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1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
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)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_runematch)
190                 {
191                         f = RunematchHandleFrags(attacker, targ, f);
192                 }
193                 else if(g_lms)
194                 {
195                         // remove a life
196                         float tl;
197                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198                         if(tl < lms_lowest_lives)
199                                 lms_lowest_lives = tl;
200                         if(tl <= 0)
201                         {
202                                 if(!lms_next_place)
203                                         lms_next_place = player_count;
204                                 else
205                                         lms_next_place = min(lms_next_place, player_count);
206                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211         }
212
213         attacker.totalfrags += f;
214
215         if(f)
216                 UpdateFrags(attacker, f);
217 }
218
219 string AppendItemcodes(string s, entity player)
220 {
221         float w;
222         w = player.weapon;
223         //if(w == 0)
224         //      w = player.switchweapon;
225         if(w == 0)
226                 w = player.cnt; // previous weapon!
227         s = strcat(s, ftos(w));
228         if(time < player.strength_finished)
229                 s = strcat(s, "S");
230         if(time < player.invincible_finished)
231                 s = strcat(s, "I");
232         if(player.flagcarried != world)
233                 s = strcat(s, "F");
234         if(player.BUTTON_CHAT)
235                 s = strcat(s, "T");
236         if(player.kh_next)
237                 s = strcat(s, "K");
238         if(player.runes)
239                 s = strcat(s, "|", ftos(player.runes));
240         return s;
241 }
242
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
244 {
245         string s;
246         if(!autocvar_sv_eventlog)
247                 return;
248         s = strcat(":kill:", mode);
249         s = strcat(s, ":", ftos(killer.playerid));
250         s = strcat(s, ":", ftos(killed.playerid));
251         s = strcat(s, ":type=", Deathtype_Name(deathtype));
252         s = strcat(s, ":items=");
253         s = AppendItemcodes(s, killer);
254         if(killed != killer)
255         {
256                 s = strcat(s, ":victimitems=");
257                 s = AppendItemcodes(s, killed);
258         }
259         GameLogEcho(s);
260 }
261
262 #define INFO_NO_MSG 0
263
264 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2, float f3)
265 {
266         float handled = 0, hits = 0;
267         if(DEATH_ISSPECIAL(deathtype))
268         {
269                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
270                         { if(deathtype == max(0, name)) \
271                         { \
272                                 #if msg_death != NO_MSG \
273                                         if not(murder) \
274                                         { \
275                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
276                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, s3, "", f1, f2, f3, 0); \
277                                                 ++handled; \
278                                         } \
279                                 #endif \
280                                 #if msg_death_by != NO_MSG \
281                                         if(murder) \
282                                         { \
283                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
284                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, s3, "", f1, f2, f3, 0); \
285                                                 ++handled; \
286                                         } \
287                                 #endif \
288                                 ++hits; \
289                         } }
290
291                 DEATHTYPES
292                 #undef DEATHTYPE
293                 
294                 if not(hits)
295                 {
296                         backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
297                 }
298                 if not(handled)
299                 {
300                         dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
301                         return;
302                 }
303         }
304 }
305
306 float w_deathtype;
307 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
308 {
309         float death_weapon = DEATH_WEAPONOF(deathtype);
310         if(death_weapon)
311         {
312                 w_deathtype = deathtype;
313                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
314                 w_deathtype = FALSE;
315
316                 if(death_message)
317                 {
318                         Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_WEAPON, death_message, s1, s2, s3, "", f1, f2, 0, 0);
319                         Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_weapon_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
320                         //print(Get_Field_Value(F_INFVAL, MSG_WEAPON, death_message), "\n");
321                 }
322                 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
323
324                 return TRUE;
325         }
326         return FALSE;
327 }
328
329 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
330 {
331         // Sanity check
332         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
333
334         // Declarations
335         float notif_firstblood = FALSE;
336         float kill_count_to_attacker, kill_count_to_target;
337
338         // Set final information for the death
339         targ.death_origin = targ.origin;
340         if(targ != attacker) { targ.killer_origin = attacker.origin; }
341         string deathlocation = NearestLocation(targ.death_origin);
342
343         #ifdef NOTIFICATIONS_DEBUG
344         dprint(
345                 sprintf("Obituary(%s, %s, %s, %s = %d);\n",
346                         attacker.netname,
347                         inflictor.netname,
348                         targ.netname,
349                         Deathtype_Name(deathtype),
350                         deathtype
351                 )
352         );
353         #endif
354         
355         // =======
356         // SUICIDE
357         // =======
358         if(targ == attacker)
359         {
360                 if(DEATH_ISSPECIAL(deathtype))
361                 {
362                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
363                         {
364                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
365                         }
366                         else
367                         {
368                                 switch(deathtype)
369                                 {
370                                         case DEATH_MIRRORDAMAGE:
371                                         {
372                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
373                                                 break;
374                                         }
375                                         
376                                         default:
377                                         {
378                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
379                                                 break;
380                                         }
381                                 }
382                                 LogDeath("suicide", deathtype, targ, targ);
383                                 GiveFrags(attacker, targ, -1, deathtype);
384                         }
385                 }
386                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
387                 {
388                         backtrace("SUICIDE: what the hell happened here?\n");
389                 }
390         }
391
392         // ======
393         // MURDER
394         // ======
395         else if(attacker.classname == "player")
396         {
397                 if(!IsDifferentTeam(attacker, targ))
398                 {
399                         LogDeath("tk", deathtype, attacker, targ);
400                         GiveFrags(attacker, targ, -1, deathtype);
401
402                         attacker.killcount = 0;
403                         
404                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
405                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
406                         Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
407
408                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
409                         // No need for specific death/weapon messages...
410                 }
411                 else
412                 {
413                         LogDeath("frag", deathtype, attacker, targ);
414                         GiveFrags(attacker, targ, 1, deathtype);
415
416                         attacker.taunt_soundtime = time + 1;
417                         attacker.killcount = attacker.killcount + 1;
418
419                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
420                                 case counta: \
421                                 { \
422                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
423                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
424                                         break; \
425                                 }
426                         switch(attacker.killcount)
427                         {
428                                 KILL_SPREE_LIST
429                                 default: break;
430                         }
431                         #undef SPREE_ITEM
432
433                         if(!checkrules_firstblood)
434                         {
435                                 checkrules_firstblood = TRUE;
436                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
437                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
438                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
439
440                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
441                                 kill_count_to_attacker = -1;
442                                 kill_count_to_target = -2;
443                         }
444                         else
445                         {
446                                 kill_count_to_attacker = attacker.killcount;
447                                 kill_count_to_target = 0;
448                         }
449
450                         if(targ.istypefrag)
451                         {
452                                 if(attacker.FRAG_VERBOSE)
453                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
454                                 else
455                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
456
457                                 if(targ.FRAG_VERBOSE)
458                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
459                                 else
460                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
461                         }
462                         else
463                         {
464                                 if(attacker.FRAG_VERBOSE)
465                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG_VERBOSE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping));
466                                 else
467                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
468
469                                 if(targ.FRAG_VERBOSE)
470                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED_VERBOSE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping));
471                                 else
472                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
473                         }
474
475                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
476                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
477                 }
478         }
479
480         // =============
481         // ACCIDENT/TRAP
482         // =============
483         else
484         {
485                 switch(deathtype)
486                 {
487                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
488                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
489                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
490                         /*case DEATH_HURTTRIGGER:
491                         {
492                                 s1 = targ.netname;
493                                 s2 = inflictor.message;
494                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
495                                 break;
496                         }*/
497
498                         case DEATH_CUSTOM:
499                         {
500                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
501                                         targ.netname,
502                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
503                                         deathlocation,
504                                         targ.killcount,
505                                         0,
506                                         0);
507                                 break;
508                         }
509                         
510                         default:
511                         {
512                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
513                                 break;
514                         }
515                 }
516
517                 LogDeath("accident", deathtype, targ, targ);
518                 GiveFrags(targ, targ, -1, deathtype);
519
520                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
521                 {
522                         AnnounceTo(targ, "botlike");
523                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
524                 }
525         }
526
527         // reset target kill count
528         if(targ.killcount) { targ.killcount = 0; }
529 }
530
531 // these are updated by each Damage call for use in button triggering and such
532 entity damage_targ;
533 entity damage_inflictor;
534 entity damage_attacker;
535
536 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
537 {
538         float mirrordamage;
539         float mirrorforce;
540         float complainteamdamage = 0; 
541         entity attacker_save;
542         mirrordamage = 0;
543         mirrorforce = 0;
544
545         if (gameover || targ.killcount == -666)
546                 return;
547
548         entity oldself;
549         oldself = self;
550         self = targ;
551         damage_targ = targ;
552         damage_inflictor = inflictor;
553         damage_attacker = attacker;
554                 attacker_save = attacker;
555
556         if(targ.classname == "player")
557                 if(targ.hook)
558                         if(targ.hook.aiment)
559                                 if(targ.hook.aiment == attacker)
560                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
561
562         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
563         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
564         {
565                 if(targ.classname == "player")
566                         if not(IsDifferentTeam(targ, attacker))
567                         {
568                                 self = oldself;
569                                 return;
570                         }
571         }
572
573         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
574         {
575                 // These are ALWAYS lethal
576                 // No damage modification here
577                 // Instead, prepare the victim for his death...
578                 targ.armorvalue = 0;
579                 targ.spawnshieldtime = 0;
580                 targ.health = 0.9; // this is < 1
581                 targ.flags -= targ.flags & FL_GODMODE;
582                 damage = 100000;
583         }
584         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
585         {
586                 // no processing
587         }
588         else
589         {
590                 /*
591                 skill based bot damage? gtfo. (tZork)
592                 if (targ.classname == "player")
593                 if (attacker.classname == "player")
594                 if (!targ.isbot)
595                 if (attacker.isbot)
596                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
597         */
598         
599                 // nullify damage if teamplay is on
600                 if(deathtype != DEATH_TELEFRAG)
601                 if(attacker.classname == "player")
602                 {
603                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
604                         {
605                                 damage = 0;
606                                 force = '0 0 0';
607                         }
608                         else if(!IsDifferentTeam(attacker, targ))
609                         {
610                                 if(autocvar_teamplay_mode == 1)
611                                         damage = 0;
612                                 else if(attacker != targ)
613                                 {
614                                         if(autocvar_teamplay_mode == 3)
615                                                 damage = 0;
616                                         else if(autocvar_teamplay_mode == 4)
617                                         {
618                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
619                                                 {
620                                                         attacker.dmg_team = attacker.dmg_team + damage;
621                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
622                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
623                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
624                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
625                                                         if(g_minstagib)
626                                                         {
627                                                                 if(autocvar_g_friendlyfire == 0)
628                                                                         damage = 0;
629                                                         }
630                                                         else if(g_ca)
631                                                                 damage = 0;
632                                                         else
633                                                                 damage = autocvar_g_friendlyfire * damage;
634                                                         // mirrordamage will be used LATER
635
636                                                         if(autocvar_g_mirrordamage_virtual)
637                                                         {
638                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
639                                                                 attacker.dmg_take += v_x;
640                                                                 attacker.dmg_save += v_y;
641                                                                 attacker.dmg_inflictor = inflictor;
642                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
643                                                                 mirrorforce = 0;
644                                                         }
645
646                                                         if(autocvar_g_friendlyfire_virtual)
647                                                         {
648                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
649                                                                 targ.dmg_take += v_x;
650                                                                 targ.dmg_save += v_y;
651                                                                 targ.dmg_inflictor = inflictor;
652                                                                 damage = 0;
653                                                                 if(!autocvar_g_friendlyfire_virtual_force)
654                                                                         force = '0 0 0';
655                                                         }
656                                                 }
657                                                 else
658                                                         damage = 0;
659                                         }
660                                 }
661                         }
662                 }
663
664                 if(targ.classname == "player")
665                 if(attacker.classname == "player")
666                 if(attacker != targ)
667                 {
668                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
669                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
670                 }
671
672                 if(targ.classname == "player")
673                 if (g_minstagib)
674                 {
675                         if ((deathtype == DEATH_FALL)  ||
676                                 (deathtype == DEATH_DROWN) ||
677                                 (deathtype == DEATH_SLIME) ||
678                                 (deathtype == DEATH_LAVA)  ||
679                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
680                         {
681                                 self = oldself;
682                                 return;
683                         }
684                         if(damage > 0)
685                             damage = 10000;
686                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
687                         {
688                                 targ.armorvalue -= 1;
689                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
690                                 damage = 0;
691                                 targ.hitsound += 1;
692                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
693                         }
694                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
695                         {
696                                 damage = 0;
697                                 mirrordamage = 0;
698                                 complainteamdamage = 0;
699                                 if (targ != attacker)
700                                 {
701                                         if ((targ.health >= 1) && (targ.classname == "player"))
702                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
703                                         force = '0 0 0';
704                                         // keep mirrorforce
705                                         attacker = targ;
706                                 }
707                         }
708                 }
709
710                 if not(DEATH_ISSPECIAL(deathtype))
711                 {
712                         damage *= g_weapondamagefactor;
713                         mirrordamage *= g_weapondamagefactor;
714                         complainteamdamage *= g_weapondamagefactor;
715                         force = force * g_weaponforcefactor;
716                         mirrorforce *= g_weaponforcefactor;
717                 }
718                 
719                 // should this be changed at all? If so, in what way?
720                 frag_attacker = attacker;
721                 frag_target = targ;
722                 frag_damage = damage;
723                 frag_force = force;
724         frag_deathtype = deathtype;
725                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
726                 damage = frag_damage;
727                 force = frag_force;
728                 
729                 // apply strength multiplier
730                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
731                 {
732                         if(targ == attacker)
733                         {
734                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
735                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
736                         }
737                         else
738                         {
739                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
740                                 force = force * autocvar_g_balance_powerup_strength_force;
741                         }
742                 }
743
744                 // apply invincibility multiplier
745                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
746                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
747
748                 if (targ == attacker)
749                 {
750                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
751                                 damage = 0;
752                         else
753                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
754                 }
755
756                 if(g_runematch)
757                 {
758                         // apply strength rune
759                         if (attacker.runes & RUNE_STRENGTH)
760                         {
761                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
762                                 {
763                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
764                                         force = force * autocvar_g_balance_rune_strength_combo_force;
765                                 }
766                                 else
767                                 {
768                                         damage = damage * autocvar_g_balance_rune_strength_damage;
769                                         force = force * autocvar_g_balance_rune_strength_force;
770                                 }
771                         }
772                         else if (attacker.runes & CURSE_WEAK)
773                         {
774                                 damage = damage * autocvar_g_balance_curse_weak_damage;
775                                 force = force * autocvar_g_balance_curse_weak_force;
776                         }
777
778                         // apply defense rune
779                         if (targ.runes & RUNE_DEFENSE)
780                         {
781                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
782                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
783                                 else
784                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
785                         }
786                         else if (targ.runes & CURSE_VULNER)
787                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
788                 }
789
790                 // count the damage
791                 if(attacker)
792                 if(!targ.deadflag)
793                 if(targ.takedamage == DAMAGE_AIM)
794                 if(targ != attacker)
795                 {
796                         entity victim;
797                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
798                                 victim = targ.owner;
799                         else
800                                 victim = targ;
801
802                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
803                         {
804                                 if(IsDifferentTeam(victim, attacker))
805                                 {
806                                         if(damage > 0)
807                                         {
808                                                 if(deathtype != DEATH_FIRE)
809                                                 {
810                                                         if(victim.BUTTON_CHAT)
811                                                                 attacker.typehitsound += 1;
812                                                         else
813                                                                 attacker.hitsound += 1;
814                                                 }
815
816                                                 damage_goodhits += 1;
817                                                 damage_gooddamage += damage;
818
819                                                 if not(DEATH_ISSPECIAL(deathtype))
820                                                 {
821                                                         if(targ.classname == "player") // don't do this for vehicles
822                                                         if(!g_minstagib)
823                                                         if(IsFlying(victim))
824                                                                 yoda = 1;
825
826                                                         if(g_minstagib)
827                                                         if(victim.items & IT_STRENGTH)
828                                                                 yoda = 1;
829                                                 }
830                                         }
831                                 }
832                                 else
833                                 {
834                                         if(deathtype != DEATH_FIRE)
835                                         {
836                                                 attacker.typehitsound += 1;
837                                         }
838                                         if(complainteamdamage > 0)
839                                                 if(time > attacker.teamkill_complain)
840                                                 {
841                                                         attacker.teamkill_complain = time + 5;
842                                                         attacker.teamkill_soundtime = time + 0.4;
843                                                         attacker.teamkill_soundsource = targ;
844                                                 }
845                                 }
846                         }
847                 }
848         }
849
850         // apply push
851         if (self.damageforcescale)
852         if (vlen(force))
853         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
854         {
855                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
856                 if(self.movetype == MOVETYPE_PHYSICS)
857                 {
858                         entity farcent;
859                         farcent = spawn();
860                         farcent.classname = "farce";
861                         farcent.enemy = self;
862                         farcent.movedir = farce * 10;
863                         if(self.mass)
864                                 farcent.movedir = farcent.movedir * self.mass;
865                         farcent.origin = hitloc;
866                         farcent.forcetype = FORCETYPE_FORCEATPOS;
867                         farcent.nextthink = time + 0.1;
868                         farcent.think = SUB_Remove;
869                 }
870                 else
871                         self.velocity = self.velocity + farce;
872                 self.flags &~= FL_ONGROUND;
873                 UpdateCSQCProjectile(self);
874         }
875         // apply damage
876         if (damage != 0 || (self.damageforcescale && vlen(force)))
877         if (self.event_damage)
878                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
879         self = oldself;
880
881         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
882         {
883                 if(g_runematch)
884                 {
885                         if (attacker.runes & RUNE_VAMPIRE)
886                         {
887                         // apply vampire rune
888                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
889                                 {
890                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
891                                         attacker.health = bound(
892                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
893                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
894                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
895                                 }
896                                 else
897                                 {
898                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
899                                         attacker.health = bound(
900                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
901                                                                                         // empathy won't let you gain health in the same way...
902                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
903                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
904                                         }
905                         }
906                         // apply empathy curse
907                         else if (attacker.runes & CURSE_EMPATHY)
908                         {
909                                 attacker.health = bound(
910                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
911                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
912                                         attacker.health);
913                         }
914                 }
915         }
916
917         // apply mirror damage if any
918         if(mirrordamage > 0 || mirrorforce > 0)
919         {
920                 attacker = attacker_save;
921                 if(g_minstagib)
922                 if(mirrordamage > 0)
923                 {
924                         // just lose extra LIVES, don't kill the player for mirror damage
925                         if(attacker.armorvalue > 0)
926                         {
927                                 attacker.armorvalue = attacker.armorvalue - 1;
928                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
929                                 attacker.hitsound += 1;
930                         }
931                         mirrordamage = 0;
932                 }
933
934                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
935                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
936         }
937 }
938
939 float RadiusDamage_running;
940 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
941         // Returns total damage applies to creatures
942 {
943         entity  targ;
944         vector  blastorigin;
945         vector  force;
946         float   total_damage_to_creatures;
947         entity  next;
948         float   tfloordmg;
949         float   tfloorforce;
950
951         float stat_damagedone;
952
953         if(RadiusDamage_running)
954         {
955                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
956                 return 0;
957         }
958
959         RadiusDamage_running = 1;
960
961         tfloordmg = autocvar_g_throughfloor_damage;
962         tfloorforce = autocvar_g_throughfloor_force;
963
964         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
965         total_damage_to_creatures = 0;
966
967         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
968                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
969                 {
970                         force = inflictor.velocity;
971                         if(vlen(force) == 0)
972                                 force = '0 0 -1';
973                         else
974                                 force = normalize(force);
975                         if(forceintensity >= 0)
976                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
977                         else
978                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
979                 }
980
981         stat_damagedone = 0;
982
983         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
984         while (targ)
985         {
986                 next = targ.chain;
987                 if (targ != inflictor)
988                         if (ignore != targ) if(targ.takedamage)
989                         {
990                                 vector nearest;
991                                 vector diff;
992                                 float power;
993
994                                 // LordHavoc: measure distance to nearest point on target (not origin)
995                                 // (this guarentees 100% damage on a touch impact)
996                                 nearest = targ.WarpZone_findradius_nearest;
997                                 diff = targ.WarpZone_findradius_dist;
998                                 // round up a little on the damage to ensure full damage on impacts
999                                 // and turn the distance into a fraction of the radius
1000                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1001                                 //bprint(" ");
1002                                 //bprint(ftos(power));
1003                                 //if (targ == attacker)
1004                                 //      print(ftos(power), "\n");
1005                                 if (power > 0)
1006                                 {
1007                                         float finaldmg;
1008                                         if (power > 1)
1009                                                 power = 1;
1010                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1011                                         if (finaldmg > 0)
1012                                         {
1013                                                 float a;
1014                                                 float c;
1015                                                 vector hitloc;
1016                                                 vector myblastorigin;
1017                                                 vector center;
1018
1019                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1020
1021                                                 // if it's a player, use the view origin as reference
1022                                                 center = CENTER_OR_VIEWOFS(targ);
1023
1024                                                 force = normalize(center - myblastorigin);
1025                                                 force = force * (finaldmg / coredamage) * forceintensity;
1026                                                 hitloc = nearest;
1027
1028                                                 if(targ != directhitentity)
1029                                                 {
1030                                                         float hits;
1031                                                         float total;
1032                                                         float hitratio;
1033                                                         float mininv_f, mininv_d;
1034
1035                                                         // test line of sight to multiple positions on box,
1036                                                         // and do damage if any of them hit
1037                                                         hits = 0;
1038
1039                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1040                                                         // so for a given max stddev:
1041                                                         // n = (1 / (2 * max stddev of hitratio))^2
1042
1043                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1044                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1045
1046                                                         if(autocvar_g_throughfloor_debug)
1047                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1048
1049                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1050
1051                                                         if(autocvar_g_throughfloor_debug)
1052                                                                 print(sprintf(" steps=%f", total));
1053
1054                                                         if (targ.classname == "player")
1055                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1056                                                         else
1057                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1058
1059                                                         if(autocvar_g_throughfloor_debug)
1060                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1061
1062                                                         for(c = 0; c < total; ++c)
1063                                                         {
1064                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1065                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1066                                                                 if (trace_fraction == 1 || trace_ent == targ)
1067                                                                 {
1068                                                                         ++hits;
1069                                                                         if (hits > 1)
1070                                                                                 hitloc = hitloc + nearest;
1071                                                                         else
1072                                                                                 hitloc = nearest;
1073                                                                 }
1074                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1075                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1076                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1077                                                         }
1078
1079                                                         nearest = hitloc * (1 / max(1, hits));
1080                                                         hitratio = (hits / total);
1081                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1082                                                         finaldmg = finaldmg * a;
1083                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1084                                                         force = force * a;
1085
1086                                                         if(autocvar_g_throughfloor_debug)
1087                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1088                                                 }
1089
1090                                                 // laser force adjustments :P
1091                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1092                                                 {
1093                                                         if (targ == attacker)
1094                                                         {
1095                                                                 vector vel;
1096
1097                                                                 float force_zscale;
1098                                                                 float force_velocitybiasramp;
1099                                                                 float force_velocitybias;
1100
1101                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1102                                                                 if(deathtype & HITTYPE_SECONDARY)
1103                                                                 {
1104                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1105                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1106                                                                 }
1107                                                                 else
1108                                                                 {
1109                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1110                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1111                                                                 }
1112
1113                                                                 vel = targ.velocity;
1114                                                                 vel_z = 0;
1115                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1116                                                                 force =
1117                                                                         vlen(force)
1118                                                                         *
1119                                                                         normalize(normalize(force) + vel);
1120
1121                                                                 force_z *= force_zscale;
1122                                                         }
1123                                                         else
1124                                                         {
1125                                                                 if(deathtype & HITTYPE_SECONDARY)
1126                                                                 {
1127                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1128                                                                 }
1129                                                                 else
1130                                                                 {
1131                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1132                                                                 }
1133                                                         }
1134                                                 }
1135
1136                                                 //if (targ == attacker)
1137                                                 //{
1138                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1139                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1140                                                 //      print(" (", ftos(a), ")\n");
1141                                                 //}
1142                                                 if(finaldmg || vlen(force))
1143                                                 {
1144                                                         if(targ.iscreature)
1145                                                         {
1146                                                                 total_damage_to_creatures += finaldmg;
1147
1148                                                                 if(accuracy_isgooddamage(attacker, targ))
1149                                                                         stat_damagedone += finaldmg;
1150                                                         }
1151
1152                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1153                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1154                                                         else
1155                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1156                                                 }
1157                                         }
1158                                 }
1159                         }
1160                 targ = next;
1161         }
1162
1163         RadiusDamage_running = 0;
1164
1165         if(!DEATH_ISSPECIAL(deathtype))
1166                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1167
1168         return total_damage_to_creatures;
1169 }
1170
1171 .float fire_damagepersec;
1172 .float fire_endtime;
1173 .float fire_deathtype;
1174 .entity fire_owner;
1175 .float fire_hitsound;
1176 .entity fire_burner;
1177
1178 void fireburner_think();
1179
1180 float Fire_IsBurning(entity e)
1181 {
1182         return (time < e.fire_endtime);
1183 }
1184
1185 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1186 {
1187         float dps;
1188         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1189
1190         if(e.classname == "player")
1191         {
1192                 if(e.deadflag)
1193                         return -1;
1194         }
1195         else
1196         {
1197                 if(!e.fire_burner)
1198                 {
1199                         // print("adding a fire burner to ", e.classname, "\n");
1200                         e.fire_burner = spawn();
1201                         e.fire_burner.classname = "fireburner";
1202                         e.fire_burner.think = fireburner_think;
1203                         e.fire_burner.nextthink = time;
1204                         e.fire_burner.owner = e;
1205                 }
1206         }
1207
1208         t = max(t, 0.1);
1209         dps = d / t;
1210         if(Fire_IsBurning(e))
1211         {
1212                 mintime = e.fire_endtime - time;
1213                 maxtime = max(mintime, t);
1214
1215                 mindps = e.fire_damagepersec;
1216                 maxdps = max(mindps, dps);
1217
1218                 if(maxtime > mintime || maxdps > mindps)
1219                 {
1220                         // Constraints:
1221                         
1222                         // damage we have right now
1223                         mindamage = mindps * mintime;
1224
1225                         // damage we want to get
1226                         maxdamage = mindamage + d;
1227
1228                         // but we can't exceed maxtime * maxdps!
1229                         totaldamage = min(maxdamage, maxtime * maxdps);
1230
1231                         // LEMMA:
1232                         // Look at:
1233                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1234                         // We see:
1235                         // totaldamage <= maxtime * maxdps
1236                         // ==> totaldamage / maxdps <= maxtime.
1237                         // We also see:
1238                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1239                         //                     >= min(mintime, maxtime)
1240                         // ==> totaldamage / maxdps >= mintime.
1241
1242                         /*
1243                         // how long do we damage then?
1244                         // at least as long as before
1245                         // but, never exceed maxdps
1246                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1247                         */
1248
1249                         // alternate:
1250                         // at most as long as maximum allowed
1251                         // but, never below mindps
1252                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1253
1254                         // assuming t > mintime, dps > mindps:
1255                         // we get d = t * dps = maxtime * maxdps
1256                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1257                         // totaldamage / maxdps = maxtime
1258                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1259                         // FROM THIS:
1260                         // a) totaltime = max(mintime, maxtime) = maxtime
1261                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1262
1263                         // assuming t <= mintime:
1264                         // we get maxtime = mintime
1265                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1266                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1267
1268                         // assuming dps <= mindps:
1269                         // we get mindps = maxdps.
1270                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1271                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1272                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1273
1274                         e.fire_damagepersec = totaldamage / totaltime;
1275                         e.fire_endtime = time + totaltime;
1276                         if(totaldamage > 1.2 * mindamage)
1277                         {
1278                                 e.fire_deathtype = dt;
1279                                 if(e.fire_owner != o)
1280                                 {
1281                                         e.fire_owner = o;
1282                                         e.fire_hitsound = FALSE;
1283                                 }
1284                         }
1285                         if(accuracy_isgooddamage(o, e))
1286                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1287                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1288                 }
1289                 else
1290                         return 0;
1291         }
1292         else
1293         {
1294                 e.fire_damagepersec = dps;
1295                 e.fire_endtime = time + t;
1296                 e.fire_deathtype = dt;
1297                 e.fire_owner = o;
1298                 e.fire_hitsound = FALSE;
1299                 if(accuracy_isgooddamage(o, e))
1300                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1301                 return d;
1302         }
1303 }
1304
1305 void Fire_ApplyDamage(entity e)
1306 {
1307         float t, d, hi, ty;
1308         entity o;
1309
1310         if not(Fire_IsBurning(e))
1311                 return;
1312
1313         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1314         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1315                 o = e.fire_owner;
1316
1317         // water and slime stop fire
1318         if(e.waterlevel)
1319         if(e.watertype != CONTENT_LAVA)
1320                 e.fire_endtime = 0;
1321
1322         // ice stops fire
1323         if(e.freezetag_frozen)
1324                 e.fire_endtime = 0;
1325
1326         t = min(frametime, e.fire_endtime - time);
1327         d = e.fire_damagepersec * t;
1328
1329         hi = e.fire_owner.hitsound;
1330         ty = e.fire_owner.typehitsound;
1331         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1332         if(e.fire_hitsound && e.fire_owner)
1333         {
1334                 e.fire_owner.hitsound = hi;
1335                 e.fire_owner.typehitsound = ty;
1336         }
1337         e.fire_hitsound = TRUE;
1338
1339         if not(IS_INDEPENDENT_PLAYER(e))
1340         FOR_EACH_PLAYER(other) if(e != other)
1341         {
1342                 if(other.classname == "player")
1343                 if(other.deadflag == DEAD_NO)
1344                 if not(IS_INDEPENDENT_PLAYER(other))
1345                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1346                 {
1347                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1348                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1349                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1350                 }
1351         }
1352 }
1353
1354 void Fire_ApplyEffect(entity e)
1355 {
1356         if(Fire_IsBurning(e))
1357                 e.effects |= EF_FLAME;
1358         else
1359                 e.effects &~= EF_FLAME;
1360 }
1361
1362 void fireburner_think()
1363 {
1364         // for players, this is done in the regular loop
1365         if(wasfreed(self.owner))
1366         {
1367                 remove(self);
1368                 return;
1369         }
1370         Fire_ApplyEffect(self.owner);
1371         if(!Fire_IsBurning(self.owner))
1372         {
1373                 self.owner.fire_burner = world;
1374                 remove(self);
1375                 return;
1376         }
1377         Fire_ApplyDamage(self.owner);
1378         self.nextthink = time;
1379 }