3 #include <common/effects/all.qh>
6 #include "mutators/_mod.qh"
8 #include "spawnpoints.qh"
9 #include "../common/state.qh"
10 #include "../common/physics/player.qh"
11 #include "../common/t_items.qh"
12 #include "../common/vehicles/all.qh"
13 #include "../common/items/_mod.qh"
14 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
15 #include "weapons/accuracy.qh"
16 #include "weapons/csqcprojectile.qh"
17 #include "weapons/selection.qh"
18 #include "../common/constants.qh"
19 #include "../common/deathtypes/all.qh"
20 #include "../common/notifications/all.qh"
21 #include "../common/physics/movetypes/movetypes.qh"
22 #include "../common/playerstats.qh"
23 #include "../common/teams.qh"
24 #include "../common/util.qh"
25 #include <common/weapons/_all.qh>
26 #include "../lib/csqcmodel/sv_model.qh"
27 #include "../lib/warpzone/common.qh"
29 void UpdateFrags(entity player, int f)
31 GameRules_scoring_add_team(player, SCORE, f);
34 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
36 // TODO route through PlayerScores instead
37 if(game_stopped) return;
44 GameRules_scoring_add(attacker, SUICIDES, 1);
49 GameRules_scoring_add(attacker, KILLS, -1); // or maybe add a teamkills field?
55 GameRules_scoring_add(attacker, KILLS, 1);
57 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
60 GameRules_scoring_add(targ, DEATHS, 1);
62 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
64 if(targ != attacker) // not for suicides
65 if(g_weaponarena_random)
67 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
68 Weapon culprit = DEATH_WEAPONOF(deathtype);
69 if(!culprit) culprit = attacker.(weaponentity).m_weapon;
70 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
72 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
78 if(!GiveFrags_randomweapons)
80 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
84 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
86 GiveFrags_randomweapons.weapons = start_weapons;
88 // all others (including the culprit): remove
89 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
90 GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
92 // among the remaining ones, choose one by random
93 W_RandomWeapons(GiveFrags_randomweapons, 1);
95 if(GiveFrags_randomweapons.weapons)
97 attacker.weapons |= GiveFrags_randomweapons.weapons;
98 attacker.weapons &= ~(culprit.m_wepset);
102 // after a frag, choose another random weapon set
103 if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
104 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
107 // FIXME fix the mess this is (we have REAL points now!)
108 if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
109 f = M_ARGV(2, float);
111 attacker.totalfrags += f;
114 UpdateFrags(attacker, f);
119 string AppendItemcodes(string s, entity player)
121 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
123 .entity weaponentity = weaponentities[slot];
124 int w = player.(weaponentity).m_weapon.m_id;
126 w = player.(weaponentity).cnt; // previous weapon
127 if(w != 0 || slot == 0)
128 s = strcat(s, ftos(w));
130 if(time < player.strength_finished)
132 if(time < player.invincible_finished)
134 if(player.flagcarried != NULL)
136 if(PHYS_INPUT_BUTTON_CHAT(player))
143 void LogDeath(string mode, int deathtype, entity killer, entity killed)
146 if(!autocvar_sv_eventlog)
148 s = strcat(":kill:", mode);
149 s = strcat(s, ":", ftos(killer.playerid));
150 s = strcat(s, ":", ftos(killed.playerid));
151 s = strcat(s, ":type=", Deathtype_Name(deathtype));
152 s = strcat(s, ":items=");
153 s = AppendItemcodes(s, killer);
156 s = strcat(s, ":victimitems=");
157 s = AppendItemcodes(s, killed);
162 void Obituary_SpecialDeath(
166 string s1, string s2, string s3,
167 float f1, float f2, float f3)
169 if(DEATH_ISSPECIAL(deathtype))
171 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
172 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
174 if(g_cts && deathtype == DEATH_KILL.m_id)
175 return; // TODO: somehow put this in CTS gamemode file!
179 if(deathent.death_msgmurder)
181 Send_Notification_WOCOVA(
185 deathent.death_msgmurder,
189 Send_Notification_WOCOVA(
193 deathent.death_msgmurder.nent_msginfo,
201 if(deathent.death_msgself)
203 Send_Notification_WOCOVA(
207 deathent.death_msgself,
211 Send_Notification_WOCOVA(
215 deathent.death_msgself.nent_msginfo,
222 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
225 float Obituary_WeaponDeath(
229 string s1, string s2, string s3,
232 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
233 if (death_weapon != WEP_Null)
235 w_deathtype = deathtype;
236 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
241 Send_Notification_WOCOVA(
249 // send the info part to everyone
250 Send_Notification_WOCOVA(
254 death_message.nent_msginfo,
262 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
273 bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
275 if(deathtype == DEATH_FIRE.m_id)
277 Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
278 Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
282 return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
285 .int buffs = _STAT(BUFFS); // TODO: remove
286 entity buff_FirstFromFlags(int _buffs);
287 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
290 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
293 float notif_firstblood = false;
294 float kill_count_to_attacker, kill_count_to_target;
296 // Set final information for the death
297 targ.death_origin = targ.origin;
298 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
300 #ifdef NOTIFICATIONS_DEBUG
303 "Obituary(%s, %s, %s, %s = %d);\n",
307 Deathtype_Name(deathtype),
318 if(DEATH_ISSPECIAL(deathtype))
320 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
322 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
326 switch(DEATH_ENT(deathtype))
328 case DEATH_MIRRORDAMAGE:
330 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
336 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
342 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
344 backtrace("SUICIDE: what the hell happened here?\n");
347 LogDeath("suicide", deathtype, targ, targ);
348 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
349 GiveFrags(attacker, targ, -1, deathtype);
355 else if(IS_PLAYER(attacker))
357 if(SAME_TEAM(attacker, targ))
359 LogDeath("tk", deathtype, attacker, targ);
360 GiveFrags(attacker, targ, -1, deathtype);
362 CS(attacker).killcount = 0;
364 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
365 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
366 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, CS(targ).killcount);
368 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
369 // No need for specific death/weapon messages...
373 LogDeath("frag", deathtype, attacker, targ);
374 GiveFrags(attacker, targ, 1, deathtype);
376 CS(attacker).taunt_soundtime = time + 1;
377 CS(attacker).killcount = CS(attacker).killcount + 1;
379 attacker.killsound += 1;
381 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
384 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
385 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
388 switch(CS(attacker).killcount)
395 if(!checkrules_firstblood)
397 checkrules_firstblood = true;
398 notif_firstblood = true; // modify the current messages so that they too show firstblood information
399 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
400 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
402 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
403 kill_count_to_attacker = -1;
404 kill_count_to_target = -2;
408 kill_count_to_attacker = CS(attacker).killcount;
409 kill_count_to_target = 0;
420 kill_count_to_attacker,
421 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
429 kill_count_to_target,
432 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
435 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
443 kill_count_to_attacker,
444 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
452 kill_count_to_target,
455 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
460 if(deathtype == DEATH_BUFF.m_id)
461 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
463 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker))
464 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
473 switch(DEATH_ENT(deathtype))
475 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
476 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
477 // and there will be a REAL DEATH_VOID implementation which mappers will use.
478 case DEATH_HURTTRIGGER:
480 Obituary_SpecialDeath(targ, false, deathtype,
492 Obituary_SpecialDeath(targ, false, deathtype,
494 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
504 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
509 LogDeath("accident", deathtype, targ, targ);
510 GiveFrags(targ, targ, -1, deathtype);
512 if(GameRules_scoring_add(targ, SCORE, 0) == -5)
514 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
515 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
519 // reset target kill count
520 CS(targ).killcount = 0;
523 void Ice_Think(entity this)
525 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
530 setorigin(this, this.owner.origin - '0 0 16');
531 this.nextthink = time;
534 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
536 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
539 if(STAT(FROZEN, targ))
542 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
544 STAT(FROZEN, targ) = frozen_type;
545 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
546 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
547 targ.revive_speed = freeze_time;
549 IL_REMOVE(g_bot_targets, targ);
550 targ.bot_attack = false;
552 entity ice = new(ice);
554 ice.scale = targ.scale;
555 setthink(ice, Ice_Think);
556 ice.nextthink = time;
557 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
558 setmodel(ice, MDL_ICE);
560 ice.colormod = Team_ColorRGB(targ.team);
561 ice.glowmod = ice.colormod;
563 targ.revival_time = 0;
567 RemoveGrapplingHooks(targ);
569 FOREACH_CLIENT(IS_PLAYER(it),
571 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
573 .entity weaponentity = weaponentities[slot];
574 if(it.(weaponentity).hook.aiment == targ)
575 RemoveHook(it.(weaponentity).hook);
581 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
584 void Unfreeze (entity targ)
586 if(!STAT(FROZEN, targ))
589 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
591 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
592 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
595 STAT(FROZEN, targ) = 0;
596 targ.revive_progress = 0;
597 targ.revival_time = time;
599 IL_PUSH(g_bot_targets, targ);
600 targ.bot_attack = true;
602 WaypointSprite_Kill(targ.waypointsprite_attached);
604 FOREACH_CLIENT(IS_PLAYER(it),
606 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
608 .entity weaponentity = weaponentities[slot];
609 if(it.(weaponentity).hook.aiment == targ)
610 RemoveHook(it.(weaponentity).hook);
614 // remove the ice block
616 delete(targ.iceblock);
617 targ.iceblock = NULL;
620 float autocvar_g_balance_damagepush_scaling_speed_min;
621 float autocvar_g_balance_damagepush_scaling_speed_max;
622 float autocvar_g_balance_damagepush_scaling_reduction_slowest;
623 float autocvar_g_balance_damagepush_scaling_reduction_fastest;
624 float autocvar_g_balance_damagepush_scaling_sideways;
625 float autocvar_g_balance_damagepush_scaling_vertical;
626 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
628 float complainteamdamage = 0;
629 float mirrordamage = 0;
630 float mirrorforce = 0;
632 if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
635 entity attacker_save = attacker;
637 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
638 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
640 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
646 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
648 // exit the vehicle before killing (fixes a crash)
649 if(IS_PLAYER(targ) && targ.vehicle)
650 vehicles_exit(targ.vehicle, VHEF_RELEASE);
652 // These are ALWAYS lethal
653 // No damage modification here
654 // Instead, prepare the victim for his death...
656 targ.spawnshieldtime = 0;
657 targ.health = 0.9; // this is < 1
658 targ.flags -= targ.flags & FL_GODMODE;
661 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
667 // nullify damage if teamplay is on
668 if(deathtype != DEATH_TELEFRAG.m_id)
669 if(IS_PLAYER(attacker))
671 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
676 else if(SAME_TEAM(attacker, targ))
678 if(autocvar_teamplay_mode == 1)
680 else if(attacker != targ)
682 if(autocvar_teamplay_mode == 3)
684 else if(autocvar_teamplay_mode == 4)
686 if(IS_PLAYER(targ) && !IS_DEAD(targ))
688 attacker.dmg_team = attacker.dmg_team + damage;
689 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
690 if(complainteamdamage > 0)
691 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
692 mirrorforce = autocvar_g_mirrordamage * vlen(force);
693 damage = autocvar_g_friendlyfire * damage;
694 // mirrordamage will be used LATER
696 if(autocvar_g_mirrordamage_virtual)
698 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
699 attacker.dmg_take += v.x;
700 attacker.dmg_save += v.y;
701 attacker.dmg_inflictor = inflictor;
706 if(autocvar_g_friendlyfire_virtual)
708 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
709 targ.dmg_take += v.x;
710 targ.dmg_save += v.y;
711 targ.dmg_inflictor = inflictor;
713 if(!autocvar_g_friendlyfire_virtual_force)
724 if (!DEATH_ISSPECIAL(deathtype))
726 damage *= g_weapondamagefactor;
727 mirrordamage *= g_weapondamagefactor;
728 complainteamdamage *= g_weapondamagefactor;
729 force = force * g_weaponforcefactor;
730 mirrorforce *= g_weaponforcefactor;
733 // should this be changed at all? If so, in what way?
734 MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
735 damage = M_ARGV(4, float);
736 mirrordamage = M_ARGV(5, float);
737 force = M_ARGV(6, vector);
739 if(IS_PLAYER(targ) && damage > 0 && attacker)
741 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743 .entity weaponentity = weaponentities[slot];
744 if(targ.(weaponentity).hook && targ.(weaponentity).hook.aiment == attacker)
745 RemoveHook(targ.(weaponentity).hook);
749 if(STAT(FROZEN, targ))
750 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
752 if(autocvar_g_frozen_revive_falldamage > 0)
753 if(deathtype == DEATH_FALL.m_id)
754 if(damage >= autocvar_g_frozen_revive_falldamage)
757 targ.health = autocvar_g_frozen_revive_falldamage_health;
758 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
759 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
760 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
764 force *= autocvar_g_frozen_force;
767 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
769 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
771 entity spot = SelectSpawnPoint (targ, false);
776 targ.deadflag = DEAD_NO;
778 targ.angles = spot.angles;
781 targ.effects |= EF_TELEPORT_BIT;
783 targ.angles_z = 0; // never spawn tilted even if the spot says to
784 targ.fixangle = true; // turn this way immediately
785 targ.velocity = '0 0 0';
786 targ.avelocity = '0 0 0';
787 targ.punchangle = '0 0 0';
788 targ.punchvector = '0 0 0';
789 targ.oldvelocity = targ.velocity;
791 targ.spawnorigin = spot.origin;
792 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
793 // don't reset back to last position, even if new position is stuck in solid
794 targ.oldorigin = targ.origin;
796 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
802 // apply strength multiplier
803 if (attacker.items & ITEM_Strength.m_itemid)
807 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
808 force = force * autocvar_g_balance_powerup_strength_selfforce;
812 damage = damage * autocvar_g_balance_powerup_strength_damage;
813 force = force * autocvar_g_balance_powerup_strength_force;
817 // apply invincibility multiplier
818 if (targ.items & ITEM_Shield.m_itemid)
819 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
822 if (targ == attacker)
823 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
828 if(deathtype != DEATH_BUFF.m_id)
829 if(targ.takedamage == DAMAGE_AIM)
833 if(IS_VEHICLE(targ) && targ.owner)
838 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
840 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
844 if(deathtype != DEATH_FIRE.m_id)
846 if(PHYS_INPUT_BUTTON_CHAT(victim))
847 attacker.typehitsound += 1;
849 attacker.damage_dealt += damage;
852 damage_goodhits += 1;
853 damage_gooddamage += damage;
855 if (!DEATH_ISSPECIAL(deathtype))
857 if(IS_PLAYER(targ)) // don't do this for vehicles
863 else if(IS_PLAYER(attacker))
865 if(deathtype != DEATH_FIRE.m_id)
867 attacker.typehitsound += 1;
869 if(complainteamdamage > 0)
870 if(time > CS(attacker).teamkill_complain)
872 CS(attacker).teamkill_complain = time + 5;
873 CS(attacker).teamkill_soundtime = time + 0.4;
874 CS(attacker).teamkill_soundsource = targ;
882 if (targ.damageforcescale)
884 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
886 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
888 if (targ == attacker && DEATH_ISWEAPON(deathtype, WEP_BLASTER)) {
889 if (vec2(targ.velocity) == '0 0 0') {
890 // using vectoangles here would give weird results (v_forward would point up)
891 makevectors(targ.angles);
893 vector horiz_vel = vec2(targ.velocity);
894 makevectors(vectoangles(horiz_vel));
897 // split farce into 3 perpendicular vectors
898 v_forward *= v_forward * farce;
899 v_right *= v_right * farce;
900 v_up *= v_up * farce;
901 //LOG_INFOF("farce vlen %f - sizes: %f %f %f", vlen(farce), vlen(v_forward), vlen(v_right), vlen(v_up));
903 float reduction = map_bound_ranges(vlen(targ.velocity),
904 autocvar_g_balance_damagepush_scaling_speed_min, autocvar_g_balance_damagepush_scaling_speed_max,
905 autocvar_g_balance_damagepush_scaling_reduction_slowest, autocvar_g_balance_damagepush_scaling_reduction_fastest);
906 //LOG_INFOF("reduction %f", reduction);
907 v_forward -= reduction * v_forward;
908 v_right -= (reduction * autocvar_g_balance_damagepush_scaling_sideways) * v_right;
909 v_up -= (reduction * autocvar_g_balance_damagepush_scaling_vertical) * v_up;
910 farce = v_forward + v_right + v_up;
911 //LOG_INFOF("farce vlen %f - sizes: %f %f %f", vlen(farce), vlen(v_forward), vlen(v_right), vlen(v_up));
914 if(targ.move_movetype == MOVETYPE_PHYSICS)
916 entity farcent = new(farce);
917 farcent.enemy = targ;
918 farcent.movedir = farce * 10;
920 farcent.movedir = farcent.movedir * targ.mass;
921 farcent.origin = hitloc;
922 farcent.forcetype = FORCETYPE_FORCEATPOS;
923 farcent.nextthink = time + 0.1;
924 setthink(farcent, SUB_Remove);
928 targ.velocity = targ.velocity + farce;
930 UNSET_ONGROUND(targ);
931 UpdateCSQCProjectile(targ);
934 if (damage != 0 || (targ.damageforcescale && force))
935 if (targ.event_damage)
936 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
938 // apply mirror damage if any
939 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
940 if(mirrordamage > 0 || mirrorforce > 0)
942 attacker = attacker_save;
944 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
945 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
949 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity)
950 // Returns total damage applies to creatures
954 float total_damage_to_creatures;
959 float stat_damagedone;
961 if(RadiusDamage_running)
963 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
967 RadiusDamage_running = 1;
969 tfloordmg = autocvar_g_throughfloor_damage;
970 tfloorforce = autocvar_g_throughfloor_force;
972 total_damage_to_creatures = 0;
974 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
975 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
977 force = inflictorvelocity;
981 force = normalize(force);
982 if(forceintensity >= 0)
983 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
985 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
990 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
994 if ((targ != inflictor) || inflictorselfdamage)
995 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
1002 // LordHavoc: measure distance to nearest point on target (not origin)
1003 // (this guarentees 100% damage on a touch impact)
1004 nearest = targ.WarpZone_findradius_nearest;
1005 diff = targ.WarpZone_findradius_dist;
1006 // round up a little on the damage to ensure full damage on impacts
1007 // and turn the distance into a fraction of the radius
1008 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1010 //bprint(ftos(power));
1011 //if (targ == attacker)
1012 // print(ftos(power), "\n");
1018 finaldmg = coredamage * power + edgedamage * (1 - power);
1024 vector myblastorigin;
1027 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1029 // if it's a player, use the view origin as reference
1030 center = CENTER_OR_VIEWOFS(targ);
1032 force = normalize(center - myblastorigin);
1033 force = force * (finaldmg / coredamage) * forceintensity;
1036 if(deathtype & WEP_BLASTER.m_id)
1037 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1039 if(targ != directhitentity)
1044 float mininv_f, mininv_d;
1046 // test line of sight to multiple positions on box,
1047 // and do damage if any of them hit
1050 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1051 // so for a given max stddev:
1052 // n = (1 / (2 * max stddev of hitratio))^2
1054 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1055 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1057 if(autocvar_g_throughfloor_debug)
1058 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1061 total = 0.25 * (max(mininv_f, mininv_d) ** 2);
1063 if(autocvar_g_throughfloor_debug)
1064 LOG_INFOF(" steps=%f", total);
1067 if (IS_PLAYER(targ))
1068 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1070 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1072 if(autocvar_g_throughfloor_debug)
1073 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1075 for(c = 0; c < total; ++c)
1077 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1078 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1079 if (trace_fraction == 1 || trace_ent == targ)
1083 hitloc = hitloc + nearest;
1087 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1088 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1089 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1092 nearest = hitloc * (1 / max(1, hits));
1093 hitratio = (hits / total);
1094 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1095 finaldmg = finaldmg * a;
1096 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1099 if(autocvar_g_throughfloor_debug)
1100 LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
1103 //if (targ == attacker)
1105 // print("hits ", ftos(hits), " / ", ftos(total));
1106 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1107 // print(" (", ftos(a), ")\n");
1109 if(finaldmg || force)
1113 total_damage_to_creatures += finaldmg;
1115 if(accuracy_isgooddamage(attacker, targ))
1116 stat_damagedone += finaldmg;
1119 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1120 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1122 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1130 RadiusDamage_running = 0;
1132 if(!DEATH_ISSPECIAL(deathtype))
1133 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1135 return total_damage_to_creatures;
1138 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1140 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1143 float Fire_IsBurning(entity e)
1145 return (time < e.fire_endtime);
1148 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1151 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1162 // print("adding a fire burner to ", e.classname, "\n");
1163 e.fire_burner = new(fireburner);
1164 setthink(e.fire_burner, fireburner_think);
1165 e.fire_burner.nextthink = time;
1166 e.fire_burner.owner = e;
1172 if(Fire_IsBurning(e))
1174 mintime = e.fire_endtime - time;
1175 maxtime = max(mintime, t);
1177 mindps = e.fire_damagepersec;
1178 maxdps = max(mindps, dps);
1180 if(maxtime > mintime || maxdps > mindps)
1184 // damage we have right now
1185 mindamage = mindps * mintime;
1187 // damage we want to get
1188 maxdamage = mindamage + d;
1190 // but we can't exceed maxtime * maxdps!
1191 totaldamage = min(maxdamage, maxtime * maxdps);
1195 // totaldamage = min(mindamage + d, maxtime * maxdps)
1197 // totaldamage <= maxtime * maxdps
1198 // ==> totaldamage / maxdps <= maxtime.
1200 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1201 // >= min(mintime, maxtime)
1202 // ==> totaldamage / maxdps >= mintime.
1205 // how long do we damage then?
1206 // at least as long as before
1207 // but, never exceed maxdps
1208 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1212 // at most as long as maximum allowed
1213 // but, never below mindps
1214 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1216 // assuming t > mintime, dps > mindps:
1217 // we get d = t * dps = maxtime * maxdps
1218 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1219 // totaldamage / maxdps = maxtime
1220 // totaldamage / mindps > totaldamage / maxdps = maxtime
1222 // a) totaltime = max(mintime, maxtime) = maxtime
1223 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1225 // assuming t <= mintime:
1226 // we get maxtime = mintime
1227 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1228 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1230 // assuming dps <= mindps:
1231 // we get mindps = maxdps.
1232 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1233 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1234 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1236 e.fire_damagepersec = totaldamage / totaltime;
1237 e.fire_endtime = time + totaltime;
1238 if(totaldamage > 1.2 * mindamage)
1240 e.fire_deathtype = dt;
1241 if(e.fire_owner != o)
1244 e.fire_hitsound = false;
1247 if(accuracy_isgooddamage(o, e))
1248 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1249 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1256 e.fire_damagepersec = dps;
1257 e.fire_endtime = time + t;
1258 e.fire_deathtype = dt;
1260 e.fire_hitsound = false;
1261 if(accuracy_isgooddamage(o, e))
1262 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1267 void Fire_ApplyDamage(entity e)
1272 if (!Fire_IsBurning(e))
1275 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1276 if(IS_NOT_A_CLIENT(o))
1279 // water and slime stop fire
1281 if(e.watertype != CONTENT_LAVA)
1288 t = min(frametime, e.fire_endtime - time);
1289 d = e.fire_damagepersec * t;
1291 hi = e.fire_owner.damage_dealt;
1292 ty = e.fire_owner.typehitsound;
1293 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1294 if(e.fire_hitsound && e.fire_owner)
1296 e.fire_owner.damage_dealt = hi;
1297 e.fire_owner.typehitsound = ty;
1299 e.fire_hitsound = true;
1301 if(!IS_INDEPENDENT_PLAYER(e))
1302 if(!STAT(FROZEN, e))
1303 FOREACH_CLIENT(IS_PLAYER(it) && it != e, {
1305 if(!IS_INDEPENDENT_PLAYER(it))
1306 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1308 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1309 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1310 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1315 void Fire_ApplyEffect(entity e)
1317 if(Fire_IsBurning(e))
1318 e.effects |= EF_FLAME;
1320 e.effects &= ~EF_FLAME;
1323 void fireburner_think(entity this)
1325 // for players, this is done in the regular loop
1326 if(wasfreed(this.owner))
1331 Fire_ApplyEffect(this.owner);
1332 if(!Fire_IsBurning(this.owner))
1334 this.owner.fire_burner = NULL;
1338 Fire_ApplyDamage(this.owner);
1339 this.nextthink = time;