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))
193 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
194 if(tl < lms_lowest_lives)
195 lms_lowest_lives = tl;
199 lms_next_place = player_count;
201 lms_next_place = min(lms_next_place, player_count);
202 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
209 attacker.totalfrags += f;
212 UpdateFrags(attacker, f);
215 string AppendItemcodes(string s, entity player)
220 // w = player.switchweapon;
222 w = player.cnt; // previous weapon!
223 s = strcat(s, ftos(w));
224 if(time < player.strength_finished)
226 if(time < player.invincible_finished)
228 if(player.flagcarried != world)
230 if(player.BUTTON_CHAT)
237 void LogDeath(string mode, float deathtype, entity killer, entity killed)
240 if(!autocvar_sv_eventlog)
242 s = strcat(":kill:", mode);
243 s = strcat(s, ":", ftos(killer.playerid));
244 s = strcat(s, ":", ftos(killed.playerid));
245 s = strcat(s, ":type=", Deathtype_Name(deathtype));
246 s = strcat(s, ":items=");
247 s = AppendItemcodes(s, killer);
250 s = strcat(s, ":victimitems=");
251 s = AppendItemcodes(s, killed);
256 void Obituary_SpecialDeath(
260 string s1, string s2, string s3,
261 float f1, float f2, float f3)
263 if(DEATH_ISSPECIAL(deathtype))
265 entity deathent = deathtypes[(deathtype - DT_FIRST) - 1];
266 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
270 if(deathent.death_msgmurder)
272 Send_Notification_WOVA(
276 deathent.death_msgmurder.nent_id,
280 Send_Notification_WOVA(
284 deathent.death_msgmurder.nent_msginfo.nent_id,
292 if(deathent.death_msgself)
294 Send_Notification_WOVA(
298 deathent.death_msgself.nent_id,
302 Send_Notification_WOVA(
306 deathent.death_msgself.nent_msginfo.nent_id,
313 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
317 float Obituary_WeaponDeath(
321 string s1, string s2, string s3,
324 float death_weapon = DEATH_WEAPONOF(deathtype);
327 w_deathtype = deathtype;
328 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
333 Send_Notification_WOVA(
341 Send_Notification_WOVA(
345 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
353 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
364 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
367 if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
370 float notif_firstblood = FALSE;
371 float kill_count_to_attacker, kill_count_to_target;
373 // Set final information for the death
374 targ.death_origin = targ.origin;
375 if(targ != attacker) { targ.killer_origin = attacker.origin; }
376 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
378 #ifdef NOTIFICATIONS_DEBUG
381 "Obituary(%s, %s, %s, %s = %d);\n",
385 Deathtype_Name(deathtype),
396 if(DEATH_ISSPECIAL(deathtype))
398 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
400 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
406 case DEATH_MIRRORDAMAGE:
408 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
414 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
420 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
422 backtrace("SUICIDE: what the hell happened here?\n");
425 LogDeath("suicide", deathtype, targ, targ);
426 GiveFrags(attacker, targ, -1, deathtype);
432 else if(IS_PLAYER(attacker))
434 if(!IsDifferentTeam(attacker, targ))
436 LogDeath("tk", deathtype, attacker, targ);
437 GiveFrags(attacker, targ, -1, deathtype);
439 attacker.killcount = 0;
441 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
442 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
443 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
445 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
446 // No need for specific death/weapon messages...
450 LogDeath("frag", deathtype, attacker, targ);
451 GiveFrags(attacker, targ, 1, deathtype);
453 attacker.taunt_soundtime = time + 1;
454 attacker.killcount = attacker.killcount + 1;
456 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
459 AnnounceTo(attacker, strcat(#countb, "kills")); \
460 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
463 switch(attacker.killcount)
470 if(!checkrules_firstblood)
472 checkrules_firstblood = TRUE;
473 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
474 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
475 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
477 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
478 kill_count_to_attacker = -1;
479 kill_count_to_target = -2;
483 kill_count_to_attacker = attacker.killcount;
484 kill_count_to_target = 0;
487 float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
490 if(attacker.FRAG_VERBOSE && verbose_allowed)
491 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));
493 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
495 if(targ.FRAG_VERBOSE && verbose_allowed)
496 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));
498 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
502 if(attacker.FRAG_VERBOSE && verbose_allowed)
503 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));
505 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
507 if(targ.FRAG_VERBOSE && verbose_allowed)
508 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));
510 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
513 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
514 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
525 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
526 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
527 // and there will be a REAL DEATH_VOID implementation which mappers will use.
528 /*case DEATH_HURTTRIGGER:
531 s2 = inflictor.message;
532 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
538 Obituary_SpecialDeath(targ, FALSE, deathtype,
540 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
550 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
555 LogDeath("accident", deathtype, targ, targ);
556 GiveFrags(targ, targ, -1, deathtype);
558 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
560 AnnounceTo(targ, "botlike");
561 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
565 // reset target kill count
566 if(targ.killcount) { targ.killcount = 0; }
571 setorigin(self, self.owner.origin - '0 0 16');
572 self.nextthink = time;
575 void Freeze (entity targ, float freeze_time, float frozen_type, .float revive_flag)
577 float monster = (targ.flags & FL_MONSTER);
578 float player = (targ.flags & FL_CLIENT);
580 if(!player && !monster) // only specified entities can be freezed
586 targ.frozen = frozen_type;
587 targ.revive_flag = 0;
589 targ.revive_speed = freeze_time;
594 ice.classname = "ice";
595 ice.scale = targ.scale;
596 ice.think = Ice_Think;
597 ice.nextthink = time;
598 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
599 setmodel(ice, "models/ice/ice.md3");
607 RemoveGrapplingHook(targ);
610 void Unfreeze (entity targ, .float revive_flag)
613 targ.revive_flag = 0;
614 targ.health = ((targ.classname == STR_PLAYER) ? autocvar_g_balance_health_start : targ.max_health);
616 // remove the ice block
618 for(ice = world; (ice = find(ice, classname, "ice")); ) if(ice.owner == targ)
625 // these are updated by each Damage call for use in button triggering and such
627 entity damage_inflictor;
628 entity damage_attacker;
630 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
634 float complainteamdamage = 0;
635 entity attacker_save;
639 if (gameover || targ.killcount == -666)
646 damage_inflictor = inflictor;
647 damage_attacker = attacker;
648 attacker_save = attacker;
650 if(targ.classname == "player")
653 if(targ.hook.aiment == attacker)
654 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
656 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
657 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
659 if(targ.classname == "player")
660 if not(IsDifferentTeam(targ, attacker))
667 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
669 // These are ALWAYS lethal
670 // No damage modification here
671 // Instead, prepare the victim for his death...
673 targ.spawnshieldtime = 0;
674 targ.health = 0.9; // this is < 1
675 targ.flags -= targ.flags & FL_GODMODE;
678 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
685 skill based bot damage? gtfo. (tZork)
686 if (targ.classname == "player")
687 if (attacker.classname == "player")
690 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
693 // nullify damage if teamplay is on
694 if(deathtype != DEATH_TELEFRAG)
695 if(attacker.classname == "player")
697 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
702 else if(!IsDifferentTeam(attacker, targ))
704 if(autocvar_teamplay_mode == 1)
706 else if(attacker != targ)
708 if(autocvar_teamplay_mode == 3)
710 else if(autocvar_teamplay_mode == 4)
712 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
714 attacker.dmg_team = attacker.dmg_team + damage;
715 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
716 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
717 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
718 mirrorforce = autocvar_g_mirrordamage * vlen(force);
721 if(autocvar_g_friendlyfire == 0)
727 damage = autocvar_g_friendlyfire * damage;
728 // mirrordamage will be used LATER
730 if(autocvar_g_mirrordamage_virtual)
732 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
733 attacker.dmg_take += v_x;
734 attacker.dmg_save += v_y;
735 attacker.dmg_inflictor = inflictor;
736 mirrordamage = v_z; // = 0, to make fteqcc stfu
740 if(autocvar_g_friendlyfire_virtual)
742 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
743 targ.dmg_take += v_x;
744 targ.dmg_save += v_y;
745 targ.dmg_inflictor = inflictor;
747 if(!autocvar_g_friendlyfire_virtual_force)
758 if(targ.classname == "player")
759 if(attacker.classname == "player")
762 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
763 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
766 if(targ.classname == "player")
769 if ((deathtype == DEATH_FALL) ||
770 (deathtype == DEATH_DROWN) ||
771 (deathtype == DEATH_SLIME) ||
772 (deathtype == DEATH_LAVA) ||
773 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
780 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
782 targ.armorvalue -= 1;
783 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
786 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
788 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
792 complainteamdamage = 0;
793 if (targ != attacker)
795 if ((targ.health >= 1) && (targ.classname == "player"))
796 centerprint(attacker, "Secondary fire inflicts no damage!");
804 if not(DEATH_ISSPECIAL(deathtype))
806 damage *= g_weapondamagefactor;
807 mirrordamage *= g_weapondamagefactor;
808 complainteamdamage *= g_weapondamagefactor;
809 force = force * g_weaponforcefactor;
810 mirrorforce *= g_weaponforcefactor;
813 if(targ.frozen && attacker.monsterid != MONSTER_SPIDER)
819 // should this be changed at all? If so, in what way?
820 frag_attacker = attacker;
822 frag_damage = damage;
824 frag_deathtype = deathtype;
825 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
826 damage = frag_damage;
829 // apply strength multiplier
830 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
834 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
835 force = force * autocvar_g_balance_powerup_strength_selfforce;
839 damage = damage * autocvar_g_balance_powerup_strength_damage;
840 force = force * autocvar_g_balance_powerup_strength_force;
844 // apply invincibility multiplier
845 if (targ.items & IT_INVINCIBLE && !g_minstagib)
846 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
848 if (targ == attacker)
850 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
853 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
859 if(targ.takedamage == DAMAGE_AIM)
863 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
868 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
870 if(IsDifferentTeam(victim, attacker))
874 if(deathtype != DEATH_FIRE)
876 if(victim.BUTTON_CHAT)
877 attacker.typehitsound += 1;
879 attacker.hitsound += 1;
882 damage_goodhits += 1;
883 damage_gooddamage += damage;
885 if not(DEATH_ISSPECIAL(deathtype))
887 if(targ.classname == "player") // don't do this for vehicles
893 if(victim.items & IT_STRENGTH)
900 if(deathtype != DEATH_FIRE)
902 attacker.typehitsound += 1;
904 if(complainteamdamage > 0)
905 if(time > attacker.teamkill_complain)
907 attacker.teamkill_complain = time + 5;
908 attacker.teamkill_soundtime = time + 0.4;
909 attacker.teamkill_soundsource = targ;
917 if (self.damageforcescale)
919 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
921 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
922 if(self.movetype == MOVETYPE_PHYSICS)
926 farcent.classname = "farce";
927 farcent.enemy = self;
928 farcent.movedir = farce * 10;
930 farcent.movedir = farcent.movedir * self.mass;
931 farcent.origin = hitloc;
932 farcent.forcetype = FORCETYPE_FORCEATPOS;
933 farcent.nextthink = time + 0.1;
934 farcent.think = SUB_Remove;
937 self.velocity = self.velocity + farce;
938 self.flags &~= FL_ONGROUND;
939 UpdateCSQCProjectile(self);
942 if (damage != 0 || (self.damageforcescale && vlen(force)))
943 if (self.event_damage)
944 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
947 // apply mirror damage if any
948 if(mirrordamage > 0 || mirrorforce > 0)
950 attacker = attacker_save;
954 // just lose extra LIVES, don't kill the player for mirror damage
955 if(attacker.armorvalue > 0)
957 attacker.armorvalue = attacker.armorvalue - 1;
958 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
959 attacker.hitsound += 1;
964 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
965 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
969 float RadiusDamage_running;
970 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
971 // Returns total damage applies to creatures
976 float total_damage_to_creatures;
981 float stat_damagedone;
983 if(RadiusDamage_running)
985 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
989 RadiusDamage_running = 1;
991 tfloordmg = autocvar_g_throughfloor_damage;
992 tfloorforce = autocvar_g_throughfloor_force;
994 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
995 total_damage_to_creatures = 0;
997 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
998 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1000 force = inflictor.velocity;
1001 if(vlen(force) == 0)
1004 force = normalize(force);
1005 if(forceintensity >= 0)
1006 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1008 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1011 stat_damagedone = 0;
1013 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1017 if (targ != inflictor)
1018 if (ignore != targ) if(targ.takedamage)
1024 // LordHavoc: measure distance to nearest point on target (not origin)
1025 // (this guarentees 100% damage on a touch impact)
1026 nearest = targ.WarpZone_findradius_nearest;
1027 diff = targ.WarpZone_findradius_dist;
1028 // round up a little on the damage to ensure full damage on impacts
1029 // and turn the distance into a fraction of the radius
1030 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1032 //bprint(ftos(power));
1033 //if (targ == attacker)
1034 // print(ftos(power), "\n");
1040 finaldmg = coredamage * power + edgedamage * (1 - power);
1046 vector myblastorigin;
1049 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1051 // if it's a player, use the view origin as reference
1052 center = CENTER_OR_VIEWOFS(targ);
1054 force = normalize(center - myblastorigin);
1055 force = force * (finaldmg / coredamage) * forceintensity;
1058 if(targ != directhitentity)
1063 float mininv_f, mininv_d;
1065 // test line of sight to multiple positions on box,
1066 // and do damage if any of them hit
1069 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1070 // so for a given max stddev:
1071 // n = (1 / (2 * max stddev of hitratio))^2
1073 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1074 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1076 if(autocvar_g_throughfloor_debug)
1077 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1079 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1081 if(autocvar_g_throughfloor_debug)
1082 print(sprintf(" steps=%f", total));
1084 if (targ.classname == "player")
1085 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1087 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1089 if(autocvar_g_throughfloor_debug)
1090 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1092 for(c = 0; c < total; ++c)
1094 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1095 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1096 if (trace_fraction == 1 || trace_ent == targ)
1100 hitloc = hitloc + nearest;
1104 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1105 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1106 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1109 nearest = hitloc * (1 / max(1, hits));
1110 hitratio = (hits / total);
1111 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1112 finaldmg = finaldmg * a;
1113 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1116 if(autocvar_g_throughfloor_debug)
1117 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1120 // laser force adjustments :P
1121 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1123 if (targ == attacker)
1128 float force_velocitybiasramp;
1129 float force_velocitybias;
1131 force_velocitybiasramp = autocvar_sv_maxspeed;
1132 if(deathtype & HITTYPE_SECONDARY)
1134 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1135 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1139 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1140 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1143 vel = targ.velocity;
1145 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1149 normalize(normalize(force) + vel);
1151 force_z *= force_zscale;
1155 if(deathtype & HITTYPE_SECONDARY)
1157 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1161 force *= autocvar_g_balance_laser_primary_force_other_scale;
1166 //if (targ == attacker)
1168 // print("hits ", ftos(hits), " / ", ftos(total));
1169 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1170 // print(" (", ftos(a), ")\n");
1172 if(finaldmg || vlen(force))
1176 total_damage_to_creatures += finaldmg;
1178 if(accuracy_isgooddamage(attacker, targ))
1179 stat_damagedone += finaldmg;
1182 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1183 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1185 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1193 RadiusDamage_running = 0;
1195 if(!DEATH_ISSPECIAL(deathtype))
1196 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1198 return total_damage_to_creatures;
1201 .float fire_damagepersec;
1202 .float fire_endtime;
1203 .float fire_deathtype;
1205 .float fire_hitsound;
1206 .entity fire_burner;
1208 void fireburner_think();
1210 float Fire_IsBurning(entity e)
1212 return (time < e.fire_endtime);
1215 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1218 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1220 if(e.classname == "player")
1229 // print("adding a fire burner to ", e.classname, "\n");
1230 e.fire_burner = spawn();
1231 e.fire_burner.classname = "fireburner";
1232 e.fire_burner.think = fireburner_think;
1233 e.fire_burner.nextthink = time;
1234 e.fire_burner.owner = e;
1240 if(Fire_IsBurning(e))
1242 mintime = e.fire_endtime - time;
1243 maxtime = max(mintime, t);
1245 mindps = e.fire_damagepersec;
1246 maxdps = max(mindps, dps);
1248 if(maxtime > mintime || maxdps > mindps)
1252 // damage we have right now
1253 mindamage = mindps * mintime;
1255 // damage we want to get
1256 maxdamage = mindamage + d;
1258 // but we can't exceed maxtime * maxdps!
1259 totaldamage = min(maxdamage, maxtime * maxdps);
1263 // totaldamage = min(mindamage + d, maxtime * maxdps)
1265 // totaldamage <= maxtime * maxdps
1266 // ==> totaldamage / maxdps <= maxtime.
1268 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1269 // >= min(mintime, maxtime)
1270 // ==> totaldamage / maxdps >= mintime.
1273 // how long do we damage then?
1274 // at least as long as before
1275 // but, never exceed maxdps
1276 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1280 // at most as long as maximum allowed
1281 // but, never below mindps
1282 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1284 // assuming t > mintime, dps > mindps:
1285 // we get d = t * dps = maxtime * maxdps
1286 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1287 // totaldamage / maxdps = maxtime
1288 // totaldamage / mindps > totaldamage / maxdps = maxtime
1290 // a) totaltime = max(mintime, maxtime) = maxtime
1291 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1293 // assuming t <= mintime:
1294 // we get maxtime = mintime
1295 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1296 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1298 // assuming dps <= mindps:
1299 // we get mindps = maxdps.
1300 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1301 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1302 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1304 e.fire_damagepersec = totaldamage / totaltime;
1305 e.fire_endtime = time + totaltime;
1306 if(totaldamage > 1.2 * mindamage)
1308 e.fire_deathtype = dt;
1309 if(e.fire_owner != o)
1312 e.fire_hitsound = FALSE;
1315 if(accuracy_isgooddamage(o, e))
1316 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1317 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1324 e.fire_damagepersec = dps;
1325 e.fire_endtime = time + t;
1326 e.fire_deathtype = dt;
1328 e.fire_hitsound = FALSE;
1329 if(accuracy_isgooddamage(o, e))
1330 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1335 void Fire_ApplyDamage(entity e)
1340 if not(Fire_IsBurning(e))
1343 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1344 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1347 // water and slime stop fire
1349 if(e.watertype != CONTENT_LAVA)
1356 t = min(frametime, e.fire_endtime - time);
1357 d = e.fire_damagepersec * t;
1359 hi = e.fire_owner.hitsound;
1360 ty = e.fire_owner.typehitsound;
1361 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1362 if(e.fire_hitsound && e.fire_owner)
1364 e.fire_owner.hitsound = hi;
1365 e.fire_owner.typehitsound = ty;
1367 e.fire_hitsound = TRUE;
1369 if not(IS_INDEPENDENT_PLAYER(e))
1370 FOR_EACH_PLAYER(other) if(e != other)
1372 if(other.classname == "player")
1373 if(other.deadflag == DEAD_NO)
1374 if not(IS_INDEPENDENT_PLAYER(other))
1375 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1377 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1378 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1379 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1384 void Fire_ApplyEffect(entity e)
1386 if(Fire_IsBurning(e))
1387 e.effects |= EF_FLAME;
1389 e.effects &~= EF_FLAME;
1392 void fireburner_think()
1394 // for players, this is done in the regular loop
1395 if(wasfreed(self.owner))
1400 Fire_ApplyEffect(self.owner);
1401 if(!Fire_IsBurning(self.owner))
1403 self.owner.fire_burner = world;
1407 Fire_ApplyDamage(self.owner);
1408 self.nextthink = time;