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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 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float taunt_soundtime;
59
60
61 float IsDifferentTeam(entity a, entity b)
62 {
63         if(teamplay)
64         {
65                 if(a.team == b.team)
66                         return 0;
67         }
68         else
69         {
70                 if(a == b)
71                         return 0;
72         }
73         return 1;
74 }
75
76 float IsFlying(entity a)
77 {
78         if(a.flags & FL_ONGROUND)
79                 return 0;
80         if(a.waterlevel >= WATERLEVEL_SWIMMING)
81                 return 0;
82         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
83         if(trace_fraction < 1)
84                 return 0;
85         return 1;
86 }
87
88 vector GetHeadshotMins(entity targ)
89 {
90         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
91 }
92 vector GetHeadshotMaxs(entity targ)
93 {
94         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
95 }
96
97 void UpdateFrags(entity player, float f)
98 {
99         PlayerTeamScore_AddScore(player, f);
100 }
101
102 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
103 void W_SwitchWeapon_Force(entity e, float w);
104 entity GiveFrags_randomweapons;
105 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
106 {
107         // TODO route through PlayerScores instead
108         if(gameover) return;
109
110         if(f < 0)
111         {
112                 if(targ == attacker)
113                 {
114                         // suicide
115                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
116                 }
117                 else
118                 {
119                         // teamkill
120                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
121                 }
122         }
123         else
124         {
125                 // regular frag
126                 PlayerScore_Add(attacker, SP_KILLS, 1);
127                 if(targ.playerid)
128                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
129         }
130
131         PlayerScore_Add(targ, SP_DEATHS, 1);
132
133         if(g_arena || g_ca)
134                 if(autocvar_g_arena_roundbased)
135                         return;
136
137         if(targ != attacker) // not for suicides
138         if(g_weaponarena_random)
139         {
140                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
141                 float culprit;
142                 culprit = DEATH_WEAPONOF(deathtype);
143                 if(!culprit)
144                         culprit = attacker.weapon;
145                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
146                         culprit = attacker.weapon;
147
148                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
149                 {
150                         // no exchange
151                 }
152                 else
153                 {
154                         if(!GiveFrags_randomweapons)
155                         {
156                                 GiveFrags_randomweapons = spawn();
157                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
158                         }
159
160                         if(inWarmupStage)
161                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
162                         else
163                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
164
165                         // all others (including the culprit): remove
166                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
167                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
168
169                         // among the remaining ones, choose one by random
170                         W_RandomWeapons(GiveFrags_randomweapons, 1);
171
172                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
173                         {
174                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
175                                 WEPSET_ANDNOT_EW(attacker, culprit);
176                         }
177                 }
178
179                 // after a frag, choose another random weapon set
180                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
181                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
182         }
183
184         // FIXME fix the mess this is (we have REAL points now!)
185         entity oldself;
186         oldself = self;
187         self = attacker;
188         frag_attacker = attacker;
189         frag_target = targ;
190         frag_score = f;
191         if(MUTATOR_CALLHOOK(GiveFragsForKill))
192         {
193                 f = frag_score;
194                 self = oldself;
195         }
196         else
197         {
198                 self = oldself;
199                 if(g_runematch)
200                 {
201                         f = RunematchHandleFrags(attacker, targ, f);
202                 }
203                 else if(g_lms)
204                 {
205                         // remove a life
206                         float tl;
207                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
208                         if(tl < lms_lowest_lives)
209                                 lms_lowest_lives = tl;
210                         if(tl <= 0)
211                         {
212                                 if(!lms_next_place)
213                                         lms_next_place = player_count;
214                                 else
215                                         lms_next_place = min(lms_next_place, player_count);
216                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
217                                 --lms_next_place;
218                         }
219                         f = 0;
220                 }
221         }
222
223         attacker.totalfrags += f;
224
225         if(f)
226                 UpdateFrags(attacker, f);
227 }
228
229 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
230 {
231         string health_output = string_null;
232         string ping_output = string_null;
233         string handicap_output = string_null;
234         string output = string_null;
235
236         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
237         {
238                 // health/armor of attacker (person who killed you)
239                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
240                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
241                 
242                 // ping display
243                 if(autocvar_sv_fraginfo_ping)
244                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
245                         
246                 // handicap display 
247                 if(autocvar_sv_fraginfo_handicap) 
248                 {
249                         if(autocvar_sv_fraginfo_handicap == 2)  
250                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
251                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
252                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
253                 }
254                 
255                 // format the string
256                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
257                         ping_output, (handicap_output ? "^7 / " : ""), 
258                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
259                 
260                 // add new line to the beginning if there is a message
261                 if(output) { output = strcat("\n", output); }
262         }
263         
264         return output;
265 }
266
267 string AppendItemcodes(string s, entity player)
268 {
269         float w;
270         w = player.weapon;
271         //if(w == 0)
272         //      w = player.switchweapon;
273         if(w == 0)
274                 w = player.cnt; // previous weapon!
275         s = strcat(s, ftos(w));
276         if(time < player.strength_finished)
277                 s = strcat(s, "S");
278         if(time < player.invincible_finished)
279                 s = strcat(s, "I");
280         if(player.flagcarried != world)
281                 s = strcat(s, "F");
282         if(player.BUTTON_CHAT)
283                 s = strcat(s, "T");
284         if(player.kh_next)
285                 s = strcat(s, "K");
286         if(player.runes)
287                 s = strcat(s, "|", ftos(player.runes));
288         return s;
289 }
290
291 void LogDeath(string mode, float deathtype, entity killer, entity killed)
292 {
293         string s;
294         if(!autocvar_sv_eventlog)
295                 return;
296         s = strcat(":kill:", mode);
297         s = strcat(s, ":", ftos(killer.playerid));
298         s = strcat(s, ":", ftos(killed.playerid));
299         s = strcat(s, ":type=", ftos(deathtype));
300         s = strcat(s, ":items=");
301         s = AppendItemcodes(s, killer);
302         if(killed != killer)
303         {
304                 s = strcat(s, ":victimitems=");
305                 s = AppendItemcodes(s, killed);
306         }
307         GameLogEcho(s);
308 }
309
310 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
311 {
312         WriteByte(MSG_ALL, SVC_TEMPENTITY);
313         WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
314         WriteString(MSG_ALL, s1);
315         WriteString(MSG_ALL, s2);
316         WriteString(MSG_ALL, s3);
317         WriteShort(MSG_ALL, msg);
318         WriteByte(MSG_ALL, type);
319 }
320
321 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
322 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
323 {
324         if (clienttype(e) == CLIENTTYPE_REAL)
325         {
326                 msg_entity = e;
327                 WRITESPECTATABLE_MSG_ONE({
328                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
329                         WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
330                         WriteString(MSG_ONE, s1);
331                         WriteString(MSG_ONE, s2);
332                         WriteShort(MSG_ONE, msg);
333                         WriteByte(MSG_ONE, type);
334                 });
335         }
336 }
337
338 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
339 {
340         string  s, a, msg;
341         float w, type;
342
343         if (targ.classname == "player")
344         {
345                 s = targ.netname;
346                 a = attacker.netname;
347
348                 if (targ == attacker) // suicides
349                 {
350                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
351                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
352                         else
353                                 msg = "";
354             if(!g_cts) // no "killed your own dumb self" message in CTS
355                 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
356
357                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
358                         {
359                                 LogDeath("suicide", deathtype, targ, targ);
360                                 GiveFrags(attacker, targ, -1, deathtype);
361                         }
362
363                         if (targ.killcount > 2)
364                                 msg = ftos(targ.killcount);
365                         else
366                                 msg = "";
367                         if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
368                         {
369                                 if(attacker.team == COLOR_TEAM1)
370                                         deathtype = KILL_TEAM_RED;
371                                 else
372                                         deathtype = KILL_TEAM_BLUE;
373                         }
374
375                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
376                 }
377                 else if (attacker.classname == "player")
378                 {
379                         if(!IsDifferentTeam(attacker, targ))
380                         {
381                                 if(attacker.team == COLOR_TEAM1)
382                                         type = KILL_TEAM_RED;
383                                 else
384                                         type = KILL_TEAM_BLUE;
385
386                                 GiveFrags(attacker, targ, -1, deathtype);
387
388                                 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
389
390                                 if (targ.killcount > 2)
391                                         msg = ftos(targ.killcount);
392                                 else
393                                         msg = "";
394
395                                 if (attacker.killcount > 2) {
396                                         msg = ftos(attacker.killcount);
397                                         type = KILL_TEAM_SPREE;
398                                 }
399                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
400
401                                 attacker.killcount = 0;
402
403                                 LogDeath("tk", deathtype, attacker, targ);
404                         }
405                         else
406                         {
407                                 if (!checkrules_firstblood)
408                                 {
409                                         checkrules_firstblood = TRUE;
410                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
411                                         // TODO: make these print a newline if they dont
412                                         Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
413                                         Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
414                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
415                                         PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
416                                 }
417
418                                 if(targ.BUTTON_CHAT) {
419                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
420                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
421                                 } else {
422                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
423                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
424                                 }
425
426                                 attacker.taunt_soundtime = time + 1;
427
428                                 if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
429                                         msg = inflictor.message2;
430                                 else if (deathtype == DEATH_CUSTOM)
431                                         msg = deathmessage;
432                                 else
433                                         msg = "";
434
435                                 if(strstrofs(msg, "%", 0) < 0)
436                                         msg = strcat("%s ", msg, " by %s");
437
438                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
439
440                                 GiveFrags(attacker, targ, 1, deathtype);
441
442                                 if (targ.killcount > 2) {
443                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
444                                 }
445
446                                 attacker.killcount = attacker.killcount + 1;
447
448                                 if (attacker.killcount > 2) {
449                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
450                                 }
451                                 else if (attacker.killcount == 3)
452                                 {
453                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
454                                         AnnounceTo(attacker, "03kills");
455                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
456                                 }
457                                 else if (attacker.killcount == 5)
458                                 {
459                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
460                                         AnnounceTo(attacker, "05kills");
461                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
462                                 }
463                                 else if (attacker.killcount == 10)
464                                 {
465                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
466                                         AnnounceTo(attacker, "10kills");
467                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
468                                 }
469                                 else if (attacker.killcount == 15)
470                                 {
471                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
472                                         AnnounceTo(attacker, "15kills");
473                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
474                                 }
475                                 else if (attacker.killcount == 20)
476                                 {
477                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
478                                         AnnounceTo(attacker, "20kills");
479                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
480                                 }
481                                 else if (attacker.killcount == 25)
482                                 {
483                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
484                                         AnnounceTo(attacker, "25kills");
485                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
486                                 }
487                                 else if (attacker.killcount == 30)
488                                 {
489                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
490                                         AnnounceTo(attacker, "30kills");
491                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
492                                 }
493                                 LogDeath("frag", deathtype, attacker, targ);
494                         }
495                 }
496                 else
497                 {
498                         Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
499                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
500                                 msg = inflictor.message;
501                         else if (deathtype == DEATH_CUSTOM)
502                                 msg = deathmessage;
503                         else
504                                 msg = "";
505                         if(strstrofs(msg, "%", 0) < 0)
506                                 msg = strcat("%s ", msg);
507
508                         GiveFrags(targ, targ, -1, deathtype);
509                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
510                                 AnnounceTo(targ, "botlike");
511                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
512                         }
513                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
514
515                         if (targ.killcount > 2)
516                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
517
518                         LogDeath("accident", deathtype, targ, targ);
519                 }
520
521                 targ.death_origin = targ.origin;
522                 if(targ != attacker)
523                         targ.killer_origin = attacker.origin;
524
525                 // FIXME: this should go in PutClientInServer
526                 if (targ.killcount)
527                         targ.killcount = 0;
528         }
529 }
530
531 // these are updated by each Damage call for use in button triggering and such
532 entity damage_targ;
533 entity damage_inflictor;
534 entity damage_attacker;
535
536 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
537 {
538         float mirrordamage;
539         float mirrorforce;
540         float teamdamage0;
541         entity attacker_save;
542         mirrordamage = 0;
543         mirrorforce = 0;
544
545         if (gameover || targ.killcount == -666)
546                 return;
547
548         entity oldself;
549         oldself = self;
550         self = targ;
551         damage_targ = targ;
552         damage_inflictor = inflictor;
553         damage_attacker = attacker;
554                 attacker_save = attacker;
555
556         if(targ.classname == "player")
557                 if(targ.hook)
558                         if(targ.hook.aiment)
559                                 if(targ.hook.aiment == attacker)
560                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
561
562         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
563         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
564         {
565                 if(targ.classname == "player")
566                         if not(IsDifferentTeam(targ, attacker))
567                         {
568                                 self = oldself;
569                                 return;
570                         }
571         }
572
573         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
574         {
575                 // These are ALWAYS lethal
576                 // No damage modification here
577                 // Instead, prepare the victim for his death...
578                 targ.armorvalue = 0;
579                 targ.spawnshieldtime = 0;
580                 targ.health = 0.9; // this is < 1
581                 targ.flags -= targ.flags & FL_GODMODE;
582                 damage = 100000;
583         }
584         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
585         {
586                 // no processing
587         }
588         else
589         {
590                 /*
591                 skill based bot damage? gtfo. (tZork)
592                 if (targ.classname == "player")
593                 if (attacker.classname == "player")
594                 if (!targ.isbot)
595                 if (attacker.isbot)
596                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
597         */
598         
599                 // nullify damage if teamplay is on
600                 if(deathtype != DEATH_TELEFRAG)
601                 if(attacker.classname == "player")
602                 {
603                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
604                         {
605                                 damage = 0;
606                                 force = '0 0 0';
607                         }
608                         else if(!IsDifferentTeam(attacker, targ))
609                         {
610                                 if(autocvar_teamplay_mode == 1)
611                                         damage = 0;
612                                 else if(attacker != targ)
613                                 {
614                                         if(autocvar_teamplay_mode == 3)
615                                                 damage = 0;
616                                         else if(autocvar_teamplay_mode == 4)
617                                         {
618                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
619                                                 {
620                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
621                                                         attacker.dmg_team = attacker.dmg_team + damage;
622                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
623                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
624                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
625                                                         if(g_minstagib)
626                                                         {
627                                                                 if(autocvar_g_friendlyfire == 0)
628                                                                         damage = 0;
629                                                         }
630                                                         else if(g_ca)
631                                                                 damage = 0;
632                                                         else
633                                                                 damage = autocvar_g_friendlyfire * damage;
634                                                         // mirrordamage will be used LATER
635
636                                                         if(autocvar_g_mirrordamage_virtual)
637                                                         {
638                                                                 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
639                                                                 attacker.dmg_take += v_x;
640                                                                 attacker.dmg_save += v_y;
641                                                                 attacker.dmg_inflictor = inflictor;
642                                                                 mirrordamage = 0;
643                                                                 mirrorforce = 0;
644                                                         }
645
646                                                         if(autocvar_g_friendlyfire_virtual)
647                                                         {
648                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
649                                                                 targ.dmg_take += v_x;
650                                                                 targ.dmg_save += v_y;
651                                                                 targ.dmg_inflictor = inflictor;
652                                                                 damage = 0;
653                                                                 if(!autocvar_g_friendlyfire_virtual_force)
654                                                                         force = '0 0 0';
655                                                         }
656                                                 }
657                                                 else
658                                                         damage = 0;
659                                         }
660                                 }
661                         }
662                 }
663
664                 if(targ.classname == "player")
665                 if(attacker.classname == "player")
666                 if(attacker != targ)
667                 {
668                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
669                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
670                 }
671
672                 if(targ.classname == "player")
673                 if (g_minstagib)
674                 {
675                         if ((deathtype == DEATH_FALL)  ||
676                                 (deathtype == DEATH_DROWN) ||
677                                 (deathtype == DEATH_SLIME) ||
678                                 (deathtype == DEATH_LAVA)  ||
679                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
680                         {
681                                 self = oldself;
682                                 return;
683                         }
684                         if(damage > 0)
685                             damage = 10000;
686                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
687                         {
688                                 targ.armorvalue -= 1;
689                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
690                                 damage = 0;
691                                 targ.hitsound += 1;
692                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
693                         }
694                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
695                         {
696                                 damage = 0;
697                                 mirrordamage = 0;
698                                 if (targ != attacker)
699                                 {
700                                         if ((targ.health >= 1) && (targ.classname == "player"))
701                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
702                                         force = '0 0 0';
703                                         // keep mirrorforce
704                                         attacker = targ;
705                                 }
706                         }
707                 }
708
709                 if not(DEATH_ISSPECIAL(deathtype))
710                 {
711                         damage *= g_weapondamagefactor;
712                         mirrordamage *= g_weapondamagefactor;
713                         force = force * g_weaponforcefactor;
714                         mirrorforce *= g_weaponforcefactor;
715                 }
716                 
717                 // should this be changed at all? If so, in what way?
718                 frag_attacker = attacker;
719                 frag_target = targ;
720                 frag_damage = damage;
721                 frag_force = force;
722         frag_deathtype = deathtype;
723                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
724                 damage = frag_damage;
725                 force = frag_force;
726                 
727                 // apply strength multiplier
728                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
729                 {
730                         if(targ == attacker)
731                         {
732                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
733                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
734                         }
735                         else
736                         {
737                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
738                                 force = force * autocvar_g_balance_powerup_strength_force;
739                         }
740                 }
741
742                 // apply invincibility multiplier
743                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
744                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
745
746                 if (targ == attacker)
747                 {
748                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
749                                 damage = 0;
750                         else
751                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
752                 }
753
754                 if(g_runematch)
755                 {
756                         // apply strength rune
757                         if (attacker.runes & RUNE_STRENGTH)
758                         {
759                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
760                                 {
761                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
762                                         force = force * autocvar_g_balance_rune_strength_combo_force;
763                                 }
764                                 else
765                                 {
766                                         damage = damage * autocvar_g_balance_rune_strength_damage;
767                                         force = force * autocvar_g_balance_rune_strength_force;
768                                 }
769                         }
770                         else if (attacker.runes & CURSE_WEAK)
771                         {
772                                 damage = damage * autocvar_g_balance_curse_weak_damage;
773                                 force = force * autocvar_g_balance_curse_weak_force;
774                         }
775
776                         // apply defense rune
777                         if (targ.runes & RUNE_DEFENSE)
778                         {
779                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
780                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
781                                 else
782                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
783                         }
784                         else if (targ.runes & CURSE_VULNER)
785                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
786                 }
787
788                 // count the damage
789                 if(attacker)
790                 if(!targ.deadflag)
791                 if(targ.takedamage == DAMAGE_AIM)
792                 if(targ != attacker)
793                 {
794                         if(damage_headshotbonus)
795                         {
796                                 if(targ.classname == "player")
797                                 {
798                                         // HEAD SHOT:
799                                         // find height of hit on player axis
800                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
801                                         vector headmins, headmaxs, org;
802                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
803                                         headmins = org + GetHeadshotMins(targ);
804                                         headmaxs = org + GetHeadshotMaxs(targ);
805                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
806                                         {
807                                                 deathtype |= HITTYPE_HEADSHOT;
808                                         }
809                                 }
810                                 else if(targ.classname == "turret_head")
811                                 {
812                                         deathtype |= HITTYPE_HEADSHOT;
813                                 }
814                                 if(deathtype & HITTYPE_HEADSHOT)
815                                         if(damage_headshotbonus > 0)
816                                                 damage *= 1 + damage_headshotbonus;
817                         }
818
819                         entity victim;
820                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
821                                 victim = targ.owner;
822                         else
823                                 victim = targ;
824
825                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
826                         {
827                                 if(IsDifferentTeam(victim, attacker))
828                                 {
829                                         if(damage > 0)
830                                         {
831                                                 if(deathtype != DEATH_FIRE)
832                                                 {
833                                                         if(victim.BUTTON_CHAT)
834                                                                 attacker.typehitsound += 1;
835                                                         else
836                                                                 attacker.hitsound += 1;
837                                                 }
838
839                                                 damage_goodhits += 1;
840                                                 damage_gooddamage += damage;
841
842                                                 if not(DEATH_ISSPECIAL(deathtype))
843                                                 {
844                                                         if(targ.classname == "player") // don't do this for vehicles
845                                                         if(!g_minstagib)
846                                                         if(IsFlying(victim))
847                                                                 yoda = 1;
848
849                                                         if(g_minstagib)
850                                                         if(victim.items & IT_STRENGTH)
851                                                                 yoda = 1;
852
853                                                         if(deathtype & HITTYPE_HEADSHOT)
854                                                                 headshot = 1;
855                                                 }
856                                                 if(g_ca)
857                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
858                                         }
859                                 }
860                                 else
861                                 {
862                                         if(deathtype != DEATH_FIRE)
863                                         {
864                                                 attacker.typehitsound += 1;
865                                         }
866                                         if(mirrordamage > 0)
867                                                 if(time > attacker.teamkill_complain)
868                                                 {
869                                                         attacker.teamkill_complain = time + 5;
870                                                         attacker.teamkill_soundtime = time + 0.4;
871                                                         attacker.teamkill_soundsource = targ;
872                                                 }
873                                 }
874                         }
875                 }
876         }
877
878         // apply push
879         if (self.damageforcescale)
880         if (vlen(force))
881         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
882         {
883                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
884                 if(self.movetype == MOVETYPE_PHYSICS)
885                 {
886                         entity farcent;
887                         farcent = spawn();
888                         farcent.classname = "farce";
889                         farcent.enemy = self;
890                         farcent.movedir = farce * 10;
891                         if(self.mass)
892                                 farcent.movedir = farcent.movedir * self.mass;
893                         farcent.origin = hitloc;
894                         farcent.forcetype = FORCETYPE_FORCEATPOS;
895                         farcent.nextthink = time + 0.1;
896                         farcent.think = SUB_Remove;
897                 }
898                 else
899                         self.velocity = self.velocity + farce;
900                 self.flags &~= FL_ONGROUND;
901                 UpdateCSQCProjectile(self);
902         }
903         // apply damage
904         if (damage != 0 || (self.damageforcescale && vlen(force)))
905         if (self.event_damage)
906                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
907         self = oldself;
908
909         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
910         {
911                 if(g_runematch)
912                 {
913                         if (attacker.runes & RUNE_VAMPIRE)
914                         {
915                         // apply vampire rune
916                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
917                                 {
918                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
919                                         attacker.health = bound(
920                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
921                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
922                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
923                                 }
924                                 else
925                                 {
926                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
927                                         attacker.health = bound(
928                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
929                                                                                         // empathy won't let you gain health in the same way...
930                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
931                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
932                                         }
933                         }
934                         // apply empathy curse
935                         else if (attacker.runes & CURSE_EMPATHY)
936                         {
937                                 attacker.health = bound(
938                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
939                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
940                                         attacker.health);
941                         }
942                 }
943         }
944
945         // apply mirror damage if any
946         if(mirrordamage > 0 || mirrorforce > 0)
947         {
948                 attacker = attacker_save;
949                 if(g_minstagib)
950                 if(mirrordamage > 0)
951                 {
952                         // just lose extra LIVES, don't kill the player for mirror damage
953                         if(attacker.armorvalue > 0)
954                         {
955                                 attacker.armorvalue = attacker.armorvalue - 1;
956                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
957                                 attacker.hitsound += 1;
958                         }
959                         mirrordamage = 0;
960                 }
961
962                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
963                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
964         }
965 }
966
967 float RadiusDamage_running;
968 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
969         // Returns total damage applies to creatures
970 {
971         entity  targ;
972         vector  blastorigin;
973         vector  force;
974         float   total_damage_to_creatures;
975         entity  next;
976         float   tfloordmg;
977         float   tfloorforce;
978
979         float stat_damagedone;
980
981         if(RadiusDamage_running)
982         {
983                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
984                 return 0;
985         }
986
987         RadiusDamage_running = 1;
988
989         tfloordmg = autocvar_g_throughfloor_damage;
990         tfloorforce = autocvar_g_throughfloor_force;
991
992         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
993         total_damage_to_creatures = 0;
994
995         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
996                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
997                 {
998                         force = inflictor.velocity;
999                         if(vlen(force) == 0)
1000                                 force = '0 0 -1';
1001                         else
1002                                 force = normalize(force);
1003                         if(forceintensity >= 0)
1004                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1005                         else
1006                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1007                 }
1008
1009         stat_damagedone = 0;
1010
1011         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1012         while (targ)
1013         {
1014                 next = targ.chain;
1015                 if (targ != inflictor)
1016                         if (ignore != targ) if(targ.takedamage)
1017                         {
1018                                 vector nearest;
1019                                 vector diff;
1020                                 float power;
1021
1022                                 // LordHavoc: measure distance to nearest point on target (not origin)
1023                                 // (this guarentees 100% damage on a touch impact)
1024                                 nearest = targ.WarpZone_findradius_nearest;
1025                                 diff = targ.WarpZone_findradius_dist;
1026                                 // round up a little on the damage to ensure full damage on impacts
1027                                 // and turn the distance into a fraction of the radius
1028                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1029                                 //bprint(" ");
1030                                 //bprint(ftos(power));
1031                                 //if (targ == attacker)
1032                                 //      print(ftos(power), "\n");
1033                                 if (power > 0)
1034                                 {
1035                                         float finaldmg;
1036                                         if (power > 1)
1037                                                 power = 1;
1038                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1039                                         if (finaldmg > 0)
1040                                         {
1041                                                 float a;
1042                                                 float c;
1043                                                 vector hitloc;
1044                                                 vector myblastorigin;
1045                                                 vector center;
1046
1047                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1048
1049                                                 // if it's a player, use the view origin as reference
1050                                                 if (targ.classname == "player")
1051                                                         center = targ.origin + targ.view_ofs;
1052                                                 else
1053                                                         center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1054
1055                                                 force = normalize(center - myblastorigin);
1056                                                 force = force * (finaldmg / coredamage) * forceintensity;
1057                                                 hitloc = nearest;
1058
1059                                                 if(targ != directhitentity)
1060                                                 {
1061                                                         float hits;
1062                                                         float total;
1063                                                         float hitratio;
1064                                                         float mininv_f, mininv_d;
1065
1066                                                         // test line of sight to multiple positions on box,
1067                                                         // and do damage if any of them hit
1068                                                         hits = 0;
1069
1070                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1071                                                         // so for a given max stddev:
1072                                                         // n = (1 / (2 * max stddev of hitratio))^2
1073
1074                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1075                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1076
1077                                                         if(autocvar_g_throughfloor_debug)
1078                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1079
1080                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1081
1082                                                         if(autocvar_g_throughfloor_debug)
1083                                                                 print(sprintf(" steps=%f", total));
1084
1085                                                         if (targ.classname == "player")
1086                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1087                                                         else
1088                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1089
1090                                                         if(autocvar_g_throughfloor_debug)
1091                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1092
1093                                                         for(c = 0; c < total; ++c)
1094                                                         {
1095                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1096                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1097                                                                 if (trace_fraction == 1 || trace_ent == targ)
1098                                                                 {
1099                                                                         ++hits;
1100                                                                         if (hits > 1)
1101                                                                                 hitloc = hitloc + nearest;
1102                                                                         else
1103                                                                                 hitloc = nearest;
1104                                                                 }
1105                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1106                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1107                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1108                                                         }
1109
1110                                                         nearest = hitloc * (1 / max(1, hits));
1111                                                         hitratio = (hits / total);
1112                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1113                                                         finaldmg = finaldmg * a;
1114                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1115                                                         force = force * a;
1116
1117                                                         if(autocvar_g_throughfloor_debug)
1118                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1119                                                 }
1120
1121                                                 // laser force adjustments :P
1122                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1123                                                 {
1124                                                         if (targ == attacker)
1125                                                         {
1126                                                                 vector vel;
1127
1128                                                                 float force_zscale;
1129                                                                 float force_velocitybiasramp;
1130                                                                 float force_velocitybias;
1131
1132                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1133                                                                 if(deathtype & HITTYPE_SECONDARY)
1134                                                                 {
1135                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1136                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1137                                                                 }
1138                                                                 else
1139                                                                 {
1140                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1141                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1142                                                                 }
1143
1144                                                                 vel = targ.velocity;
1145                                                                 vel_z = 0;
1146                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1147                                                                 force =
1148                                                                         vlen(force)
1149                                                                         *
1150                                                                         normalize(normalize(force) + vel);
1151
1152                                                                 force_z *= force_zscale;
1153                                                         }
1154                                                         else
1155                                                         {
1156                                                                 if(deathtype & HITTYPE_SECONDARY)
1157                                                                 {
1158                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1159                                                                 }
1160                                                                 else
1161                                                                 {
1162                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1163                                                                 }
1164                                                         }
1165                                                 }
1166
1167                                                 //if (targ == attacker)
1168                                                 //{
1169                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1170                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1171                                                 //      print(" (", ftos(a), ")\n");
1172                                                 //}
1173                                                 if(finaldmg || vlen(force))
1174                                                 {
1175                                                         if(targ.iscreature)
1176                                                         {
1177                                                                 total_damage_to_creatures += finaldmg;
1178
1179                                                                 if(accuracy_isgooddamage(attacker, targ))
1180                                                                         stat_damagedone += finaldmg;
1181                                                         }
1182
1183                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1184                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1185                                                         else
1186                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1187                                                 }
1188                                         }
1189                                 }
1190                         }
1191                 targ = next;
1192         }
1193
1194         RadiusDamage_running = 0;
1195
1196         if(!DEATH_ISSPECIAL(deathtype))
1197                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1198
1199         return total_damage_to_creatures;
1200 }
1201
1202 .float fire_damagepersec;
1203 .float fire_endtime;
1204 .float fire_deathtype;
1205 .entity fire_owner;
1206 .float fire_hitsound;
1207 .entity fire_burner;
1208
1209 void fireburner_think();
1210
1211 float Fire_IsBurning(entity e)
1212 {
1213         return (time < e.fire_endtime);
1214 }
1215
1216 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1217 {
1218         float dps;
1219         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1220
1221         if(e.classname == "player")
1222         {
1223                 if(e.deadflag)
1224                         return -1;
1225         }
1226         else
1227         {
1228                 if(!e.fire_burner)
1229                 {
1230                         // print("adding a fire burner to ", e.classname, "\n");
1231                         e.fire_burner = spawn();
1232                         e.fire_burner.classname = "fireburner";
1233                         e.fire_burner.think = fireburner_think;
1234                         e.fire_burner.nextthink = time;
1235                         e.fire_burner.owner = e;
1236                 }
1237         }
1238
1239         t = max(t, 0.1);
1240         dps = d / t;
1241         if(Fire_IsBurning(e))
1242         {
1243                 mintime = e.fire_endtime - time;
1244                 maxtime = max(mintime, t);
1245
1246                 mindps = e.fire_damagepersec;
1247                 maxdps = max(mindps, dps);
1248
1249                 if(maxtime > mintime || maxdps > mindps)
1250                 {
1251                         mindamage = mindps * mintime;
1252                         maxdamage = mindamage + d;
1253
1254                         // interval [mintime, maxtime] * [mindps, maxdps]
1255                         // intersected with
1256                         // [mindamage, maxdamage]
1257                         // maximum of this!
1258
1259                         if(maxdamage >= maxtime * maxdps)
1260                         {
1261                                 totaltime = maxtime;
1262                                 totaldamage = maxtime * maxdps;
1263
1264                                 // this branch increases totaldamage if either t > mintime, or dps > mindps
1265                         }
1266                         else
1267                         {
1268                                 // maxdamage is inside the interval!
1269                                 // first, try to use mindps; only if this fails, increase dps as needed
1270                                 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1271                                 totaldamage = maxdamage;
1272                                 // can totaldamage / totaltime be >= maxdps?
1273                                 // max(mindps, maxdamage / maxtime) >= maxdps?
1274                                 // we know maxdamage < maxtime * maxdps
1275                                 // so it cannot be
1276
1277                                 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1278                         }
1279
1280                         // total conditions for increasing:
1281                         //     maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1282                         // however:
1283                         //     if maxtime = mintime, maxdps = mindps
1284                         // then:
1285                         //     maxdamage = mindamage + d
1286                         //     mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1287                         // so the last condition is not needed
1288
1289                         e.fire_damagepersec = totaldamage / totaltime;
1290                         e.fire_endtime = time + totaltime;
1291                         if(totaldamage > 1.2 * mindamage)
1292                         {
1293                                 e.fire_deathtype = dt;
1294                                 if(e.fire_owner != o)
1295                                 {
1296                                         e.fire_owner = o;
1297                                         e.fire_hitsound = FALSE;
1298                                 }
1299                         }
1300                         if(accuracy_isgooddamage(o, e))
1301                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1302                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1303                 }
1304                 else
1305                         return 0;
1306         }
1307         else
1308         {
1309                 e.fire_damagepersec = dps;
1310                 e.fire_endtime = time + t;
1311                 e.fire_deathtype = dt;
1312                 e.fire_owner = o;
1313                 e.fire_hitsound = FALSE;
1314                 if(accuracy_isgooddamage(o, e))
1315                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1316                 return d;
1317         }
1318 }
1319
1320 void Fire_ApplyDamage(entity e)
1321 {
1322         float t, d, hi, ty;
1323         entity o;
1324
1325         if not(Fire_IsBurning(e))
1326                 return;
1327
1328         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1329         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1330                 o = e.fire_owner;
1331
1332         // water and slime stop fire
1333         if(e.waterlevel)
1334         if(e.watertype != CONTENT_LAVA)
1335                 e.fire_endtime = 0;
1336
1337         // ice stops fire
1338         if(e.freezetag_frozen)
1339                 e.fire_endtime = 0;
1340
1341         t = min(frametime, e.fire_endtime - time);
1342         d = e.fire_damagepersec * t;
1343
1344         hi = e.fire_owner.hitsound;
1345         ty = e.fire_owner.typehitsound;
1346         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1347         if(e.fire_hitsound && e.fire_owner)
1348         {
1349                 e.fire_owner.hitsound = hi;
1350                 e.fire_owner.typehitsound = ty;
1351         }
1352         e.fire_hitsound = TRUE;
1353
1354         if not(IS_INDEPENDENT_PLAYER(e))
1355         FOR_EACH_PLAYER(other) if(e != other)
1356         {
1357                 if(other.classname == "player")
1358                 if(other.deadflag == DEAD_NO)
1359                 if not(IS_INDEPENDENT_PLAYER(other))
1360                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1361                 {
1362                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1363                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1364                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1365                 }
1366         }
1367 }
1368
1369 void Fire_ApplyEffect(entity e)
1370 {
1371         if(Fire_IsBurning(e))
1372                 e.effects |= EF_FLAME;
1373         else
1374                 e.effects &~= EF_FLAME;
1375 }
1376
1377 void fireburner_think()
1378 {
1379         // for players, this is done in the regular loop
1380         if(wasfreed(self.owner))
1381         {
1382                 remove(self);
1383                 return;
1384         }
1385         Fire_ApplyEffect(self.owner);
1386         if(!Fire_IsBurning(self.owner))
1387         {
1388                 self.owner.fire_burner = world;
1389                 remove(self);
1390                 return;
1391         }
1392         Fire_ApplyDamage(self.owner);
1393         self.nextthink = time;
1394 }