
893 attacker.health = bound(
894 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
895 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
896 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
900 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
901 attacker.health = bound(
902 attacker.health, // LA: was 3, but changed so that you can't lose health
903 // empathy won't let you gain health in the same way...
904 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
905 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
908 // apply empathy curse
909 else if (attacker.runes & CURSE_EMPATHY)
911 attacker.health = bound(
912 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
913 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
919 // apply mirror damage if any
920 if(mirrordamage > 0 || mirrorforce > 0)
922 attacker = attacker_save;
926 // just lose extra LIVES, don't kill the player for mirror damage
927 if(attacker.armorvalue > 0)
929 attacker.armorvalue = attacker.armorvalue - 1;
930 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
931 attacker.hitsound += 1;
936 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
937 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
941 float RadiusDamage_running;
942 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
943 // Returns total damage applies to creatures
948 float total_damage_to_creatures;
953 float stat_damagedone;
955 if(RadiusDamage_running)
957 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
961 RadiusDamage_running = 1;
963 tfloordmg = autocvar_g_throughfloor_damage;
964 tfloorforce = autocvar_g_throughfloor_force;
966 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
967 total_damage_to_creatures = 0;
969 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
970 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
972 force = inflictor.velocity;
976 force = normalize(force);
977 if(forceintensity >= 0)
978 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
980 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
985 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
989 if (targ != inflictor)
990 if (ignore != targ) if(targ.takedamage)
996 // LordHavoc: measure distance to nearest point on target (not origin)
997 // (this guarentees 100% damage on a touch impact)
998 nearest = targ.WarpZone_findradius_nearest;
999 diff = targ.WarpZone_findradius_dist;
1000 // round up a little on the damage to ensure full damage on impacts
1001 // and turn the distance into a fraction of the radius
1002 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1004 //bprint(ftos(power));
1005 //if (targ == attacker)
1006 // print(ftos(power), "\n");
1012 finaldmg = coredamage * power + edgedamage * (1 - power);
1018 vector myblastorigin;
1021 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1023 // if it's a player, use the view origin as reference
1024 center = CENTER_OR_VIEWOFS(targ);
1026 force = normalize(center - myblastorigin);
1027 force = force * (finaldmg / coredamage) * forceintensity;
1030 if(targ != directhitentity)
1035 float mininv_f, mininv_d;
1037 // test line of sight to multiple positions on box,
1038 // and do damage if any of them hit
1041 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1042 // so for a given max stddev:
1043 // n = (1 / (2 * max stddev of hitratio))^2
1045 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1046 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1048 if(autocvar_g_throughfloor_debug)
1049 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1051 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1053 if(autocvar_g_throughfloor_debug)
1054 print(sprintf(" steps=%f", total));
1056 if (targ.classname == "player")
1057 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1059 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1061 if(autocvar_g_throughfloor_debug)
1062 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1064 for(c = 0; c < total; ++c)
1066 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1067 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1068 if (trace_fraction == 1 || trace_ent == targ)
1072 hitloc = hitloc + nearest;
1076 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1077 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1078 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1081 nearest = hitloc * (1 / max(1, hits));
1082 hitratio = (hits / total);
1083 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1084 finaldmg = finaldmg * a;
1085 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1088 if(autocvar_g_throughfloor_debug)
1089 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1092 // laser force adjustments :P
1093 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1095 if (targ == attacker)
1100 float force_velocitybiasramp;
1101 float force_velocitybias;
1103 force_velocitybiasramp = autocvar_sv_maxspeed;
1104 if(deathtype & HITTYPE_SECONDARY)
1106 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1107 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1111 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1112 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1115 vel = targ.velocity;
1117 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1121 normalize(normalize(force) + vel);
1123 force_z *= force_zscale;
1127 if(deathtype & HITTYPE_SECONDARY)
1129 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1133 force *= autocvar_g_balance_laser_primary_force_other_scale;
1138 //if (targ == attacker)
1140 // print("hits ", ftos(hits), " / ", ftos(total));
1141 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1142 // print(" (", ftos(a), ")\n");
1144 if(finaldmg || vlen(force))
1148 total_damage_to_creatures += finaldmg;
1150 if(accuracy_isgooddamage(attacker, targ))
1151 stat_damagedone += finaldmg;
1154 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1155 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1157 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1165 RadiusDamage_running = 0;
1167 if(!DEATH_ISSPECIAL(deathtype))
1168 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1170 return total_damage_to_creatures;
1173 .float fire_damagepersec;
1174 .float fire_endtime;
1175 .float fire_deathtype;
1177 .float fire_hitsound;
1178 .entity fire_burner;
1180 void fireburner_think();
1182 float Fire_IsBurning(entity e)
1184 return (time < e.fire_endtime);
1187 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1190 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1192 if(e.classname == "player")
1201 // print("adding a fire burner to ", e.classname, "\n");
1202 e.fire_burner = spawn();
1203 e.fire_burner.classname = "fireburner";
1204 e.fire_burner.think = fireburner_think;
1205 e.fire_burner.nextthink = time;
1206 e.fire_burner.owner = e;
1212 if(Fire_IsBurning(e))
1214 mintime = e.fire_endtime - time;
1215 maxtime = max(mintime, t);
1217 mindps = e.fire_damagepersec;
1218 maxdps = max(mindps, dps);
1220 if(maxtime > mintime || maxdps > mindps)
1224 // damage we have right now
1225 mindamage = mindps * mintime;
1227 // damage we want to get
1228 maxdamage = mindamage + d;
1230 // but we can't exceed maxtime * maxdps!
1231 totaldamage = min(maxdamage, maxtime * maxdps);
1235 // totaldamage = min(mindamage + d, maxtime * maxdps)
1237 // totaldamage <= maxtime * maxdps
1238 // ==> totaldamage / maxdps <= maxtime.
1240 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1241 // >= min(mintime, maxtime)
1242 // ==> totaldamage / maxdps >= mintime.
1245 // how long do we damage then?
1246 // at least as long as before
1247 // but, never exceed maxdps
1248 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1252 // at most as long as maximum allowed
1253 // but, never below mindps
1254 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1256 // assuming t > mintime, dps > mindps:
1257 // we get d = t * dps = maxtime * maxdps
1258 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1259 // totaldamage / maxdps = maxtime
1260 // totaldamage / mindps > totaldamage / maxdps = maxtime
1262 // a) totaltime = max(mintime, maxtime) = maxtime
1263 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1265 // assuming t <= mintime:
1266 // we get maxtime = mintime
1267 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1268 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1270 // assuming dps <= mindps:
1271 // we get mindps = maxdps.
1272 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1273 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1274 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1276 e.fire_damagepersec = totaldamage / totaltime;
1277 e.fire_endtime = time + totaltime;
1278 if(totaldamage > 1.2 * mindamage)
1280 e.fire_deathtype = dt;
1281 if(e.fire_owner != o)
1284 e.fire_hitsound = FALSE;
1287 if(accuracy_isgooddamage(o, e))
1288 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1289 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1296 e.fire_damagepersec = dps;
1297 e.fire_endtime = time + t;
1298 e.fire_deathtype = dt;
1300 e.fire_hitsound = FALSE;
1301 if(accuracy_isgooddamage(o, e))
1302 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1307 void Fire_ApplyDamage(entity e)
1312 if not(Fire_IsBurning(e))
1315 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1316 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1319 // water and slime stop fire
1321 if(e.watertype != CONTENT_LAVA)
1325 if(e.freezetag_frozen)
1328 t = min(frametime, e.fire_endtime - time);
1329 d = e.fire_damagepersec * t;
1331 hi = e.fire_owner.hitsound;
1332 ty = e.fire_owner.typehitsound;
1333 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1334 if(e.fire_hitsound && e.fire_owner)
1336 e.fire_owner.hitsound = hi;
1337 e.fire_owner.typehitsound = ty;
1339 e.fire_hitsound = TRUE;
1341 if not(IS_INDEPENDENT_PLAYER(e))
1342 FOR_EACH_PLAYER(other) if(e != other)
1344 if(other.classname == "player")
1345 if(other.deadflag == DEAD_NO)
1346 if not(IS_INDEPENDENT_PLAYER(other))
1347 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1349 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1350 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1351 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1356 void Fire_ApplyEffect(entity e)
1358 if(Fire_IsBurning(e))
1359 e.effects |= EF_FLAME;
1361 e.effects &~= EF_FLAME;
1364 void fireburner_think()
1366 // for players, this is done in the regular loop
1367 if(wasfreed(self.owner))
1372 Fire_ApplyEffect(self.owner);
1373 if(!Fire_IsBurning(self.owner))
1375 self.owner.fire_burner = world;
1379 Fire_ApplyDamage(self.owner);
1380 self.nextthink = time;