6 float Damage_DamageInfo_SendEntity(entity to, float sf)
8 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9 WriteShort(MSG_ENTITY, self.projectiledeathtype);
10 WriteCoord(MSG_ENTITY, floor(self.origin_x));
11 WriteCoord(MSG_ENTITY, floor(self.origin_y));
12 WriteCoord(MSG_ENTITY, floor(self.origin_z));
13 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16 WriteShort(MSG_ENTITY, self.oldorigin_x);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
23 // TODO maybe call this from non-edgedamage too?
24 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
123 if(targ != attacker) // not for suicides
124 if(g_weaponarena_random)
126 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
128 culprit = DEATH_WEAPONOF(deathtype);
130 culprit = attacker.weapon;
131 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
132 culprit = attacker.weapon;
134 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
140 if(!GiveFrags_randomweapons)
142 GiveFrags_randomweapons = spawn();
143 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
147 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
149 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
151 // all others (including the culprit): remove
152 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
153 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
155 // among the remaining ones, choose one by random
156 W_RandomWeapons(GiveFrags_randomweapons, 1);
158 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
160 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
161 WEPSET_ANDNOT_EW(attacker, culprit);
165 // after a frag, choose another random weapon set
166 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
167 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
170 // FIXME fix the mess this is (we have REAL points now!)
174 frag_attacker = attacker;
177 if(MUTATOR_CALLHOOK(GiveFragsForKill))
187 f = RunematchHandleFrags(attacker, targ, f);
193 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
194 if(tl < lms_lowest_lives)
195 lms_lowest_lives = tl;
199 lms_next_place = player_count;
201 lms_next_place = min(lms_next_place, player_count);
202 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
209 attacker.totalfrags += f;
212 UpdateFrags(attacker, f);
215 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
217 string health_output = string_null;
218 string ping_output = string_null;
219 string handicap_output = string_null;
220 string output = string_null;
222 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
224 // health/armor of attacker (person who killed you)
225 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
226 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
229 if(autocvar_sv_fraginfo_ping)
230 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
233 if(autocvar_sv_fraginfo_handicap)
235 if(autocvar_sv_fraginfo_handicap == 2)
236 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
237 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
238 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
242 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
243 ping_output, (handicap_output ? "^7 / " : ""),
244 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
246 // add new line to the beginning if there is a message
247 if(output) { output = strcat("\n", output); }
253 string AppendItemcodes(string s, entity player)
258 // w = player.switchweapon;
260 w = player.cnt; // previous weapon!
261 s = strcat(s, ftos(w));
262 if(time < player.strength_finished)
264 if(time < player.invincible_finished)
266 if(player.flagcarried != world)
268 if(player.BUTTON_CHAT)
273 s = strcat(s, "|", ftos(player.runes));
277 void LogDeath(string mode, float deathtype, entity killer, entity killed)
280 if(!autocvar_sv_eventlog)
282 s = strcat(":kill:", mode);
283 s = strcat(s, ":", ftos(killer.playerid));
284 s = strcat(s, ":", ftos(killed.playerid));
285 s = strcat(s, ":type=", ftos(deathtype));
286 s = strcat(s, ":items=");
287 s = AppendItemcodes(s, killer);
290 s = strcat(s, ":victimitems=");
291 s = AppendItemcodes(s, killed);
296 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
298 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
299 WriteByte(MSG_BROADCAST, TE_CSQC_KILLNOTIFY);
300 WriteString(MSG_BROADCAST, s1);
301 WriteString(MSG_BROADCAST, s2);
302 WriteString(MSG_BROADCAST, s3);
303 WriteShort(MSG_BROADCAST, msg);
304 WriteByte(MSG_BROADCAST, type);
307 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
308 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
310 if (clienttype(e) == CLIENTTYPE_REAL)
313 WRITESPECTATABLE_MSG_ONE({
314 WriteByte(MSG_ONE, SVC_TEMPENTITY);
315 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
316 WriteString(MSG_ONE, s1);
317 WriteString(MSG_ONE, s2);
318 WriteShort(MSG_ONE, msg);
319 WriteByte(MSG_ONE, type);
324 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
329 if (targ.classname == "player")
332 a = attacker.netname;
334 if (targ == attacker) // suicides
336 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
337 msg = ColoredTeamName(targ.team); // TODO: check if needed?
340 if(!g_cts) // no "killed your own dumb self" message in CTS
341 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
343 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
345 LogDeath("suicide", deathtype, targ, targ);
346 GiveFrags(attacker, targ, -1, deathtype);
349 if (targ.killcount > 2)
350 msg = ftos(targ.killcount);
353 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
355 if(attacker.team == COLOR_TEAM1)
356 deathtype = KILL_TEAM_RED;
358 deathtype = KILL_TEAM_BLUE;
361 Send_KillNotification(s, msg, "", deathtype, MSG_SUICIDE);
363 else if (attacker.classname == "player")
365 if(!IsDifferentTeam(attacker, targ))
367 if(attacker.team == COLOR_TEAM1)
368 type = KILL_TEAM_RED;
370 type = KILL_TEAM_BLUE;
372 GiveFrags(attacker, targ, -1, deathtype);
374 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
376 if (targ.killcount > 2)
377 msg = ftos(targ.killcount);
381 if (attacker.killcount > 2) {
382 msg = ftos(attacker.killcount);
383 type = KILL_TEAM_SPREE;
385 Send_KillNotification(a, s, msg, type, MSG_KILL);
387 attacker.killcount = 0;
389 LogDeath("tk", deathtype, attacker, targ);
393 if (!checkrules_firstblood)
395 checkrules_firstblood = TRUE;
396 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
397 // TODO: make these print a newline if they dont
398 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
399 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
400 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
401 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
404 if(targ.istypefrag) {
405 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
406 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
408 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
409 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
412 attacker.taunt_soundtime = time + 1;
414 if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
415 msg = inflictor.message2;
416 else if (deathtype == DEATH_CUSTOM)
421 if(strstrofs(msg, "%", 0) < 0)
422 msg = strcat("%s ", msg, " by %s");
424 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
426 GiveFrags(attacker, targ, 1, deathtype);
428 if (targ.killcount > 2) {
429 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
432 attacker.killcount = attacker.killcount + 1;
434 if (attacker.killcount == 3)
436 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
437 AnnounceTo(attacker, "03kills");
438 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
440 else if (attacker.killcount == 5)
442 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
443 AnnounceTo(attacker, "05kills");
444 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
446 else if (attacker.killcount == 10)
448 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
449 AnnounceTo(attacker, "10kills");
450 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
452 else if (attacker.killcount == 15)
454 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
455 AnnounceTo(attacker, "15kills");
456 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
458 else if (attacker.killcount == 20)
460 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
461 AnnounceTo(attacker, "20kills");
462 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
464 else if (attacker.killcount == 25)
466 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
467 AnnounceTo(attacker, "25kills");
468 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
470 else if (attacker.killcount == 30)
472 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
473 AnnounceTo(attacker, "30kills");
474 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
476 else if (attacker.killcount > 2) {
477 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
479 LogDeath("frag", deathtype, attacker, targ);
484 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
485 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
486 msg = inflictor.message;
487 else if (deathtype == DEATH_CUSTOM)
491 if(strstrofs(msg, "%", 0) < 0)
492 msg = strcat("%s ", msg);
494 GiveFrags(targ, targ, -1, deathtype);
495 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
496 AnnounceTo(targ, "botlike");
497 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
499 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
501 if (targ.killcount > 2)
502 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
504 LogDeath("accident", deathtype, targ, targ);
507 targ.death_origin = targ.origin;
509 targ.killer_origin = attacker.origin;
511 // FIXME: this should go in PutClientInServer
517 // these are updated by each Damage call for use in button triggering and such
519 entity damage_inflictor;
520 entity damage_attacker;
522 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
527 entity attacker_save;
531 if (gameover || targ.killcount == -666)
538 damage_inflictor = inflictor;
539 damage_attacker = attacker;
540 attacker_save = attacker;
542 if(targ.classname == "player")
545 if(targ.hook.aiment == attacker)
546 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
548 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
549 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
551 if(targ.classname == "player")
552 if not(IsDifferentTeam(targ, attacker))
559 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
561 // These are ALWAYS lethal
562 // No damage modification here
563 // Instead, prepare the victim for his death...
565 targ.spawnshieldtime = 0;
566 targ.health = 0.9; // this is < 1
567 targ.flags -= targ.flags & FL_GODMODE;
570 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
577 skill based bot damage? gtfo. (tZork)
578 if (targ.classname == "player")
579 if (attacker.classname == "player")
582 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
585 // nullify damage if teamplay is on
586 if(deathtype != DEATH_TELEFRAG)
587 if(attacker.classname == "player")
589 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
594 else if(!IsDifferentTeam(attacker, targ))
596 if(autocvar_teamplay_mode == 1)
598 else if(attacker != targ)
600 if(autocvar_teamplay_mode == 3)
602 else if(autocvar_teamplay_mode == 4)
604 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
606 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
607 attacker.dmg_team = attacker.dmg_team + damage;
608 if(attacker.dmg_team > teamdamage0 && !g_ca)
609 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
610 mirrorforce = autocvar_g_mirrordamage * vlen(force);
613 if(autocvar_g_friendlyfire == 0)
619 damage = autocvar_g_friendlyfire * damage;
620 // mirrordamage will be used LATER
622 if(autocvar_g_mirrordamage_virtual)
624 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
625 attacker.dmg_take += v_x;
626 attacker.dmg_save += v_y;
627 attacker.dmg_inflictor = inflictor;
628 mirrordamage = v_z; // = 0, to make fteqcc stfu
632 if(autocvar_g_friendlyfire_virtual)
634 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
635 targ.dmg_take += v_x;
636 targ.dmg_save += v_y;
637 targ.dmg_inflictor = inflictor;
639 if(!autocvar_g_friendlyfire_virtual_force)
650 if(targ.classname == "player")
651 if(attacker.classname == "player")
654 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
655 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
658 if(targ.classname == "player")
661 if ((deathtype == DEATH_FALL) ||
662 (deathtype == DEATH_DROWN) ||
663 (deathtype == DEATH_SLIME) ||
664 (deathtype == DEATH_LAVA) ||
665 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
672 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
674 targ.armorvalue -= 1;
675 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
678 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
680 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
684 if (targ != attacker)
686 if ((targ.health >= 1) && (targ.classname == "player"))
687 centerprint(attacker, "Secondary fire inflicts no damage!");
695 if not(DEATH_ISSPECIAL(deathtype))
697 damage *= g_weapondamagefactor;
698 mirrordamage *= g_weapondamagefactor;
699 force = force * g_weaponforcefactor;
700 mirrorforce *= g_weaponforcefactor;
703 // should this be changed at all? If so, in what way?
704 frag_attacker = attacker;
706 frag_damage = damage;
708 frag_deathtype = deathtype;
709 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
710 damage = frag_damage;
713 // apply strength multiplier
714 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
718 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
719 force = force * autocvar_g_balance_powerup_strength_selfforce;
723 damage = damage * autocvar_g_balance_powerup_strength_damage;
724 force = force * autocvar_g_balance_powerup_strength_force;
728 // apply invincibility multiplier
729 if (targ.items & IT_INVINCIBLE && !g_minstagib)
730 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
732 if (targ == attacker)
734 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
737 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
742 // apply strength rune
743 if (attacker.runes & RUNE_STRENGTH)
745 if(attacker.runes & CURSE_WEAK) // have both curse & rune
747 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
748 force = force * autocvar_g_balance_rune_strength_combo_force;
752 damage = damage * autocvar_g_balance_rune_strength_damage;
753 force = force * autocvar_g_balance_rune_strength_force;
756 else if (attacker.runes & CURSE_WEAK)
758 damage = damage * autocvar_g_balance_curse_weak_damage;
759 force = force * autocvar_g_balance_curse_weak_force;
762 // apply defense rune
763 if (targ.runes & RUNE_DEFENSE)
765 if (targ.runes & CURSE_VULNER) // have both curse & rune
766 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
768 damage = damage * autocvar_g_balance_rune_defense_takedamage;
770 else if (targ.runes & CURSE_VULNER)
771 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
777 if(targ.takedamage == DAMAGE_AIM)
781 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
786 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
788 if(IsDifferentTeam(victim, attacker))
792 if(deathtype != DEATH_FIRE)
794 if(victim.BUTTON_CHAT)
795 attacker.typehitsound += 1;
797 attacker.hitsound += 1;
800 damage_goodhits += 1;
801 damage_gooddamage += damage;
803 if not(DEATH_ISSPECIAL(deathtype))
805 if(targ.classname == "player") // don't do this for vehicles
811 if(victim.items & IT_STRENGTH)
818 if(deathtype != DEATH_FIRE)
820 attacker.typehitsound += 1;
823 if(time > attacker.teamkill_complain)
825 attacker.teamkill_complain = time + 5;
826 attacker.teamkill_soundtime = time + 0.4;
827 attacker.teamkill_soundsource = targ;
835 if (self.damageforcescale)
837 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
839 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
840 if(self.movetype == MOVETYPE_PHYSICS)
844 farcent.classname = "farce";
845 farcent.enemy = self;
846 farcent.movedir = farce * 10;
848 farcent.movedir = farcent.movedir * self.mass;
849 farcent.origin = hitloc;
850 farcent.forcetype = FORCETYPE_FORCEATPOS;
851 farcent.nextthink = time + 0.1;
852 farcent.think = SUB_Remove;
855 self.velocity = self.velocity + farce;
856 self.flags &~= FL_ONGROUND;
857 UpdateCSQCProjectile(self);
860 if (damage != 0 || (self.damageforcescale && vlen(force)))
861 if (self.event_damage)
862 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
865 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
869 if (attacker.runes & RUNE_VAMPIRE)
871 // apply vampire rune
872 if (attacker.runes & CURSE_EMPATHY) // have the curse too
874 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
875 attacker.health = bound(
876 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
877 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
878 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
882 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
883 attacker.health = bound(
884 attacker.health, // LA: was 3, but changed so that you can't lose health
885 // empathy won't let you gain health in the same way...
886 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
887 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
890 // apply empathy curse
891 else if (attacker.runes & CURSE_EMPATHY)
893 attacker.health = bound(
894 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
895 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
901 // apply mirror damage if any
902 if(mirrordamage > 0 || mirrorforce > 0)
904 attacker = attacker_save;
908 // just lose extra LIVES, don't kill the player for mirror damage
909 if(attacker.armorvalue > 0)
911 attacker.armorvalue = attacker.armorvalue - 1;
912 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
913 attacker.hitsound += 1;
918 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
919 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
923 float RadiusDamage_running;
924 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
925 // Returns total damage applies to creatures
930 float total_damage_to_creatures;
935 float stat_damagedone;
937 if(RadiusDamage_running)
939 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
943 RadiusDamage_running = 1;
945 tfloordmg = autocvar_g_throughfloor_damage;
946 tfloorforce = autocvar_g_throughfloor_force;
948 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
949 total_damage_to_creatures = 0;
951 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
952 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
954 force = inflictor.velocity;
958 force = normalize(force);
959 if(forceintensity >= 0)
960 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
962 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
967 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
971 if (targ != inflictor)
972 if (ignore != targ) if(targ.takedamage)
978 // LordHavoc: measure distance to nearest point on target (not origin)
979 // (this guarentees 100% damage on a touch impact)
980 nearest = targ.WarpZone_findradius_nearest;
981 diff = targ.WarpZone_findradius_dist;
982 // round up a little on the damage to ensure full damage on impacts
983 // and turn the distance into a fraction of the radius
984 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
986 //bprint(ftos(power));
987 //if (targ == attacker)
988 // print(ftos(power), "\n");
994 finaldmg = coredamage * power + edgedamage * (1 - power);
1000 vector myblastorigin;
1003 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1005 // if it's a player, use the view origin as reference
1006 center = CENTER_OR_VIEWOFS(targ);
1008 force = normalize(center - myblastorigin);
1009 force = force * (finaldmg / coredamage) * forceintensity;
1012 if(targ != directhitentity)
1017 float mininv_f, mininv_d;
1019 // test line of sight to multiple positions on box,
1020 // and do damage if any of them hit
1023 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1024 // so for a given max stddev:
1025 // n = (1 / (2 * max stddev of hitratio))^2
1027 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1028 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1030 if(autocvar_g_throughfloor_debug)
1031 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1033 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1035 if(autocvar_g_throughfloor_debug)
1036 print(sprintf(" steps=%f", total));
1038 if (targ.classname == "player")
1039 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1041 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1043 if(autocvar_g_throughfloor_debug)
1044 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1046 for(c = 0; c < total; ++c)
1048 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1049 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1050 if (trace_fraction == 1 || trace_ent == targ)
1054 hitloc = hitloc + nearest;
1058 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1059 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1060 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1063 nearest = hitloc * (1 / max(1, hits));
1064 hitratio = (hits / total);
1065 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1066 finaldmg = finaldmg * a;
1067 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1070 if(autocvar_g_throughfloor_debug)
1071 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1074 // laser force adjustments :P
1075 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1077 if (targ == attacker)
1082 float force_velocitybiasramp;
1083 float force_velocitybias;
1085 force_velocitybiasramp = autocvar_sv_maxspeed;
1086 if(deathtype & HITTYPE_SECONDARY)
1088 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1089 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1093 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1094 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1097 vel = targ.velocity;
1099 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1103 normalize(normalize(force) + vel);
1105 force_z *= force_zscale;
1109 if(deathtype & HITTYPE_SECONDARY)
1111 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1115 force *= autocvar_g_balance_laser_primary_force_other_scale;
1120 //if (targ == attacker)
1122 // print("hits ", ftos(hits), " / ", ftos(total));
1123 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1124 // print(" (", ftos(a), ")\n");
1126 if(finaldmg || vlen(force))
1130 total_damage_to_creatures += finaldmg;
1132 if(accuracy_isgooddamage(attacker, targ))
1133 stat_damagedone += finaldmg;
1136 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1137 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1139 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1147 RadiusDamage_running = 0;
1149 if(!DEATH_ISSPECIAL(deathtype))
1150 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1152 return total_damage_to_creatures;
1155 .float fire_damagepersec;
1156 .float fire_endtime;
1157 .float fire_deathtype;
1159 .float fire_hitsound;
1160 .entity fire_burner;
1162 void fireburner_think();
1164 float Fire_IsBurning(entity e)
1166 return (time < e.fire_endtime);
1169 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1172 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1174 if(e.classname == "player")
1183 // print("adding a fire burner to ", e.classname, "\n");
1184 e.fire_burner = spawn();
1185 e.fire_burner.classname = "fireburner";
1186 e.fire_burner.think = fireburner_think;
1187 e.fire_burner.nextthink = time;
1188 e.fire_burner.owner = e;
1194 if(Fire_IsBurning(e))
1196 mintime = e.fire_endtime - time;
1197 maxtime = max(mintime, t);
1199 mindps = e.fire_damagepersec;
1200 maxdps = max(mindps, dps);
1202 if(maxtime > mintime || maxdps > mindps)
1206 // damage we have right now
1207 mindamage = mindps * mintime;
1209 // damage we want to get
1210 maxdamage = mindamage + d;
1212 // but we can't exceed maxtime * maxdps!
1213 totaldamage = min(maxdamage, maxtime * maxdps);
1217 // totaldamage = min(mindamage + d, maxtime * maxdps)
1219 // totaldamage <= maxtime * maxdps
1220 // ==> totaldamage / maxdps <= maxtime.
1222 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1223 // >= min(mintime, maxtime)
1224 // ==> totaldamage / maxdps >= mintime.
1227 // how long do we damage then?
1228 // at least as long as before
1229 // but, never exceed maxdps
1230 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1234 // at most as long as maximum allowed
1235 // but, never below mindps
1236 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1238 // assuming t > mintime, dps > mindps:
1239 // we get d = t * dps = maxtime * maxdps
1240 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1241 // totaldamage / maxdps = maxtime
1242 // totaldamage / mindps > totaldamage / maxdps = maxtime
1244 // a) totaltime = max(mintime, maxtime) = maxtime
1245 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1247 // assuming t <= mintime:
1248 // we get maxtime = mintime
1249 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1250 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1252 // assuming dps <= mindps:
1253 // we get mindps = maxdps.
1254 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1255 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1256 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1258 e.fire_damagepersec = totaldamage / totaltime;
1259 e.fire_endtime = time + totaltime;
1260 if(totaldamage > 1.2 * mindamage)
1262 e.fire_deathtype = dt;
1263 if(e.fire_owner != o)
1266 e.fire_hitsound = FALSE;
1269 if(accuracy_isgooddamage(o, e))
1270 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1271 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1278 e.fire_damagepersec = dps;
1279 e.fire_endtime = time + t;
1280 e.fire_deathtype = dt;
1282 e.fire_hitsound = FALSE;
1283 if(accuracy_isgooddamage(o, e))
1284 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1289 void Fire_ApplyDamage(entity e)
1294 if not(Fire_IsBurning(e))
1297 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1298 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1301 // water and slime stop fire
1303 if(e.watertype != CONTENT_LAVA)
1307 if(e.freezetag_frozen)
1310 t = min(frametime, e.fire_endtime - time);
1311 d = e.fire_damagepersec * t;
1313 hi = e.fire_owner.hitsound;
1314 ty = e.fire_owner.typehitsound;
1315 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1316 if(e.fire_hitsound && e.fire_owner)
1318 e.fire_owner.hitsound = hi;
1319 e.fire_owner.typehitsound = ty;
1321 e.fire_hitsound = TRUE;
1323 if not(IS_INDEPENDENT_PLAYER(e))
1324 FOR_EACH_PLAYER(other) if(e != other)
1326 if(other.classname == "player")
1327 if(other.deadflag == DEAD_NO)
1328 if not(IS_INDEPENDENT_PLAYER(other))
1329 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1331 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1332 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1333 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1338 void Fire_ApplyEffect(entity e)
1340 if(Fire_IsBurning(e))
1341 e.effects |= EF_FLAME;
1343 e.effects &~= EF_FLAME;
1346 void fireburner_think()
1348 // for players, this is done in the regular loop
1349 if(wasfreed(self.owner))
1354 Fire_ApplyEffect(self.owner);
1355 if(!Fire_IsBurning(self.owner))
1357 self.owner.fire_burner = world;
1361 Fire_ApplyDamage(self.owner);
1362 self.nextthink = time;