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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 istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
180                 // after a frag, choose another random weapon set
181                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
216                                         lms_next_place = min(lms_next_place, player_count);
217                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
239                 // health/armor of attacker (person who killed you)
240                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
242                 
243                 // ping display
244                 if(autocvar_sv_fraginfo_ping)
245                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
250                         if(autocvar_sv_fraginfo_handicap == 2)  
251                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
253                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
254                 }
255                 
256                 // format the string
257                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
258                         ping_output, (handicap_output ? "^7 / " : ""), 
259                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", Deathtype_Name(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
312 {
313         float handled, hits;
314         if(DEATH_ISSPECIAL(deathtype))
315         {
316                 #define DEATHTYPE(name,msg_info,msg_center,msg_info_by,msg_center_by,position) \
317                         { if(deathtype == max(0, name)) \
318                         { \
319                                 #if murder \
320                                         if(max(0, msg_info_by)) { Send_Notification(world, MSG_ALL, MSG_INFO, msg_info_by, s1, s2, f1, f2, f3); ++handled; } \
321                                         if(max(0, msg_center_by)) { Send_Notification(notif_target, MSG_ONE, MSG_CENTER, msg_center_by, s1, s2, f1, f2, f3); ++handled; } \
322                                 #else \
323                                         if(max(0, msg_info)) { Send_Notification(world, MSG_ALL, MSG_INFO, msg_info, s1, s2, f1, f2, f3); ++handled; } \
324                                         if(max(0, msg_center)) { Send_Notification(notif_target, MSG_ONE, MSG_CENTER, msg_center, s1, s2, f1, f2, f3); ++handled; } \
325                                 #endif \
326                                 ++hits; \
327                         } }
328
329                 DEATHTYPES
330                 if not(hits)
331                 {
332                         backtrace("Unhandled deathtype. Please notify Samual!\n");
333                         //return;
334                 }
335                 if not(handled)
336                 {
337                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
338                         return;
339                 }
340         }
341 }
342
343 void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
344 {
345         float handled, hits;
346         if(DEATH_ISSPECIAL(deathtype))
347         {
348                 #define DEATHTYPE(name,msg_info,msg_center,position) \
349                         { if(deathtype == max(0, name)) \
350                         { \
351                                 if(max(0, msg_info)) { Send_Notification(world, MSG_ALL, MSG_INFO, msg_info, s1, s2, f1, f2, f3); ++handled; } \
352                                 if(max(0, msg_center)) { Send_Notification(notif_target, MSG_ONE, MSG_CENTER, msg_center, s1, s2, f1, f2, f3); ++handled; } \
353                                 ++hits; \
354                         } }
355
356                 DEATHTYPES
357                 if not(hits)
358                 {
359                         backtrace("Unhandled deathtype. Please notify Samual!\n");
360                         //return;
361                 }
362                 if not(handled)
363                 {
364                         print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
365                         return;
366                 }
367         }
368 }
369
370 .float FRAG_VERBOSE;
371
372 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
373 {
374         // Sanity check
375         if not(targ.classname == "player") { backtrace("Obituary called on non-player?!\n"); return; }
376
377         // Declarations
378         string  s, a, msg;
379         float w, type;
380
381         string s1, s2 = NO_STR_ARG;
382         float f1, f2, f3 = NO_FL_ARG;
383         float notif_firstblood;
384
385
386         print(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
387
388
389         // =======
390         // SUICIDE
391         // =======
392         if(targ == attacker)
393         {
394                 if(DEATH_ISSPECIAL(deathtype))
395                 {
396                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
397                         {
398                                 s1 = targ.netname;
399                                 f1 = targ.team;
400                         }
401                         else
402                         {
403                                 switch(deathtype)
404                                 {
405                                         case DEATH_MIRRORDAMAGE:
406                                         {
407                                                 s1 = targ.netname;
408                                                 f1 = targ.team;
409                                                 //f2 = targ.killcount;
410                                                 break;
411                                         }
412                                         
413                                         default:
414                                         {
415                                                 s1 = s2 = NO_STR_ARG;
416                                                 f1 = f2 = f3 = NO_FL_ARG;
417                                                 break;
418                                         }
419                                 }
420                                 LogDeath("suicide", deathtype, targ, targ);
421                                 GiveFrags(attacker, targ, -1, deathtype);
422                         }
423                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
424                 }
425                 else if(DEATH_WEAPONOF(deathtype))
426                 {
427                         print("death was a weapon!\n");
428                 }
429                 else
430                 {
431                         backtrace("what the hell happened here?\n");
432                 }
433         }
434
435
436         // ======
437         // MURDER
438         // ======
439         else if(attacker.classname == "player")
440         {
441                 if(!IsDifferentTeam(attacker, targ))
442                 {
443                         if(DEATH_ISSPECIAL(deathtype))
444                         {
445                                 backtrace("hmm death was special?\n");
446                         }
447                         else if(DEATH_WEAPONOF(deathtype))
448                         {
449                                 print("death was a weapon!\n");
450                         }
451                         else
452                         {
453                                 backtrace("what the hell happened here?\n");
454                         }
455                         
456                         LogDeath("tk", deathtype, attacker, targ);
457                         GiveFrags(attacker, targ, -1, deathtype);
458                 }
459                 else
460                 {
461                         s1 = attacker.netname;
462                         s2 = targ.netname;
463
464                         attacker.FRAG_VERBOSE = TRUE;
465                         targ.FRAG_VERBOSE = TRUE;
466
467                         LogDeath("frag", deathtype, attacker, targ);
468                         GiveFrags(attacker, targ, 1, deathtype);
469
470                         attacker.taunt_soundtime = time + 1;
471                         attacker.killcount = attacker.killcount + 1;
472                         if(targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); }
473                         
474                         #define ADD_ACHIEVEMENT_CASE(numa,numb) \
475                                 case numa: \
476                                 { \
477                                         AnnounceTo(attacker, strcat(#numb, "kills")); \
478                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##numa, 1); \
479                                         break; \
480                                 }
481                         switch(attacker.killcount)
482                         {
483                                 ADD_ACHIEVEMENT_CASE(3, 03)
484                                 ADD_ACHIEVEMENT_CASE(5, 05)
485                                 ADD_ACHIEVEMENT_CASE(10, 10)
486                                 ADD_ACHIEVEMENT_CASE(15, 15)
487                                 ADD_ACHIEVEMENT_CASE(20, 20)
488                                 ADD_ACHIEVEMENT_CASE(25, 25)
489                                 ADD_ACHIEVEMENT_CASE(30, 30)
490                                 default: break;
491                         }
492                         #undef ADD_ACHIEVEMENT_CASE
493
494                         if(!checkrules_firstblood)
495                         {
496                                 checkrules_firstblood = TRUE;
497                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
498                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
499                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
500                         }
501
502                         if(notif_firstblood) // first blood, no kill sprees yet
503                         {
504                                 if(targ.istypefrag)
505                                 {
506                                         Send_Notification(attacker, MSG_ONE, MSG_CENTER, (attacker.FRAG_VERBOSE ? CENTER_DEATH_TYPEFRAG_FIRST_VERBOSE : CENTER_DEATH_TYPEFRAG_FIRST),
507                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
508                                                 
509                                         Send_Notification(targ, MSG_ONE, MSG_CENTER, (targ.FRAG_VERBOSE ? CENTER_DEATH_TYPEFRAGGED_FIRST_VERBOSE : CENTER_DEATH_TYPEFRAGGED_FIRST),
510                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
511                                 }
512                                 else
513                                 {
514                                         Send_Notification(attacker, MSG_ONE, MSG_CENTER, (attacker.FRAG_VERBOSE ? CENTER_DEATH_FRAG_FIRST_VERBOSE : CENTER_DEATH_FRAG_FIRST),
515                                                 s2, NO_STR_ARG, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG, NO_FL_ARG);
516                                                 
517                                         Send_Notification(targ, MSG_ONE, MSG_CENTER, (targ.FRAG_VERBOSE ? CENTER_DEATH_FRAGGED_FIRST_VERBOSE : CENTER_DEATH_FRAGGED_FIRST),
518                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
519                                 }
520                                 //Send_Notification(world, MSG_INFO, INFO_DEATH_FRAG_FIRSTBLOOD, s1, s2, attacker.team, NO_FL_ARG, NO_FL_ARG);
521                         }
522                         else // normal frags, kill sprees listed
523                         {
524                                 if(targ.istypefrag)
525                                 {
526                                         Send_Notification(attacker, MSG_ONE, MSG_CENTER, (attacker.FRAG_VERBOSE ? CENTER_DEATH_TYPEFRAG_VERBOSE : CENTER_DEATH_TYPEFRAG),
527                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
528                                                 
529                                         Send_Notification(targ, MSG_ONE, MSG_CENTER, (targ.FRAG_VERBOSE ? CENTER_DEATH_TYPEFRAGGED_VERBOSE : CENTER_DEATH_TYPEFRAGGED),
530                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
531                                 }
532                                 else
533                                 {
534                                         Send_Notification(attacker, MSG_ONE, MSG_CENTER, (attacker.FRAG_VERBOSE ? CENTER_DEATH_FRAG_VERBOSE : CENTER_DEATH_FRAG),
535                                                 s2, NO_STR_ARG, attacker.killcount, (attacker.FRAG_VERBOSE ? ((clienttype(targ) == CLIENTTYPE_BOT) ? BOT_PING : targ.ping) : NO_FL_ARG), NO_FL_ARG);
536                                                 
537                                         Send_Notification(targ, MSG_ONE, MSG_CENTER, (targ.FRAG_VERBOSE ? CENTER_DEATH_FRAGGED_VERBOSE : CENTER_DEATH_FRAGGED),
538                                                 s1, NO_STR_ARG, (targ.FRAG_VERBOSE ? attacker.health : NO_FL_ARG), (targ.FRAG_VERBOSE ? attacker.armorvalue : NO_FL_ARG), (targ.FRAG_VERBOSE ? ((clienttype(attacker) == CLIENTTYPE_BOT) ? BOT_PING : attacker.ping) : NO_FL_ARG));
539                                 }
540                                 //if(DEATH_WEAPONOF(deathtype)) { Send_Notification(world, MSG_WEAPON, 50, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
541                                 //else { Obituary_SpecialDeath(world, deathtype, s1, s2, attacker.killcount, targ.killcount, Obituary_Score_Position); }
542                         }
543                 }
544         }
545
546         // =============
547         // ACCIDENT/TRAP
548         // =============
549         else
550         {
551                 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
552                         msg = inflictor.message;
553                 else if (deathtype == DEATH_CUSTOM)
554                         msg = deathmessage;
555                 else
556                         msg = "";
557                         
558                 if(strstrofs(msg, "%", 0) < 0) { msg = strcat("%s ", msg); }
559
560                 LogDeath("accident", deathtype, targ, targ);
561                 GiveFrags(targ, targ, -1, deathtype);
562                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
563                         AnnounceTo(targ, "botlike");
564                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
565                 }
566                 //Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
567
568                 //if (targ.killcount > 2)
569                 //      Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
570
571                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
572         }
573
574         targ.death_origin = targ.origin;
575         if(targ != attacker)
576                 targ.killer_origin = attacker.origin;
577
578         // FIXME: this should go in PutClientInServer
579         if (targ.killcount)
580                 targ.killcount = 0;
581 }
582
583 // these are updated by each Damage call for use in button triggering and such
584 entity damage_targ;
585 entity damage_inflictor;
586 entity damage_attacker;
587
588 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
589 {
590         float mirrordamage;
591         float mirrorforce;
592         float teamdamage0;
593         entity attacker_save;
594         mirrordamage = 0;
595         mirrorforce = 0;
596
597         if (gameover || targ.killcount == -666)
598                 return;
599
600         entity oldself;
601         oldself = self;
602         self = targ;
603         damage_targ = targ;
604         damage_inflictor = inflictor;
605         damage_attacker = attacker;
606                 attacker_save = attacker;
607
608         if(targ.classname == "player")
609                 if(targ.hook)
610                         if(targ.hook.aiment)
611                                 if(targ.hook.aiment == attacker)
612                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
613
614         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
615         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
616         {
617                 if(targ.classname == "player")
618                         if not(IsDifferentTeam(targ, attacker))
619                         {
620                                 self = oldself;
621                                 return;
622                         }
623         }
624
625         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
626         {
627                 // These are ALWAYS lethal
628                 // No damage modification here
629                 // Instead, prepare the victim for his death...
630                 targ.armorvalue = 0;
631                 targ.spawnshieldtime = 0;
632                 targ.health = 0.9; // this is < 1
633                 targ.flags -= targ.flags & FL_GODMODE;
634                 damage = 100000;
635         }
636         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
637         {
638                 // no processing
639         }
640         else
641         {
642                 /*
643                 skill based bot damage? gtfo. (tZork)
644                 if (targ.classname == "player")
645                 if (attacker.classname == "player")
646                 if (!targ.isbot)
647                 if (attacker.isbot)
648                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
649         */
650         
651                 // nullify damage if teamplay is on
652                 if(deathtype != DEATH_TELEFRAG)
653                 if(attacker.classname == "player")
654                 {
655                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
656                         {
657                                 damage = 0;
658                                 force = '0 0 0';
659                         }
660                         else if(!IsDifferentTeam(attacker, targ))
661                         {
662                                 if(autocvar_teamplay_mode == 1)
663                                         damage = 0;
664                                 else if(attacker != targ)
665                                 {
666                                         if(autocvar_teamplay_mode == 3)
667                                                 damage = 0;
668                                         else if(autocvar_teamplay_mode == 4)
669                                         {
670                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
671                                                 {
672                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
673                                                         attacker.dmg_team = attacker.dmg_team + damage;
674                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
675                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
676                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
677                                                         if(g_minstagib)
678                                                         {
679                                                                 if(autocvar_g_friendlyfire == 0)
680                                                                         damage = 0;
681                                                         }
682                                                         else if(g_ca)
683                                                                 damage = 0;
684                                                         else
685                                                                 damage = autocvar_g_friendlyfire * damage;
686                                                         // mirrordamage will be used LATER
687
688                                                         if(autocvar_g_mirrordamage_virtual)
689                                                         {
690                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
691                                                                 attacker.dmg_take += v_x;
692                                                                 attacker.dmg_save += v_y;
693                                                                 attacker.dmg_inflictor = inflictor;
694                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
695                                                                 mirrorforce = 0;
696                                                         }
697
698                                                         if(autocvar_g_friendlyfire_virtual)
699                                                         {
700                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
701                                                                 targ.dmg_take += v_x;
702                                                                 targ.dmg_save += v_y;
703                                                                 targ.dmg_inflictor = inflictor;
704                                                                 damage = 0;
705                                                                 if(!autocvar_g_friendlyfire_virtual_force)
706                                                                         force = '0 0 0';
707                                                         }
708                                                 }
709                                                 else
710                                                         damage = 0;
711                                         }
712                                 }
713                         }
714                 }
715
716                 if(targ.classname == "player")
717                 if(attacker.classname == "player")
718                 if(attacker != targ)
719                 {
720                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
721                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
722                 }
723
724                 if(targ.classname == "player")
725                 if (g_minstagib)
726                 {
727                         if ((deathtype == DEATH_FALL)  ||
728                                 (deathtype == DEATH_DROWN) ||
729                                 (deathtype == DEATH_SLIME) ||
730                                 (deathtype == DEATH_LAVA)  ||
731                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
732                         {
733                                 self = oldself;
734                                 return;
735                         }
736                         if(damage > 0)
737                             damage = 10000;
738                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
739                         {
740                                 targ.armorvalue -= 1;
741                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
742                                 damage = 0;
743                                 targ.hitsound += 1;
744                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
745                         }
746                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
747                         {
748                                 damage = 0;
749                                 mirrordamage = 0;
750                                 if (targ != attacker)
751                                 {
752                                         if ((targ.health >= 1) && (targ.classname == "player"))
753                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
754                                         force = '0 0 0';
755                                         // keep mirrorforce
756                                         attacker = targ;
757                                 }
758                         }
759                 }
760
761                 if not(DEATH_ISSPECIAL(deathtype))
762                 {
763                         damage *= g_weapondamagefactor;
764                         mirrordamage *= g_weapondamagefactor;
765                         force = force * g_weaponforcefactor;
766                         mirrorforce *= g_weaponforcefactor;
767                 }
768                 
769                 // should this be changed at all? If so, in what way?
770                 frag_attacker = attacker;
771                 frag_target = targ;
772                 frag_damage = damage;
773                 frag_force = force;
774         frag_deathtype = deathtype;
775                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
776                 damage = frag_damage;
777                 force = frag_force;
778                 
779                 // apply strength multiplier
780                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
781                 {
782                         if(targ == attacker)
783                         {
784                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
785                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
786                         }
787                         else
788                         {
789                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
790                                 force = force * autocvar_g_balance_powerup_strength_force;
791                         }
792                 }
793
794                 // apply invincibility multiplier
795                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
796                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
797
798                 if (targ == attacker)
799                 {
800                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
801                                 damage = 0;
802                         else
803                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
804                 }
805
806                 if(g_runematch)
807                 {
808                         // apply strength rune
809                         if (attacker.runes & RUNE_STRENGTH)
810                         {
811                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
812                                 {
813                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
814                                         force = force * autocvar_g_balance_rune_strength_combo_force;
815                                 }
816                                 else
817                                 {
818                                         damage = damage * autocvar_g_balance_rune_strength_damage;
819                                         force = force * autocvar_g_balance_rune_strength_force;
820                                 }
821                         }
822                         else if (attacker.runes & CURSE_WEAK)
823                         {
824                                 damage = damage * autocvar_g_balance_curse_weak_damage;
825                                 force = force * autocvar_g_balance_curse_weak_force;
826                         }
827
828                         // apply defense rune
829                         if (targ.runes & RUNE_DEFENSE)
830                         {
831                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
832                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
833                                 else
834                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
835                         }
836                         else if (targ.runes & CURSE_VULNER)
837                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
838                 }
839
840                 // count the damage
841                 if(attacker)
842                 if(!targ.deadflag)
843                 if(targ.takedamage == DAMAGE_AIM)
844                 if(targ != attacker)
845                 {
846                         if(damage_headshotbonus)
847                         {
848                                 if(targ.classname == "player")
849                                 {
850                                         // HEAD SHOT:
851                                         // find height of hit on player axis
852                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
853                                         vector headmins, headmaxs, org;
854                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
855                                         headmins = org + GetHeadshotMins(targ);
856                                         headmaxs = org + GetHeadshotMaxs(targ);
857                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
858                                         {
859                                                 deathtype |= HITTYPE_HEADSHOT;
860                                         }
861                                 }
862                                 else if(targ.classname == "turret_head")
863                                 {
864                                         deathtype |= HITTYPE_HEADSHOT;
865                                 }
866                                 if(deathtype & HITTYPE_HEADSHOT)
867                                         if(damage_headshotbonus > 0)
868                                                 damage *= 1 + damage_headshotbonus;
869                         }
870
871                         entity victim;
872                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
873                                 victim = targ.owner;
874                         else
875                                 victim = targ;
876
877                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
878                         {
879                                 if(IsDifferentTeam(victim, attacker))
880                                 {
881                                         if(damage > 0)
882                                         {
883                                                 if(deathtype != DEATH_FIRE)
884                                                 {
885                                                         if(victim.BUTTON_CHAT)
886                                                                 attacker.typehitsound += 1;
887                                                         else
888                                                                 attacker.hitsound += 1;
889                                                 }
890
891                                                 damage_goodhits += 1;
892                                                 damage_gooddamage += damage;
893
894                                                 if not(DEATH_ISSPECIAL(deathtype))
895                                                 {
896                                                         if(targ.classname == "player") // don't do this for vehicles
897                                                         if(!g_minstagib)
898                                                         if(IsFlying(victim))
899                                                                 yoda = 1;
900
901                                                         if(g_minstagib)
902                                                         if(victim.items & IT_STRENGTH)
903                                                                 yoda = 1;
904
905                                                         if(deathtype & HITTYPE_HEADSHOT)
906                                                                 headshot = 1;
907                                                 }
908                                                 if(g_ca)
909                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
910                                         }
911                                 }
912                                 else
913                                 {
914                                         if(deathtype != DEATH_FIRE)
915                                         {
916                                                 attacker.typehitsound += 1;
917                                         }
918                                         if(mirrordamage > 0)
919                                                 if(time > attacker.teamkill_complain)
920                                                 {
921                                                         attacker.teamkill_complain = time + 5;
922                                                         attacker.teamkill_soundtime = time + 0.4;
923                                                         attacker.teamkill_soundsource = targ;
924                                                 }
925                                 }
926                         }
927                 }
928         }
929
930         // apply push
931         if (self.damageforcescale)
932         if (vlen(force))
933         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
934         {
935                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
936                 if(self.movetype == MOVETYPE_PHYSICS)
937                 {
938                         entity farcent;
939                         farcent = spawn();
940                         farcent.classname = "farce";
941                         farcent.enemy = self;
942                         farcent.movedir = farce * 10;
943                         if(self.mass)
944                                 farcent.movedir = farcent.movedir * self.mass;
945                         farcent.origin = hitloc;
946                         farcent.forcetype = FORCETYPE_FORCEATPOS;
947                         farcent.nextthink = time + 0.1;
948                         farcent.think = SUB_Remove;
949                 }
950                 else
951                         self.velocity = self.velocity + farce;
952                 self.flags &~= FL_ONGROUND;
953                 UpdateCSQCProjectile(self);
954         }
955         // apply damage
956         if (damage != 0 || (self.damageforcescale && vlen(force)))
957         if (self.event_damage)
958                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
959         self = oldself;
960
961         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
962         {
963                 if(g_runematch)
964                 {
965                         if (attacker.runes & RUNE_VAMPIRE)
966                         {
967                         // apply vampire rune
968                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
969                                 {
970                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
971                                         attacker.health = bound(
972                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
973                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
974                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
975                                 }
976                                 else
977                                 {
978                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
979                                         attacker.health = bound(
980                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
981                                                                                         // empathy won't let you gain health in the same way...
982                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
983                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
984                                         }
985                         }
986                         // apply empathy curse
987                         else if (attacker.runes & CURSE_EMPATHY)
988                         {
989                                 attacker.health = bound(
990                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
991                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
992                                         attacker.health);
993                         }
994                 }
995         }
996
997         // apply mirror damage if any
998         if(mirrordamage > 0 || mirrorforce > 0)
999         {
1000                 attacker = attacker_save;
1001                 if(g_minstagib)
1002                 if(mirrordamage > 0)
1003                 {
1004                         // just lose extra LIVES, don't kill the player for mirror damage
1005                         if(attacker.armorvalue > 0)
1006                         {
1007                                 attacker.armorvalue = attacker.armorvalue - 1;
1008                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
1009                                 attacker.hitsound += 1;
1010                         }
1011                         mirrordamage = 0;
1012                 }
1013
1014                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
1015                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
1016         }
1017 }
1018
1019 float RadiusDamage_running;
1020 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
1021         // Returns total damage applies to creatures
1022 {
1023         entity  targ;
1024         vector  blastorigin;
1025         vector  force;
1026         float   total_damage_to_creatures;
1027         entity  next;
1028         float   tfloordmg;
1029         float   tfloorforce;
1030
1031         float stat_damagedone;
1032
1033         if(RadiusDamage_running)
1034         {
1035                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1036                 return 0;
1037         }
1038
1039         RadiusDamage_running = 1;
1040
1041         tfloordmg = autocvar_g_throughfloor_damage;
1042         tfloorforce = autocvar_g_throughfloor_force;
1043
1044         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1045         total_damage_to_creatures = 0;
1046
1047         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1048                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1049                 {
1050                         force = inflictor.velocity;
1051                         if(vlen(force) == 0)
1052                                 force = '0 0 -1';
1053                         else
1054                                 force = normalize(force);
1055                         if(forceintensity >= 0)
1056                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1057                         else
1058                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1059                 }
1060
1061         stat_damagedone = 0;
1062
1063         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1064         while (targ)
1065         {
1066                 next = targ.chain;
1067                 if (targ != inflictor)
1068                         if (ignore != targ) if(targ.takedamage)
1069                         {
1070                                 vector nearest;
1071                                 vector diff;
1072                                 float power;
1073
1074                                 // LordHavoc: measure distance to nearest point on target (not origin)
1075                                 // (this guarentees 100% damage on a touch impact)
1076                                 nearest = targ.WarpZone_findradius_nearest;
1077                                 diff = targ.WarpZone_findradius_dist;
1078                                 // round up a little on the damage to ensure full damage on impacts
1079                                 // and turn the distance into a fraction of the radius
1080                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1081                                 //bprint(" ");
1082                                 //bprint(ftos(power));
1083                                 //if (targ == attacker)
1084                                 //      print(ftos(power), "\n");
1085                                 if (power > 0)
1086                                 {
1087                                         float finaldmg;
1088                                         if (power > 1)
1089                                                 power = 1;
1090                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1091                                         if (finaldmg > 0)
1092                                         {
1093                                                 float a;
1094                                                 float c;
1095                                                 vector hitloc;
1096                                                 vector myblastorigin;
1097                                                 vector center;
1098
1099                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1100
1101                                                 // if it's a player, use the view origin as reference
1102                                                 center = CENTER_OR_VIEWOFS(targ);
1103
1104                                                 force = normalize(center - myblastorigin);
1105                                                 force = force * (finaldmg / coredamage) * forceintensity;
1106                                                 hitloc = nearest;
1107
1108                                                 if(targ != directhitentity)
1109                                                 {
1110                                                         float hits;
1111                                                         float total;
1112                                                         float hitratio;
1113                                                         float mininv_f, mininv_d;
1114
1115                                                         // test line of sight to multiple positions on box,
1116                                                         // and do damage if any of them hit
1117                                                         hits = 0;
1118
1119                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1120                                                         // so for a given max stddev:
1121                                                         // n = (1 / (2 * max stddev of hitratio))^2
1122
1123                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1124                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1125
1126                                                         if(autocvar_g_throughfloor_debug)
1127                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1128
1129                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1130
1131                                                         if(autocvar_g_throughfloor_debug)
1132                                                                 print(sprintf(" steps=%f", total));
1133
1134                                                         if (targ.classname == "player")
1135                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1136                                                         else
1137                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1138
1139                                                         if(autocvar_g_throughfloor_debug)
1140                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1141
1142                                                         for(c = 0; c < total; ++c)
1143                                                         {
1144                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1145                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1146                                                                 if (trace_fraction == 1 || trace_ent == targ)
1147                                                                 {
1148                                                                         ++hits;
1149                                                                         if (hits > 1)
1150                                                                                 hitloc = hitloc + nearest;
1151                                                                         else
1152                                                                                 hitloc = nearest;
1153                                                                 }
1154                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1155                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1156                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1157                                                         }
1158
1159                                                         nearest = hitloc * (1 / max(1, hits));
1160                                                         hitratio = (hits / total);
1161                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1162                                                         finaldmg = finaldmg * a;
1163                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1164                                                         force = force * a;
1165
1166                                                         if(autocvar_g_throughfloor_debug)
1167                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1168                                                 }
1169
1170                                                 // laser force adjustments :P
1171                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1172                                                 {
1173                                                         if (targ == attacker)
1174                                                         {
1175                                                                 vector vel;
1176
1177                                                                 float force_zscale;
1178                                                                 float force_velocitybiasramp;
1179                                                                 float force_velocitybias;
1180
1181                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1182                                                                 if(deathtype & HITTYPE_SECONDARY)
1183                                                                 {
1184                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1185                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1186                                                                 }
1187                                                                 else
1188                                                                 {
1189                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1190                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1191                                                                 }
1192
1193                                                                 vel = targ.velocity;
1194                                                                 vel_z = 0;
1195                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1196                                                                 force =
1197                                                                         vlen(force)
1198                                                                         *
1199                                                                         normalize(normalize(force) + vel);
1200
1201                                                                 force_z *= force_zscale;
1202                                                         }
1203                                                         else
1204                                                         {
1205                                                                 if(deathtype & HITTYPE_SECONDARY)
1206                                                                 {
1207                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1208                                                                 }
1209                                                                 else
1210                                                                 {
1211                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1212                                                                 }
1213                                                         }
1214                                                 }
1215
1216                                                 //if (targ == attacker)
1217                                                 //{
1218                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1219                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1220                                                 //      print(" (", ftos(a), ")\n");
1221                                                 //}
1222                                                 if(finaldmg || vlen(force))
1223                                                 {
1224                                                         if(targ.iscreature)
1225                                                         {
1226                                                                 total_damage_to_creatures += finaldmg;
1227
1228                                                                 if(accuracy_isgooddamage(attacker, targ))
1229                                                                         stat_damagedone += finaldmg;
1230                                                         }
1231
1232                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1233                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1234                                                         else
1235                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1236                                                 }
1237                                         }
1238                                 }
1239                         }
1240                 targ = next;
1241         }
1242
1243         RadiusDamage_running = 0;
1244
1245         if(!DEATH_ISSPECIAL(deathtype))
1246                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1247
1248         return total_damage_to_creatures;
1249 }
1250
1251 .float fire_damagepersec;
1252 .float fire_endtime;
1253 .float fire_deathtype;
1254 .entity fire_owner;
1255 .float fire_hitsound;
1256 .entity fire_burner;
1257
1258 void fireburner_think();
1259
1260 float Fire_IsBurning(entity e)
1261 {
1262         return (time < e.fire_endtime);
1263 }
1264
1265 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1266 {
1267         float dps;
1268         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1269
1270         if(e.classname == "player")
1271         {
1272                 if(e.deadflag)
1273                         return -1;
1274         }
1275         else
1276         {
1277                 if(!e.fire_burner)
1278                 {
1279                         // print("adding a fire burner to ", e.classname, "\n");
1280                         e.fire_burner = spawn();
1281                         e.fire_burner.classname = "fireburner";
1282                         e.fire_burner.think = fireburner_think;
1283                         e.fire_burner.nextthink = time;
1284                         e.fire_burner.owner = e;
1285                 }
1286         }
1287
1288         t = max(t, 0.1);
1289         dps = d / t;
1290         if(Fire_IsBurning(e))
1291         {
1292                 mintime = e.fire_endtime - time;
1293                 maxtime = max(mintime, t);
1294
1295                 mindps = e.fire_damagepersec;
1296                 maxdps = max(mindps, dps);
1297
1298                 if(maxtime > mintime || maxdps > mindps)
1299                 {
1300                         // Constraints:
1301                         
1302                         // damage we have right now
1303                         mindamage = mindps * mintime;
1304
1305                         // damage we want to get
1306                         maxdamage = mindamage + d;
1307
1308                         // but we can't exceed maxtime * maxdps!
1309                         totaldamage = min(maxdamage, maxtime * maxdps);
1310
1311                         // LEMMA:
1312                         // Look at:
1313                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1314                         // We see:
1315                         // totaldamage <= maxtime * maxdps
1316                         // ==> totaldamage / maxdps <= maxtime.
1317                         // We also see:
1318                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1319                         //                     >= min(mintime, maxtime)
1320                         // ==> totaldamage / maxdps >= mintime.
1321
1322                         /*
1323                         // how long do we damage then?
1324                         // at least as long as before
1325                         // but, never exceed maxdps
1326                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1327                         */
1328
1329                         // alternate:
1330                         // at most as long as maximum allowed
1331                         // but, never below mindps
1332                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1333
1334                         // assuming t > mintime, dps > mindps:
1335                         // we get d = t * dps = maxtime * maxdps
1336                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1337                         // totaldamage / maxdps = maxtime
1338                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1339                         // FROM THIS:
1340                         // a) totaltime = max(mintime, maxtime) = maxtime
1341                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1342
1343                         // assuming t <= mintime:
1344                         // we get maxtime = mintime
1345                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1346                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1347
1348                         // assuming dps <= mindps:
1349                         // we get mindps = maxdps.
1350                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1351                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1352                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1353
1354                         e.fire_damagepersec = totaldamage / totaltime;
1355                         e.fire_endtime = time + totaltime;
1356                         if(totaldamage > 1.2 * mindamage)
1357                         {
1358                                 e.fire_deathtype = dt;
1359                                 if(e.fire_owner != o)
1360                                 {
1361                                         e.fire_owner = o;
1362                                         e.fire_hitsound = FALSE;
1363                                 }
1364                         }
1365                         if(accuracy_isgooddamage(o, e))
1366                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1367                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1368                 }
1369                 else
1370                         return 0;
1371         }
1372         else
1373         {
1374                 e.fire_damagepersec = dps;
1375                 e.fire_endtime = time + t;
1376                 e.fire_deathtype = dt;
1377                 e.fire_owner = o;
1378                 e.fire_hitsound = FALSE;
1379                 if(accuracy_isgooddamage(o, e))
1380                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1381                 return d;
1382         }
1383 }
1384
1385 void Fire_ApplyDamage(entity e)
1386 {
1387         float t, d, hi, ty;
1388         entity o;
1389
1390         if not(Fire_IsBurning(e))
1391                 return;
1392
1393         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1394         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1395                 o = e.fire_owner;
1396
1397         // water and slime stop fire
1398         if(e.waterlevel)
1399         if(e.watertype != CONTENT_LAVA)
1400                 e.fire_endtime = 0;
1401
1402         // ice stops fire
1403         if(e.freezetag_frozen)
1404                 e.fire_endtime = 0;
1405
1406         t = min(frametime, e.fire_endtime - time);
1407         d = e.fire_damagepersec * t;
1408
1409         hi = e.fire_owner.hitsound;
1410         ty = e.fire_owner.typehitsound;
1411         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1412         if(e.fire_hitsound && e.fire_owner)
1413         {
1414                 e.fire_owner.hitsound = hi;
1415                 e.fire_owner.typehitsound = ty;
1416         }
1417         e.fire_hitsound = TRUE;
1418
1419         if not(IS_INDEPENDENT_PLAYER(e))
1420         FOR_EACH_PLAYER(other) if(e != other)
1421         {
1422                 if(other.classname == "player")
1423                 if(other.deadflag == DEAD_NO)
1424                 if not(IS_INDEPENDENT_PLAYER(other))
1425                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1426                 {
1427                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1428                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1429                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1430                 }
1431         }
1432 }
1433
1434 void Fire_ApplyEffect(entity e)
1435 {
1436         if(Fire_IsBurning(e))
1437                 e.effects |= EF_FLAME;
1438         else
1439                 e.effects &~= EF_FLAME;
1440 }
1441
1442 void fireburner_think()
1443 {
1444         // for players, this is done in the regular loop
1445         if(wasfreed(self.owner))
1446         {
1447                 remove(self);
1448                 return;
1449         }
1450         Fire_ApplyEffect(self.owner);
1451         if(!Fire_IsBurning(self.owner))
1452         {
1453                 self.owner.fire_burner = world;
1454                 remove(self);
1455                 return;
1456         }
1457         Fire_ApplyDamage(self.owner);
1458         self.nextthink = time;
1459 }