6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
59 float IsFlying(entity a)
61 if(a.flags & FL_ONGROUND)
63 if(a.waterlevel >= WATERLEVEL_SWIMMING)
65 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
66 if(trace_fraction < 1)
71 void UpdateFrags(entity player, float f)
73 PlayerTeamScore_AddScore(player, f);
76 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
77 void W_SwitchWeapon_Force(entity e, float w);
78 entity GiveFrags_randomweapons;
79 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
81 // TODO route through PlayerScores instead
89 PlayerScore_Add(attacker, SP_SUICIDES, 1);
94 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
100 PlayerScore_Add(attacker, SP_KILLS, 1);
102 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
105 PlayerScore_Add(targ, SP_DEATHS, 1);
107 if(targ != attacker) // not for suicides
108 if(g_weaponarena_random)
110 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
112 culprit = DEATH_WEAPONOF(deathtype);
114 culprit = attacker.weapon;
115 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
116 culprit = attacker.weapon;
118 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
124 if(!GiveFrags_randomweapons)
126 GiveFrags_randomweapons = spawn();
127 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
131 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
133 GiveFrags_randomweapons.weapons = start_weapons;
135 // all others (including the culprit): remove
136 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
137 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
139 // among the remaining ones, choose one by random
140 W_RandomWeapons(GiveFrags_randomweapons, 1);
142 if(GiveFrags_randomweapons.weapons)
144 attacker.weapons |= GiveFrags_randomweapons.weapons;
145 attacker.weapons &= ~WepSet_FromWeapon(culprit);
149 // after a frag, choose another random weapon set
150 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
151 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
154 // FIXME fix the mess this is (we have REAL points now!)
158 frag_attacker = attacker;
161 if(MUTATOR_CALLHOOK(GiveFragsForKill))
171 attacker.totalfrags += f;
174 UpdateFrags(attacker, f);
177 string AppendItemcodes(string s, entity player)
182 // w = player.switchweapon;
184 w = player.cnt; // previous weapon!
185 s = strcat(s, ftos(w));
186 if(time < player.strength_finished)
188 if(time < player.invincible_finished)
190 if(player.flagcarried != world)
192 if(player.BUTTON_CHAT)
199 void LogDeath(string mode, float deathtype, entity killer, entity killed)
202 if(!autocvar_sv_eventlog)
204 s = strcat(":kill:", mode);
205 s = strcat(s, ":", ftos(killer.playerid));
206 s = strcat(s, ":", ftos(killed.playerid));
207 s = strcat(s, ":type=", Deathtype_Name(deathtype));
208 s = strcat(s, ":items=");
209 s = AppendItemcodes(s, killer);
212 s = strcat(s, ":victimitems=");
213 s = AppendItemcodes(s, killed);
218 void Obituary_SpecialDeath(
222 string s1, string s2, string s3,
223 float f1, float f2, float f3)
225 if(DEATH_ISSPECIAL(deathtype))
227 entity deathent = deathtypes[(deathtype - DT_FIRST)];
228 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
232 if(deathent.death_msgmurder)
234 Send_Notification_WOCOVA(
238 deathent.death_msgmurder.nent_id,
242 Send_Notification_WOCOVA(
246 deathent.death_msgmurder.nent_msginfo.nent_id,
254 if(deathent.death_msgself)
256 Send_Notification_WOCOVA(
260 deathent.death_msgself.nent_id,
264 Send_Notification_WOCOVA(
268 deathent.death_msgself.nent_msginfo.nent_id,
275 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
279 float Obituary_WeaponDeath(
283 string s1, string s2, string s3,
286 float death_weapon = DEATH_WEAPONOF(deathtype);
289 w_deathtype = deathtype;
290 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
295 Send_Notification_WOCOVA(
303 Send_Notification_WOCOVA(
307 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
315 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
326 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
329 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
332 float notif_firstblood = FALSE;
333 float kill_count_to_attacker, kill_count_to_target;
335 // Set final information for the death
336 targ.death_origin = targ.origin;
337 if(targ != attacker) { targ.killer_origin = attacker.origin; }
338 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
340 #ifdef NOTIFICATIONS_DEBUG
343 "Obituary(%s, %s, %s, %s = %d);\n",
347 Deathtype_Name(deathtype),
358 if(DEATH_ISSPECIAL(deathtype))
360 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
362 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
368 case DEATH_MIRRORDAMAGE:
370 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
376 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
382 else if (!Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
384 backtrace("SUICIDE: what the hell happened here?\n");
387 LogDeath("suicide", deathtype, targ, targ);
388 GiveFrags(attacker, targ, -1, deathtype);
394 else if(IS_PLAYER(attacker))
396 if(SAME_TEAM(attacker, targ))
398 LogDeath("tk", deathtype, attacker, targ);
399 GiveFrags(attacker, targ, -1, deathtype);
401 attacker.killcount = 0;
403 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
404 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
405 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
407 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
408 // No need for specific death/weapon messages...
412 LogDeath("frag", deathtype, attacker, targ);
413 GiveFrags(attacker, targ, 1, deathtype);
415 attacker.taunt_soundtime = time + 1;
416 attacker.killcount = attacker.killcount + 1;
418 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
421 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
422 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
425 switch(attacker.killcount)
432 if(!checkrules_firstblood)
434 checkrules_firstblood = TRUE;
435 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
436 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
437 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
439 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
440 kill_count_to_attacker = -1;
441 kill_count_to_target = -2;
445 kill_count_to_attacker = attacker.killcount;
446 kill_count_to_target = 0;
457 kill_count_to_attacker,
458 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
466 kill_count_to_target,
469 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
480 kill_count_to_attacker,
481 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
489 kill_count_to_target,
492 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
496 if (!Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
497 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
508 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
509 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
510 // and there will be a REAL DEATH_VOID implementation which mappers will use.
511 /*case DEATH_HURTTRIGGER:
514 s2 = inflictor.message;
515 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
521 Obituary_SpecialDeath(targ, FALSE, deathtype,
523 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
533 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
538 LogDeath("accident", deathtype, targ, targ);
539 GiveFrags(targ, targ, -1, deathtype);
541 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
543 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
544 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
548 // reset target kill count
549 if(targ.killcount) { targ.killcount = 0; }
552 // these are updated by each Damage call for use in button triggering and such
554 entity damage_inflictor;
555 entity damage_attacker;
557 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
561 float complainteamdamage = 0;
562 entity attacker_save;
566 if (gameover || targ.killcount == -666)
573 damage_inflictor = inflictor;
574 damage_attacker = attacker;
575 attacker_save = attacker;
580 if(targ.hook.aiment == attacker)
581 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
583 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
584 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
587 if(SAME_TEAM(targ, attacker))
594 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
596 // exit the vehicle before killing (fixes a crash)
597 if(IS_PLAYER(targ) && targ.vehicle)
598 vehicles_exit(VHEF_RELEASE);
600 // These are ALWAYS lethal
601 // No damage modification here
602 // Instead, prepare the victim for his death...
604 targ.spawnshieldtime = 0;
605 targ.health = 0.9; // this is < 1
606 targ.flags -= targ.flags & FL_GODMODE;
609 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
615 // nullify damage if teamplay is on
616 if(deathtype != DEATH_TELEFRAG)
617 if(IS_PLAYER(attacker))
619 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
624 else if(SAME_TEAM(attacker, targ))
626 if(autocvar_teamplay_mode == 1)
628 else if(attacker != targ)
630 if(autocvar_teamplay_mode == 3)
632 else if(autocvar_teamplay_mode == 4)
634 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
636 attacker.dmg_team = attacker.dmg_team + damage;
637 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
638 if(complainteamdamage > 0)
639 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
640 mirrorforce = autocvar_g_mirrordamage * vlen(force);
641 damage = autocvar_g_friendlyfire * damage;
642 // mirrordamage will be used LATER
644 if(autocvar_g_mirrordamage_virtual)
646 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
647 attacker.dmg_take += v_x;
648 attacker.dmg_save += v_y;
649 attacker.dmg_inflictor = inflictor;
650 mirrordamage = v_z; // = 0, to make fteqcc stfu
654 if(autocvar_g_friendlyfire_virtual)
656 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
657 targ.dmg_take += v_x;
658 targ.dmg_save += v_y;
659 targ.dmg_inflictor = inflictor;
661 if(!autocvar_g_friendlyfire_virtual_force)
672 if (!DEATH_ISSPECIAL(deathtype))
674 damage *= g_weapondamagefactor;
675 mirrordamage *= g_weapondamagefactor;
676 complainteamdamage *= g_weapondamagefactor;
677 force = force * g_weaponforcefactor;
678 mirrorforce *= g_weaponforcefactor;
681 // should this be changed at all? If so, in what way?
682 frag_attacker = attacker;
684 frag_damage = damage;
686 frag_deathtype = deathtype;
687 frag_mirrordamage = mirrordamage;
688 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
689 damage = frag_damage;
690 mirrordamage = frag_mirrordamage;
695 // apply strength multiplier
696 if (attacker.items & IT_STRENGTH)
700 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
701 force = force * autocvar_g_balance_powerup_strength_selfforce;
705 damage = damage * autocvar_g_balance_powerup_strength_damage;
706 force = force * autocvar_g_balance_powerup_strength_force;
710 // apply invincibility multiplier
711 if (targ.items & IT_INVINCIBLE)
712 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
715 if (targ == attacker)
717 if(g_cts && !autocvar_g_cts_selfdamage)
720 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
726 if(targ.takedamage == DAMAGE_AIM)
730 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
735 if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
737 if(DIFF_TEAM(victim, attacker))
741 if(deathtype != DEATH_FIRE)
743 if(victim.BUTTON_CHAT)
744 attacker.typehitsound += 1;
746 attacker.hitsound += 1;
749 damage_goodhits += 1;
750 damage_gooddamage += damage;
752 if (!DEATH_ISSPECIAL(deathtype))
754 if(IS_PLAYER(targ)) // don't do this for vehicles
762 if(deathtype != DEATH_FIRE)
764 attacker.typehitsound += 1;
766 if(complainteamdamage > 0)
767 if(time > attacker.teamkill_complain)
769 attacker.teamkill_complain = time + 5;
770 attacker.teamkill_soundtime = time + 0.4;
771 attacker.teamkill_soundsource = targ;
779 if (self.damageforcescale)
781 if (!IS_PLAYER(self) || time >= self.spawnshieldtime)
783 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
784 if(self.movetype == MOVETYPE_PHYSICS)
788 farcent.classname = "farce";
789 farcent.enemy = self;
790 farcent.movedir = farce * 10;
792 farcent.movedir = farcent.movedir * self.mass;
793 farcent.origin = hitloc;
794 farcent.forcetype = FORCETYPE_FORCEATPOS;
795 farcent.nextthink = time + 0.1;
796 farcent.think = SUB_Remove;
799 self.velocity = self.velocity + farce;
800 self.flags &= ~FL_ONGROUND;
801 UpdateCSQCProjectile(self);
804 if (damage != 0 || (self.damageforcescale && vlen(force)))
805 if (self.event_damage)
806 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
809 // apply mirror damage if any
810 if(mirrordamage > 0 || mirrorforce > 0)
812 attacker = attacker_save;
814 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
815 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
819 float RadiusDamage_running;
820 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
821 // Returns total damage applies to creatures
826 float total_damage_to_creatures;
831 float stat_damagedone;
833 if(RadiusDamage_running)
835 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
839 RadiusDamage_running = 1;
841 tfloordmg = autocvar_g_throughfloor_damage;
842 tfloorforce = autocvar_g_throughfloor_force;
844 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
845 total_damage_to_creatures = 0;
847 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
848 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
850 force = inflictor.velocity;
854 force = normalize(force);
855 if(forceintensity >= 0)
856 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
858 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
863 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
867 if (targ != inflictor)
868 if (ignore != targ) if(targ.takedamage)
874 // LordHavoc: measure distance to nearest point on target (not origin)
875 // (this guarentees 100% damage on a touch impact)
876 nearest = targ.WarpZone_findradius_nearest;
877 diff = targ.WarpZone_findradius_dist;
878 // round up a little on the damage to ensure full damage on impacts
879 // and turn the distance into a fraction of the radius
880 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
882 //bprint(ftos(power));
883 //if (targ == attacker)
884 // print(ftos(power), "\n");
890 finaldmg = coredamage * power + edgedamage * (1 - power);
896 vector myblastorigin;
899 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
901 // if it's a player, use the view origin as reference
902 center = CENTER_OR_VIEWOFS(targ);
904 force = normalize(center - myblastorigin);
905 force = force * (finaldmg / coredamage) * forceintensity;
908 if(targ != directhitentity)
913 float mininv_f, mininv_d;
915 // test line of sight to multiple positions on box,
916 // and do damage if any of them hit
919 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
920 // so for a given max stddev:
921 // n = (1 / (2 * max stddev of hitratio))^2
923 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
924 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
926 if(autocvar_g_throughfloor_debug)
927 printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
929 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
931 if(autocvar_g_throughfloor_debug)
932 printf(" steps=%f", total);
935 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
937 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
939 if(autocvar_g_throughfloor_debug)
940 printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
942 for(c = 0; c < total; ++c)
944 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
945 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
946 if (trace_fraction == 1 || trace_ent == targ)
950 hitloc = hitloc + nearest;
954 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
955 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
956 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
959 nearest = hitloc * (1 / max(1, hits));
960 hitratio = (hits / total);
961 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
962 finaldmg = finaldmg * a;
963 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
966 if(autocvar_g_throughfloor_debug)
967 printf(" D=%f F=%f\n", finaldmg, vlen(force));
970 // laser force adjustments :P
971 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
973 if (targ == attacker)
978 float force_velocitybiasramp;
979 float force_velocitybias;
981 force_velocitybiasramp = autocvar_sv_maxspeed;
982 if(deathtype & HITTYPE_SECONDARY)
984 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
985 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
989 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
990 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
995 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
999 normalize(normalize(force) + vel);
1001 force_z *= force_zscale;
1005 if(deathtype & HITTYPE_SECONDARY)
1007 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1011 force *= autocvar_g_balance_laser_primary_force_other_scale;
1016 //if (targ == attacker)
1018 // print("hits ", ftos(hits), " / ", ftos(total));
1019 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1020 // print(" (", ftos(a), ")\n");
1022 if(finaldmg || vlen(force))
1026 total_damage_to_creatures += finaldmg;
1028 if(accuracy_isgooddamage(attacker, targ))
1029 stat_damagedone += finaldmg;
1032 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1033 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1035 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1043 RadiusDamage_running = 0;
1045 if(!DEATH_ISSPECIAL(deathtype))
1046 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1048 return total_damage_to_creatures;
1051 .float fire_damagepersec;
1052 .float fire_endtime;
1053 .float fire_deathtype;
1055 .float fire_hitsound;
1056 .entity fire_burner;
1058 void fireburner_think();
1060 float Fire_IsBurning(entity e)
1062 return (time < e.fire_endtime);
1065 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1068 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1079 // print("adding a fire burner to ", e.classname, "\n");
1080 e.fire_burner = spawn();
1081 e.fire_burner.classname = "fireburner";
1082 e.fire_burner.think = fireburner_think;
1083 e.fire_burner.nextthink = time;
1084 e.fire_burner.owner = e;
1090 if(Fire_IsBurning(e))
1092 mintime = e.fire_endtime - time;
1093 maxtime = max(mintime, t);
1095 mindps = e.fire_damagepersec;
1096 maxdps = max(mindps, dps);
1098 if(maxtime > mintime || maxdps > mindps)
1102 // damage we have right now
1103 mindamage = mindps * mintime;
1105 // damage we want to get
1106 maxdamage = mindamage + d;
1108 // but we can't exceed maxtime * maxdps!
1109 totaldamage = min(maxdamage, maxtime * maxdps);
1113 // totaldamage = min(mindamage + d, maxtime * maxdps)
1115 // totaldamage <= maxtime * maxdps
1116 // ==> totaldamage / maxdps <= maxtime.
1118 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1119 // >= min(mintime, maxtime)
1120 // ==> totaldamage / maxdps >= mintime.
1123 // how long do we damage then?
1124 // at least as long as before
1125 // but, never exceed maxdps
1126 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1130 // at most as long as maximum allowed
1131 // but, never below mindps
1132 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1134 // assuming t > mintime, dps > mindps:
1135 // we get d = t * dps = maxtime * maxdps
1136 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1137 // totaldamage / maxdps = maxtime
1138 // totaldamage / mindps > totaldamage / maxdps = maxtime
1140 // a) totaltime = max(mintime, maxtime) = maxtime
1141 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1143 // assuming t <= mintime:
1144 // we get maxtime = mintime
1145 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1146 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1148 // assuming dps <= mindps:
1149 // we get mindps = maxdps.
1150 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1151 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1152 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1154 e.fire_damagepersec = totaldamage / totaltime;
1155 e.fire_endtime = time + totaltime;
1156 if(totaldamage > 1.2 * mindamage)
1158 e.fire_deathtype = dt;
1159 if(e.fire_owner != o)
1162 e.fire_hitsound = FALSE;
1165 if(accuracy_isgooddamage(o, e))
1166 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1167 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1174 e.fire_damagepersec = dps;
1175 e.fire_endtime = time + t;
1176 e.fire_deathtype = dt;
1178 e.fire_hitsound = FALSE;
1179 if(accuracy_isgooddamage(o, e))
1180 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1185 void Fire_ApplyDamage(entity e)
1190 if (!Fire_IsBurning(e))
1193 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1194 if(IS_NOT_A_CLIENT(o))
1197 // water and slime stop fire
1199 if(e.watertype != CONTENT_LAVA)
1203 if(e.freezetag_frozen)
1206 t = min(frametime, e.fire_endtime - time);
1207 d = e.fire_damagepersec * t;
1209 hi = e.fire_owner.hitsound;
1210 ty = e.fire_owner.typehitsound;
1211 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1212 if(e.fire_hitsound && e.fire_owner)
1214 e.fire_owner.hitsound = hi;
1215 e.fire_owner.typehitsound = ty;
1217 e.fire_hitsound = TRUE;
1219 if (!IS_INDEPENDENT_PLAYER(e))
1220 FOR_EACH_PLAYER(other) if(e != other)
1222 if(IS_PLAYER(other))
1223 if(other.deadflag == DEAD_NO)
1224 if (!IS_INDEPENDENT_PLAYER(other))
1225 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1227 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1228 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1229 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1234 void Fire_ApplyEffect(entity e)
1236 if(Fire_IsBurning(e))
1237 e.effects |= EF_FLAME;
1239 e.effects &= ~EF_FLAME;
1242 void fireburner_think()
1244 // for players, this is done in the regular loop
1245 if(wasfreed(self.owner))
1250 Fire_ApplyEffect(self.owner);
1251 if(!Fire_IsBurning(self.owner))
1253 self.owner.fire_burner = world;
1257 Fire_ApplyDamage(self.owner);
1258 self.nextthink = time;