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;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
58 .float taunt_soundtime;
61 float IsDifferentTeam(entity a, entity b)
76 float IsFlying(entity a)
78 if(a.flags & FL_ONGROUND)
80 if(a.waterlevel >= WATERLEVEL_SWIMMING)
82 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
83 if(trace_fraction < 1)
88 vector GetHeadshotMins(entity targ)
90 return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 vector GetHeadshotMaxs(entity targ)
94 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
97 void UpdateFrags(entity player, float f)
99 PlayerTeamScore_AddScore(player, f);
102 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
103 void W_SwitchWeapon_Force(entity e, float w);
104 entity GiveFrags_randomweapons;
105 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 // TODO route through PlayerScores instead
115 PlayerScore_Add(attacker, SP_SUICIDES, 1);
120 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
126 PlayerScore_Add(attacker, SP_KILLS, 1);
128 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
131 PlayerScore_Add(targ, SP_DEATHS, 1);
134 if(autocvar_g_arena_roundbased)
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142 culprit = DEATH_WEAPONOF(deathtype);
143 if(!culprit || !WEPSET_CONTAINS_EW(attacker, culprit))
144 culprit = attacker.weapon;
146 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
152 if(!GiveFrags_randomweapons)
154 GiveFrags_randomweapons = spawn();
155 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
161 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
163 // all others (including the culprit): remove
164 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
165 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
167 // among the remaining ones, choose one by random
168 W_RandomWeapons(GiveFrags_randomweapons, 1);
170 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
172 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
173 WEPSET_ANDNOT_EW(attacker, culprit);
177 // after a frag, choose another random weapon set
178 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
179 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
182 // FIXME fix the mess this is (we have REAL points now!)
186 frag_attacker = attacker;
189 if(MUTATOR_CALLHOOK(GiveFragsForKill))
199 f = RunematchHandleFrags(attacker, targ, f);
205 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
206 if(tl < lms_lowest_lives)
207 lms_lowest_lives = tl;
211 lms_next_place = player_count;
213 lms_next_place = min(lms_next_place, player_count);
214 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
221 if(g_ctf_ignore_frags)
226 attacker.totalfrags += f;
229 UpdateFrags(attacker, f);
232 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
234 string health_output = string_null;
235 string ping_output = string_null;
236 string handicap_output = string_null;
237 string output = string_null;
239 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
241 // health/armor of attacker (person who killed you)
242 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
243 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
246 if(autocvar_sv_fraginfo_ping)
247 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
250 if(autocvar_sv_fraginfo_handicap)
252 if(autocvar_sv_fraginfo_handicap == 2)
253 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
254 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
255 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
259 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
260 ping_output, (handicap_output ? "^7 / " : ""),
261 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
263 // add new line to the beginning if there is a message
264 if(output) { output = strcat("\n", output); }
270 string AppendItemcodes(string s, entity player)
275 // w = player.switchweapon;
277 w = player.cnt; // previous weapon!
278 s = strcat(s, ftos(w));
279 if(time < player.strength_finished)
281 if(time < player.invincible_finished)
283 if(player.flagcarried != world)
285 if(player.BUTTON_CHAT)
290 s = strcat(s, "|", ftos(player.runes));
294 void LogDeath(string mode, float deathtype, entity killer, entity killed)
297 if(!autocvar_sv_eventlog)
299 s = strcat(":kill:", mode);
300 s = strcat(s, ":", ftos(killer.playerid));
301 s = strcat(s, ":", ftos(killed.playerid));
302 s = strcat(s, ":type=", ftos(deathtype));
303 s = strcat(s, ":items=");
304 s = AppendItemcodes(s, killer);
307 s = strcat(s, ":victimitems=");
308 s = AppendItemcodes(s, killed);
313 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
315 WriteByte(MSG_ALL, SVC_TEMPENTITY);
316 WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
317 WriteString(MSG_ALL, s1);
318 WriteString(MSG_ALL, s2);
319 WriteString(MSG_ALL, s3);
320 WriteShort(MSG_ALL, msg);
321 WriteByte(MSG_ALL, type);
324 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
325 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
327 if (clienttype(e) == CLIENTTYPE_REAL)
330 WRITESPECTATABLE_MSG_ONE({
331 WriteByte(MSG_ONE, SVC_TEMPENTITY);
332 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
333 WriteString(MSG_ONE, s1);
334 WriteString(MSG_ONE, s2);
335 WriteShort(MSG_ONE, msg);
336 WriteByte(MSG_ONE, type);
341 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
346 if (targ.classname == "player")
349 a = attacker.netname;
351 if (targ == attacker) // suicides
353 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
354 msg = ColoredTeamName(targ.team); // TODO: check if needed?
357 if(!g_cts) // no "killed your own dumb self" message in CTS
358 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
360 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
362 LogDeath("suicide", deathtype, targ, targ);
363 GiveFrags(attacker, targ, -1, deathtype);
366 if (targ.killcount > 2)
367 msg = ftos(targ.killcount);
370 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
372 if(attacker.team == COLOR_TEAM1)
373 deathtype = KILL_TEAM_RED;
375 deathtype = KILL_TEAM_BLUE;
378 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
380 else if (attacker.classname == "player")
382 if(!IsDifferentTeam(attacker, targ))
384 if(attacker.team == COLOR_TEAM1)
385 type = KILL_TEAM_RED;
387 type = KILL_TEAM_BLUE;
389 GiveFrags(attacker, targ, -1, deathtype);
391 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
393 if (targ.killcount > 2)
394 msg = ftos(targ.killcount);
398 if (attacker.killcount > 2) {
399 msg = ftos(attacker.killcount);
400 type = KILL_TEAM_SPREE;
402 Send_KillNotification(a, s, msg, type, MSG_KILL);
404 attacker.killcount = 0;
406 LogDeath("tk", deathtype, attacker, targ);
410 if (!checkrules_firstblood)
412 checkrules_firstblood = TRUE;
413 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
414 // TODO: make these print a newline if they dont
415 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
416 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
417 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
418 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
421 if(targ.BUTTON_CHAT) {
422 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
423 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
425 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
426 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
429 attacker.taunt_soundtime = time + 1;
432 if (deathtype == DEATH_CUSTOM)
435 msg = inflictor.message2;
437 if(strstrofs(msg, "%", 0) < 0)
438 msg = strcat("%s ", msg, " by %s");
440 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
442 if(g_ctf && targ.flagcarried)
444 UpdateFrags(attacker, ctf_score_value("score_kill"));
445 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
446 GiveFrags(attacker, targ, 0, deathtype); // for logging
449 GiveFrags(attacker, targ, 1, deathtype);
451 if (targ.killcount > 2) {
452 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
455 attacker.killcount = attacker.killcount + 1;
457 if (attacker.killcount > 2) {
458 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
460 else if (attacker.killcount == 3)
462 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
463 AnnounceTo(attacker, "03kills");
464 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
466 else if (attacker.killcount == 5)
468 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
469 AnnounceTo(attacker, "05kills");
470 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
472 else if (attacker.killcount == 10)
474 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
475 AnnounceTo(attacker, "10kills");
476 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
478 else if (attacker.killcount == 15)
480 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
481 AnnounceTo(attacker, "15kills");
482 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
484 else if (attacker.killcount == 20)
486 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
487 AnnounceTo(attacker, "20kills");
488 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
490 else if (attacker.killcount == 25)
492 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
493 AnnounceTo(attacker, "25kills");
494 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
496 else if (attacker.killcount == 30)
498 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
499 AnnounceTo(attacker, "30kills");
500 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
502 LogDeath("frag", deathtype, attacker, targ);
507 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
508 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
509 msg = inflictor.message;
510 else if (deathtype == DEATH_CUSTOM)
512 if(strstrofs(msg, "%", 0) < 0)
513 msg = strcat("%s ", msg);
515 GiveFrags(targ, targ, -1, deathtype);
516 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
517 AnnounceTo(targ, "botlike");
518 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
520 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
522 if (targ.killcount > 2)
523 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
525 LogDeath("accident", deathtype, targ, targ);
528 targ.death_origin = targ.origin;
530 targ.killer_origin = attacker.origin;
532 // FIXME: this should go in PutClientInServer
538 // these are updated by each Damage call for use in button triggering and such
540 entity damage_inflictor;
541 entity damage_attacker;
543 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
548 entity attacker_save;
552 if (gameover || targ.killcount == -666)
559 damage_inflictor = inflictor;
560 damage_attacker = attacker;
561 attacker_save = attacker;
563 if(targ.classname == "player")
566 if(targ.hook.aiment == attacker)
567 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
569 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
570 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
572 if(targ.classname == "player")
573 if not(IsDifferentTeam(targ, attacker))
580 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
582 // These are ALWAYS lethal
583 // No damage modification here
584 // Instead, prepare the victim for his death...
586 targ.spawnshieldtime = 0;
587 targ.health = 0.9; // this is < 1
588 targ.flags -= targ.flags & FL_GODMODE;
591 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
598 skill based bot damage? gtfo. (tZork)
599 if (targ.classname == "player")
600 if (attacker.classname == "player")
603 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
606 // nullify damage if teamplay is on
607 if(deathtype != DEATH_TELEFRAG)
608 if(attacker.classname == "player")
610 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
615 else if(!IsDifferentTeam(attacker, targ))
617 if(autocvar_teamplay_mode == 1)
619 else if(attacker != targ)
621 if(autocvar_teamplay_mode == 3)
623 else if(autocvar_teamplay_mode == 4)
625 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
627 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
628 attacker.dmg_team = attacker.dmg_team + damage;
629 if(attacker.dmg_team > teamdamage0 && !g_ca)
630 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
631 mirrorforce = autocvar_g_mirrordamage * vlen(force);
634 if(autocvar_g_friendlyfire == 0)
640 damage = autocvar_g_friendlyfire * damage;
641 // mirrordamage will be used LATER
643 if(autocvar_g_mirrordamage_virtual)
646 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
647 v_z = 0; // fteqcc sucks
648 attacker.dmg_take += v_x;
649 attacker.dmg_save += v_y;
650 attacker.dmg_inflictor = inflictor;
655 if(autocvar_g_friendlyfire_virtual)
658 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
659 v_z = 0; // fteqcc sucks
660 targ.dmg_take += v_x;
661 targ.dmg_save += v_y;
662 targ.dmg_inflictor = inflictor;
664 if(!autocvar_g_friendlyfire_virtual_force)
675 if(targ.classname == "player")
676 if(attacker.classname == "player")
679 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
680 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
683 if(targ.classname == "player")
686 if ((deathtype == DEATH_FALL) ||
687 (deathtype == DEATH_DROWN) ||
688 (deathtype == DEATH_SLIME) ||
689 (deathtype == DEATH_LAVA) ||
690 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
697 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
699 targ.armorvalue -= 1;
700 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
703 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
705 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
709 if (targ != attacker)
711 if ((targ.health >= 1) && (targ.classname == "player"))
712 centerprint(attacker, "Secondary fire inflicts no damage!");
720 if not(DEATH_ISSPECIAL(deathtype))
722 damage *= g_weapondamagefactor;
723 mirrordamage *= g_weapondamagefactor;
724 force = force * g_weaponforcefactor;
725 mirrorforce *= g_weaponforcefactor;
728 // should this be changed at all? If so, in what way?
729 frag_attacker = attacker;
731 frag_damage = damage;
733 frag_deathtype = deathtype;
734 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
735 damage = frag_damage;
738 // apply strength multiplier
739 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
743 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
744 force = force * autocvar_g_balance_powerup_strength_selfforce;
748 damage = damage * autocvar_g_balance_powerup_strength_damage;
749 force = force * autocvar_g_balance_powerup_strength_force;
753 // apply invincibility multiplier
754 if (targ.items & IT_INVINCIBLE && !g_minstagib)
755 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
757 if (targ == attacker)
759 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
762 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
765 // CTF: reduce damage/force
770 damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
771 force = force * autocvar_g_ctf_flagcarrier_selfforce;
776 // apply strength rune
777 if (attacker.runes & RUNE_STRENGTH)
779 if(attacker.runes & CURSE_WEAK) // have both curse & rune
781 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
782 force = force * autocvar_g_balance_rune_strength_combo_force;
786 damage = damage * autocvar_g_balance_rune_strength_damage;
787 force = force * autocvar_g_balance_rune_strength_force;
790 else if (attacker.runes & CURSE_WEAK)
792 damage = damage * autocvar_g_balance_curse_weak_damage;
793 force = force * autocvar_g_balance_curse_weak_force;
796 // apply defense rune
797 if (targ.runes & RUNE_DEFENSE)
799 if (targ.runes & CURSE_VULNER) // have both curse & rune
800 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
802 damage = damage * autocvar_g_balance_rune_defense_takedamage;
804 else if (targ.runes & CURSE_VULNER)
805 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
811 if(targ.takedamage == DAMAGE_AIM)
814 if(damage_headshotbonus)
816 if(targ.classname == "player")
819 // find height of hit on player axis
820 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
821 vector headmins, headmaxs, org;
822 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
823 headmins = org + GetHeadshotMins(targ);
824 headmaxs = org + GetHeadshotMaxs(targ);
825 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
827 deathtype |= HITTYPE_HEADSHOT;
830 else if(targ.classname == "turret_head")
832 deathtype |= HITTYPE_HEADSHOT;
834 if(deathtype & HITTYPE_HEADSHOT)
835 if(damage_headshotbonus > 0)
836 damage *= 1 + damage_headshotbonus;
840 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
845 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
847 if(IsDifferentTeam(victim, attacker))
851 if(deathtype != DEATH_FIRE)
853 if(victim.BUTTON_CHAT)
854 attacker.typehitsound += 1;
856 attacker.hitsound += 1;
859 damage_goodhits += 1;
860 damage_gooddamage += damage;
862 if not(DEATH_ISSPECIAL(deathtype))
864 if(targ.classname == "player") // don't do this for vehicles
870 if(victim.items & IT_STRENGTH)
873 if(deathtype & HITTYPE_HEADSHOT)
877 PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
882 if(deathtype != DEATH_FIRE)
884 attacker.typehitsound += 1;
887 if(time > attacker.teamkill_complain)
889 attacker.teamkill_complain = time + 5;
890 attacker.teamkill_soundtime = time + 0.4;
891 attacker.teamkill_soundsource = targ;
899 if (self.damageforcescale)
901 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
903 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
904 if(self.movetype == MOVETYPE_PHYSICS)
908 farcent.classname = "farce";
909 farcent.enemy = self;
910 farcent.movedir = farce * 10;
912 farcent.movedir = farcent.movedir * self.mass;
913 farcent.origin = hitloc;
914 farcent.forcetype = FORCETYPE_FORCEATPOS;
915 farcent.nextthink = time + 0.1;
916 farcent.think = SUB_Remove;
919 self.velocity = self.velocity + farce;
920 self.flags &~= FL_ONGROUND;
921 UpdateCSQCProjectile(self);
924 if (damage != 0 || (self.damageforcescale && vlen(force)))
925 if (self.event_damage)
926 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
929 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
933 if (attacker.runes & RUNE_VAMPIRE)
935 // apply vampire rune
936 if (attacker.runes & CURSE_EMPATHY) // have the curse too
938 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
939 attacker.health = bound(
940 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
941 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
942 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
946 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
947 attacker.health = bound(
948 attacker.health, // LA: was 3, but changed so that you can't lose health
949 // empathy won't let you gain health in the same way...
950 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
951 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
954 // apply empathy curse
955 else if (attacker.runes & CURSE_EMPATHY)
957 attacker.health = bound(
958 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
959 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
965 // apply mirror damage if any
966 if(mirrordamage > 0 || mirrorforce > 0)
968 attacker = attacker_save;
972 // just lose extra LIVES, don't kill the player for mirror damage
973 if(attacker.armorvalue > 0)
975 attacker.armorvalue = attacker.armorvalue - 1;
976 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
977 attacker.hitsound += 1;
982 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
983 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
987 float RadiusDamage_running;
988 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
989 // Returns total damage applies to creatures
994 float total_damage_to_creatures;
999 float stat_damagedone;
1001 if(RadiusDamage_running)
1003 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1007 RadiusDamage_running = 1;
1009 tfloordmg = autocvar_g_throughfloor_damage;
1010 tfloorforce = autocvar_g_throughfloor_force;
1012 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1013 total_damage_to_creatures = 0;
1015 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1016 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1018 force = inflictor.velocity;
1019 if(vlen(force) == 0)
1022 force = normalize(force);
1023 if(forceintensity >= 0)
1024 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1026 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1029 stat_damagedone = 0;
1031 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1035 if (targ != inflictor)
1036 if (ignore != targ) if(targ.takedamage)
1042 // LordHavoc: measure distance to nearest point on target (not origin)
1043 // (this guarentees 100% damage on a touch impact)
1044 nearest = targ.WarpZone_findradius_nearest;
1045 diff = targ.WarpZone_findradius_dist;
1046 // round up a little on the damage to ensure full damage on impacts
1047 // and turn the distance into a fraction of the radius
1048 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1050 //bprint(ftos(power));
1051 //if (targ == attacker)
1052 // print(ftos(power), "\n");
1058 finaldmg = coredamage * power + edgedamage * (1 - power);
1064 vector myblastorigin;
1067 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1069 // if it's a player, use the view origin as reference
1070 if (targ.classname == "player")
1071 center = targ.origin + targ.view_ofs;
1073 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1075 force = normalize(center - myblastorigin);
1076 force = force * (finaldmg / coredamage) * forceintensity;
1079 if(targ != directhitentity)
1084 float mininv_f, mininv_d;
1086 // test line of sight to multiple positions on box,
1087 // and do damage if any of them hit
1090 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1091 // so for a given max stddev:
1092 // n = (1 / (2 * max stddev of hitratio))^2
1094 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1095 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1097 if(autocvar_g_throughfloor_debug)
1098 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1100 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1102 if(autocvar_g_throughfloor_debug)
1103 print(sprintf(" steps=%f", total));
1105 if (targ.classname == "player")
1106 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1108 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1110 if(autocvar_g_throughfloor_debug)
1111 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1113 for(c = 0; c < total; ++c)
1115 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1116 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1117 if (trace_fraction == 1 || trace_ent == targ)
1121 hitloc = hitloc + nearest;
1125 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1126 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1127 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1130 nearest = hitloc * (1 / max(1, hits));
1131 hitratio = (hits / total);
1132 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1133 finaldmg = finaldmg * a;
1134 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1137 if(autocvar_g_throughfloor_debug)
1138 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1141 // laser force adjustments :P
1142 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1144 if (targ == attacker)
1149 float force_velocitybiasramp;
1150 float force_velocitybias;
1152 force_velocitybiasramp = autocvar_sv_maxspeed;
1153 if(deathtype & HITTYPE_SECONDARY)
1155 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1156 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1160 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1161 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1164 vel = targ.velocity;
1166 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1170 normalize(normalize(force) + vel);
1172 force_z *= force_zscale;
1176 if(deathtype & HITTYPE_SECONDARY)
1178 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1182 force *= autocvar_g_balance_laser_primary_force_other_scale;
1187 //if (targ == attacker)
1189 // print("hits ", ftos(hits), " / ", ftos(total));
1190 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1191 // print(" (", ftos(a), ")\n");
1193 if(finaldmg || vlen(force))
1197 total_damage_to_creatures += finaldmg;
1199 if(accuracy_isgooddamage(attacker, targ))
1200 stat_damagedone += finaldmg;
1203 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1204 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1206 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1214 RadiusDamage_running = 0;
1216 if(!DEATH_ISSPECIAL(deathtype))
1217 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1219 return total_damage_to_creatures;
1222 .float fire_damagepersec;
1223 .float fire_endtime;
1224 .float fire_deathtype;
1226 .float fire_hitsound;
1227 .entity fire_burner;
1229 void fireburner_think();
1231 float Fire_IsBurning(entity e)
1233 return (time < e.fire_endtime);
1236 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1239 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1241 if(e.classname == "player")
1250 // print("adding a fire burner to ", e.classname, "\n");
1251 e.fire_burner = spawn();
1252 e.fire_burner.classname = "fireburner";
1253 e.fire_burner.think = fireburner_think;
1254 e.fire_burner.nextthink = time;
1255 e.fire_burner.owner = e;
1261 if(Fire_IsBurning(e))
1263 mintime = e.fire_endtime - time;
1264 maxtime = max(mintime, t);
1266 mindps = e.fire_damagepersec;
1267 maxdps = max(mindps, dps);
1269 if(maxtime > mintime || maxdps > mindps)
1271 mindamage = mindps * mintime;
1272 maxdamage = mindamage + d;
1274 // interval [mintime, maxtime] * [mindps, maxdps]
1276 // [mindamage, maxdamage]
1279 if(maxdamage >= maxtime * maxdps)
1281 totaltime = maxtime;
1282 totaldamage = maxtime * maxdps;
1284 // this branch increases totaldamage if either t > mintime, or dps > mindps
1288 // maxdamage is inside the interval!
1289 // first, try to use mindps; only if this fails, increase dps as needed
1290 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1291 totaldamage = maxdamage;
1292 // can totaldamage / totaltime be >= maxdps?
1293 // max(mindps, maxdamage / maxtime) >= maxdps?
1294 // we know maxdamage < maxtime * maxdps
1297 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1300 // total conditions for increasing:
1301 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1303 // if maxtime = mintime, maxdps = mindps
1305 // maxdamage = mindamage + d
1306 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1307 // so the last condition is not needed
1309 e.fire_damagepersec = totaldamage / totaltime;
1310 e.fire_endtime = time + totaltime;
1311 if(totaldamage > 1.2 * mindamage)
1313 e.fire_deathtype = dt;
1314 if(e.fire_owner != o)
1317 e.fire_hitsound = FALSE;
1320 if(accuracy_isgooddamage(o, e))
1321 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1322 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1329 e.fire_damagepersec = dps;
1330 e.fire_endtime = time + t;
1331 e.fire_deathtype = dt;
1333 e.fire_hitsound = FALSE;
1334 if(accuracy_isgooddamage(o, e))
1335 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1340 void Fire_ApplyDamage(entity e)
1345 if not(Fire_IsBurning(e))
1348 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1349 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1352 // water and slime stop fire
1354 if(e.watertype != CONTENT_LAVA)
1358 if(e.freezetag_frozen)
1361 t = min(frametime, e.fire_endtime - time);
1362 d = e.fire_damagepersec * t;
1364 hi = e.fire_owner.hitsound;
1365 ty = e.fire_owner.typehitsound;
1366 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1367 if(e.fire_hitsound && e.fire_owner)
1369 e.fire_owner.hitsound = hi;
1370 e.fire_owner.typehitsound = ty;
1372 e.fire_hitsound = TRUE;
1374 if not(IS_INDEPENDENT_PLAYER(e))
1375 FOR_EACH_PLAYER(other) if(e != other)
1377 if(other.classname == "player")
1378 if(other.deadflag == DEAD_NO)
1379 if not(IS_INDEPENDENT_PLAYER(other))
1380 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1382 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1383 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1384 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1389 void Fire_ApplyEffect(entity e)
1391 if(Fire_IsBurning(e))
1392 e.effects |= EF_FLAME;
1394 e.effects &~= EF_FLAME;
1397 void fireburner_think()
1399 // for players, this is done in the regular loop
1400 if(wasfreed(self.owner))
1405 Fire_ApplyEffect(self.owner);
1406 if(!Fire_IsBurning(self.owner))
1408 self.owner.fire_burner = world;
1412 Fire_ApplyDamage(self.owner);
1413 self.nextthink = time;