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Strip out this junk from damage function
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
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 Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
220 {
221         string health_output = string_null;
222         string ping_output = string_null;
223         string handicap_output = string_null;
224         string output = string_null;
225
226         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
227         {
228                 // health/armor of attacker (person who killed you)
229                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
230                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
231                 
232                 // ping display
233                 if(autocvar_sv_fraginfo_ping)
234                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
235                         
236                 // handicap display 
237                 if(autocvar_sv_fraginfo_handicap) 
238                 {
239                         if(autocvar_sv_fraginfo_handicap == 2)  
240                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
241                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
242                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
243                 }
244                 
245                 // format the string
246                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
247                         ping_output, (handicap_output ? "^7 / " : ""), 
248                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
249                 
250                 // add new line to the beginning if there is a message
251                 if(output) { output = strcat("\n", output); }
252         }
253         
254         return output;
255 }*/
256
257 string AppendItemcodes(string s, entity player)
258 {
259         float w;
260         w = player.weapon;
261         //if(w == 0)
262         //      w = player.switchweapon;
263         if(w == 0)
264                 w = player.cnt; // previous weapon!
265         s = strcat(s, ftos(w));
266         if(time < player.strength_finished)
267                 s = strcat(s, "S");
268         if(time < player.invincible_finished)
269                 s = strcat(s, "I");
270         if(player.flagcarried != world)
271                 s = strcat(s, "F");
272         if(player.BUTTON_CHAT)
273                 s = strcat(s, "T");
274         if(player.kh_next)
275                 s = strcat(s, "K");
276         if(player.runes)
277                 s = strcat(s, "|", ftos(player.runes));
278         return s;
279 }
280
281 void LogDeath(string mode, float deathtype, entity killer, entity killed)
282 {
283         string s;
284         if(!autocvar_sv_eventlog)
285                 return;
286         s = strcat(":kill:", mode);
287         s = strcat(s, ":", ftos(killer.playerid));
288         s = strcat(s, ":", ftos(killed.playerid));
289         s = strcat(s, ":type=", Deathtype_Name(deathtype));
290         s = strcat(s, ":items=");
291         s = AppendItemcodes(s, killer);
292         if(killed != killer)
293         {
294                 s = strcat(s, ":victimitems=");
295                 s = AppendItemcodes(s, killed);
296         }
297         GameLogEcho(s);
298 }
299
300 #define INFO_NO_MSG 0
301
302 void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
303 {
304         float handled = 0, hits = 0;
305         if(DEATH_ISSPECIAL(deathtype))
306         {
307                 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
308                         { if(deathtype == max(0, name)) \
309                         { \
310                                 #if msg_death != NO_MSG \
311                                         if not(murder) \
312                                         { \
313                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death, s1, s2, "", "", f1, f2, f3, 0); \
314                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death, s1, s2, "", "", f1, f2, f3, 0); \
315                                                 ++handled; \
316                                         } \
317                                 #endif \
318                                 #if msg_death_by != NO_MSG \
319                                         if(murder) \
320                                         { \
321                                                 Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_DEATH, msg_death_by, s1, s2, "", "", f1, f2, f3, 0); \
322                                                 Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, INFO_##msg_death_by, s1, s2, "", "", f1, f2, f3, 0); \
323                                                 ++handled; \
324                                         } \
325                                 #endif \
326                                 ++hits; \
327                         } }
328
329                 DEATHTYPES
330                 #undef DEATHTYPE
331                 
332                 if not(hits)
333                 {
334                         backtrace("Obituary_SpecialDeath(): Unhandled deathtype- Please notify Samual!\n");
335                 }
336                 if not(handled)
337                 {
338                         dprint(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
339                         return;
340                 }
341         }
342 }
343
344 float w_deathtype;
345 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2)
346 {
347         float death_weapon = DEATH_WEAPONOF(deathtype);
348
349         if(death_weapon)
350         {
351                 w_deathtype = deathtype;
352                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
353                 w_deathtype = FALSE;
354
355                 if(death_message)
356                 {
357                         Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_WEAPON, death_message, s1, s2, "", "", f1, f2, 0, 0);
358                         Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_weapon_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, "", "", f1, f2, 0, 0);
359                         //print(Get_Field_Value(F_INFVAL, MSG_WEAPON, death_message), "\n");
360                 }
361                 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
362
363                 return TRUE;
364         }
365         return FALSE;
366 }
367
368 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
369 {
370         // Sanity check
371         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
372
373         // Declarations
374         string s1 = "", s2 = "";
375         float f1 = 0, f2 = 0, f3 = 0;
376         float notif_firstblood = FALSE;
377
378         //dprint(sprintf("Obituary(): Deathtype = %s (%d), Attacker = %s, Inflictor = %s, Target = %s...\n", Deathtype_Name(deathtype), deathtype, attacker.netname, inflictor.netname, targ.netname));
379
380         // =======
381         // SUICIDE
382         // =======
383         if(targ == attacker)
384         {
385                 if(DEATH_ISSPECIAL(deathtype))
386                 {
387                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
388                         {
389                                 s1 = targ.netname;
390                                 f1 = targ.team;
391                         }
392                         else
393                         {
394                                 switch(deathtype)
395                                 {
396                                         case DEATH_MIRRORDAMAGE:
397                                         {
398                                                 s1 = targ.netname;
399                                                 f1 = targ.killcount;
400                                                 break;
401                                         }
402                                         
403                                         default:
404                                         {
405                                                 s1 = targ.netname;
406                                                 f1 = targ.killcount;
407                                                 s2 = "";
408                                                 f2 = f3 = 0;
409                                                 break;
410                                         }
411                                 }
412                                 LogDeath("suicide", deathtype, targ, targ);
413                                 GiveFrags(attacker, targ, -1, deathtype);
414                         }
415                         
416                         Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, 0);
417                 }
418                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, "", targ.killcount, 0))
419                 {
420                         backtrace("SUICIDE: what the hell happened here?\n");
421                 }
422         }
423
424         // ======
425         // MURDER
426         // ======
427         else if(attacker.classname == "player")
428         {
429                 s1 = attacker.netname;
430                 s2 = targ.netname;
431                 
432                 if(!IsDifferentTeam(attacker, targ))
433                 {
434                         LogDeath("tk", deathtype, attacker, targ);
435                         GiveFrags(attacker, targ, -1, deathtype);
436
437                         attacker.killcount = 0;
438                         
439                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, s2);
440                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, s1);
441                         Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), s2, s1, targ.killcount);
442
443                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
444                         // No need for specific death/weapon messages...
445                 }
446                 else
447                 {
448                         LogDeath("frag", deathtype, attacker, targ);
449                         GiveFrags(attacker, targ, 1, deathtype);
450
451                         attacker.taunt_soundtime = time + 1;
452                         attacker.killcount = attacker.killcount + 1;
453
454                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
455                                 case counta: \
456                                 { \
457                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
458                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
459                                         break; \
460                                 }
461                         switch(attacker.killcount)
462                         {
463                                 KILL_SPREE_LIST
464                                 default: break;
465                         }
466                         #undef SPREE_ITEM
467
468                         if(!checkrules_firstblood)
469                         {
470                                 checkrules_firstblood = TRUE;
471                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
472                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
473                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
474                         }
475
476                         float kill_count_to_attacker;
477                         float kill_count_to_target;
478                         if(notif_firstblood)
479                         {
480                                 kill_count_to_attacker = -1;
481                                 kill_count_to_target = -2;
482                         }
483                         else
484                         {
485                                 kill_count_to_attacker = attacker.killcount;
486                                 kill_count_to_target = 0;
487                         }
488
489                         if(targ.istypefrag)
490                         {
491                                 if(attacker.FRAG_VERBOSE)
492                                         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));
493                                 else
494                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
495
496                                 if(targ.FRAG_VERBOSE)
497                                         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));
498                                 else
499                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
500                         }
501                         else
502                         {
503                                 if(attacker.FRAG_VERBOSE)
504                                         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));
505                                 else
506                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
507
508                                 if(targ.FRAG_VERBOSE)
509                                         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));
510                                 else
511                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
512                         }
513
514                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, targ.killcount, kill_count_to_attacker))
515                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, targ.killcount, kill_count_to_attacker, 0);
516                 }
517         }
518
519         // =============
520         // ACCIDENT/TRAP
521         // =============
522         else
523         {
524                 switch(deathtype)
525                 {
526                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
527                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
528                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
529                         /*case DEATH_HURTTRIGGER:
530                         {
531                                 s1 = targ.netname;
532                                 s2 = inflictor.message;
533                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
534                                 break;
535                         }*/
536
537                         case DEATH_CUSTOM:
538                         {
539                                 s1 = targ.netname;
540                                 s2 = deathmessage;
541                                 f1 = targ.killcount;
542                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
543                                 f2 = f3 = 0;
544                                 break;
545                         }
546                         
547                         default:
548                         {
549                                 s1 = targ.netname;
550                                 f1 = targ.killcount;
551                                 s2 = "";
552                                 f2 = f3 = 0;
553                                 break;
554                         }
555                 }
556
557                 LogDeath("accident", deathtype, targ, targ);
558                 GiveFrags(targ, targ, -1, deathtype);
559
560                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
561                 {
562                         AnnounceTo(targ, "botlike");
563                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
564                 }
565
566                 Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, f3);
567         }
568
569         // Set final information for the death
570         targ.death_origin = targ.origin;
571         if(targ != attacker) { targ.killer_origin = attacker.origin; }
572         if(targ.killcount) { targ.killcount = 0; }
573 }
574
575 // these are updated by each Damage call for use in button triggering and such
576 entity damage_targ;
577 entity damage_inflictor;
578 entity damage_attacker;
579
580 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
581 {
582         float mirrordamage;
583         float mirrorforce;
584         float teamdamage0;
585         entity attacker_save;
586         mirrordamage = 0;
587         mirrorforce = 0;
588
589         if (gameover || targ.killcount == -666)
590                 return;
591
592         entity oldself;
593         oldself = self;
594         self = targ;
595         damage_targ = targ;
596         damage_inflictor = inflictor;
597         damage_attacker = attacker;
598                 attacker_save = attacker;
599
600         if(targ.classname == "player")
601                 if(targ.hook)
602                         if(targ.hook.aiment)
603                                 if(targ.hook.aiment == attacker)
604                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
605
606         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
607         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
608         {
609                 if(targ.classname == "player")
610                         if not(IsDifferentTeam(targ, attacker))
611                         {
612                                 self = oldself;
613                                 return;
614                         }
615         }
616
617         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
618         {
619                 // These are ALWAYS lethal
620                 // No damage modification here
621                 // Instead, prepare the victim for his death...
622                 targ.armorvalue = 0;
623                 targ.spawnshieldtime = 0;
624                 targ.health = 0.9; // this is < 1
625                 targ.flags -= targ.flags & FL_GODMODE;
626                 damage = 100000;
627         }
628         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
629         {
630                 // no processing
631         }
632         else
633         {
634                 /*
635                 skill based bot damage? gtfo. (tZork)
636                 if (targ.classname == "player")
637                 if (attacker.classname == "player")
638                 if (!targ.isbot)
639                 if (attacker.isbot)
640                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
641         */
642         
643                 // nullify damage if teamplay is on
644                 if(deathtype != DEATH_TELEFRAG)
645                 if(attacker.classname == "player")
646                 {
647                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
648                         {
649                                 damage = 0;
650                                 force = '0 0 0';
651                         }
652                         else if(!IsDifferentTeam(attacker, targ))
653                         {
654                                 if(autocvar_teamplay_mode == 1)
655                                         damage = 0;
656                                 else if(attacker != targ)
657                                 {
658                                         if(autocvar_teamplay_mode == 3)
659                                                 damage = 0;
660                                         else if(autocvar_teamplay_mode == 4)
661                                         {
662                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
663                                                 {
664                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
665                                                         attacker.dmg_team = attacker.dmg_team + damage;
666                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
667                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
668                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
669                                                         if(g_minstagib)
670                                                         {
671                                                                 if(autocvar_g_friendlyfire == 0)
672                                                                         damage = 0;
673                                                         }
674                                                         else if(g_ca)
675                                                                 damage = 0;
676                                                         else
677                                                                 damage = autocvar_g_friendlyfire * damage;
678                                                         // mirrordamage will be used LATER
679
680                                                         if(autocvar_g_mirrordamage_virtual)
681                                                         {
682                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
683                                                                 attacker.dmg_take += v_x;
684                                                                 attacker.dmg_save += v_y;
685                                                                 attacker.dmg_inflictor = inflictor;
686                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
687                                                                 mirrorforce = 0;
688                                                         }
689
690                                                         if(autocvar_g_friendlyfire_virtual)
691                                                         {
692                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
693                                                                 targ.dmg_take += v_x;
694                                                                 targ.dmg_save += v_y;
695                                                                 targ.dmg_inflictor = inflictor;
696                                                                 damage = 0;
697                                                                 if(!autocvar_g_friendlyfire_virtual_force)
698                                                                         force = '0 0 0';
699                                                         }
700                                                 }
701                                                 else
702                                                         damage = 0;
703                                         }
704                                 }
705                         }
706                 }
707
708                 if(targ.classname == "player")
709                 if(attacker.classname == "player")
710                 if(attacker != targ)
711                 {
712                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
713                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
714                 }
715
716                 if(targ.classname == "player")
717                 if (g_minstagib)
718                 {
719                         if ((deathtype == DEATH_FALL)  ||
720                                 (deathtype == DEATH_DROWN) ||
721                                 (deathtype == DEATH_SLIME) ||
722                                 (deathtype == DEATH_LAVA)  ||
723                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
724                         {
725                                 self = oldself;
726                                 return;
727                         }
728                         if(damage > 0)
729                             damage = 10000;
730                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
731                         {
732                                 targ.armorvalue -= 1;
733                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
734                                 damage = 0;
735                                 targ.hitsound += 1;
736                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
737                         }
738                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
739                         {
740                                 damage = 0;
741                                 mirrordamage = 0;
742                                 if (targ != attacker)
743                                 {
744                                         if ((targ.health >= 1) && (targ.classname == "player"))
745                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
746                                         force = '0 0 0';
747                                         // keep mirrorforce
748                                         attacker = targ;
749                                 }
750                         }
751                 }
752
753                 if not(DEATH_ISSPECIAL(deathtype))
754                 {
755                         damage *= g_weapondamagefactor;
756                         mirrordamage *= g_weapondamagefactor;
757                         force = force * g_weaponforcefactor;
758                         mirrorforce *= g_weaponforcefactor;
759                 }
760                 
761                 // should this be changed at all? If so, in what way?
762                 frag_attacker = attacker;
763                 frag_target = targ;
764                 frag_damage = damage;
765                 frag_force = force;
766         frag_deathtype = deathtype;
767                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
768                 damage = frag_damage;
769                 force = frag_force;
770                 
771                 // apply strength multiplier
772                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
773                 {
774                         if(targ == attacker)
775                         {
776                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
777                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
778                         }
779                         else
780                         {
781                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
782                                 force = force * autocvar_g_balance_powerup_strength_force;
783                         }
784                 }
785
786                 // apply invincibility multiplier
787                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
788                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
789
790                 if (targ == attacker)
791                 {
792                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
793                                 damage = 0;
794                         else
795                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
796                 }
797
798                 if(g_runematch)
799                 {
800                         // apply strength rune
801                         if (attacker.runes & RUNE_STRENGTH)
802                         {
803                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
804                                 {
805                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
806                                         force = force * autocvar_g_balance_rune_strength_combo_force;
807                                 }
808                                 else
809                                 {
810                                         damage = damage * autocvar_g_balance_rune_strength_damage;
811                                         force = force * autocvar_g_balance_rune_strength_force;
812                                 }
813                         }
814                         else if (attacker.runes & CURSE_WEAK)
815                         {
816                                 damage = damage * autocvar_g_balance_curse_weak_damage;
817                                 force = force * autocvar_g_balance_curse_weak_force;
818                         }
819
820                         // apply defense rune
821                         if (targ.runes & RUNE_DEFENSE)
822                         {
823                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
824                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
825                                 else
826                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
827                         }
828                         else if (targ.runes & CURSE_VULNER)
829                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
830                 }
831
832                 // count the damage
833                 if(attacker)
834                 if(!targ.deadflag)
835                 if(targ.takedamage == DAMAGE_AIM)
836                 if(targ != attacker)
837                 {
838                         entity victim;
839                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
840                                 victim = targ.owner;
841                         else
842                                 victim = targ;
843
844                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
845                         {
846                                 if(IsDifferentTeam(victim, attacker))
847                                 {
848                                         if(damage > 0)
849                                         {
850                                                 if(deathtype != DEATH_FIRE)
851                                                 {
852                                                         if(victim.BUTTON_CHAT)
853                                                                 attacker.typehitsound += 1;
854                                                         else
855                                                                 attacker.hitsound += 1;
856                                                 }
857
858                                                 damage_goodhits += 1;
859                                                 damage_gooddamage += damage;
860
861                                                 if not(DEATH_ISSPECIAL(deathtype))
862                                                 {
863                                                         if(targ.classname == "player") // don't do this for vehicles
864                                                         if(!g_minstagib)
865                                                         if(IsFlying(victim))
866                                                                 yoda = 1;
867
868                                                         if(g_minstagib)
869                                                         if(victim.items & IT_STRENGTH)
870                                                                 yoda = 1;
871                                                 }
872                                         }
873                                 }
874                                 else
875                                 {
876                                         if(deathtype != DEATH_FIRE)
877                                         {
878                                                 attacker.typehitsound += 1;
879                                         }
880                                         if(mirrordamage > 0)
881                                                 if(time > attacker.teamkill_complain)
882                                                 {
883                                                         attacker.teamkill_complain = time + 5;
884                                                         attacker.teamkill_soundtime = time + 0.4;
885                                                         attacker.teamkill_soundsource = targ;
886                                                 }
887                                 }
888                         }
889                 }
890         }
891
892         // apply push
893         if (self.damageforcescale)
894         if (vlen(force))
895         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
896         {
897                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
898                 if(self.movetype == MOVETYPE_PHYSICS)
899                 {
900                         entity farcent;
901                         farcent = spawn();
902                         farcent.classname = "farce";
903                         farcent.enemy = self;
904                         farcent.movedir = farce * 10;
905                         if(self.mass)
906                                 farcent.movedir = farcent.movedir * self.mass;
907                         farcent.origin = hitloc;
908                         farcent.forcetype = FORCETYPE_FORCEATPOS;
909                         farcent.nextthink = time + 0.1;
910                         farcent.think = SUB_Remove;
911                 }
912                 else
913                         self.velocity = self.velocity + farce;
914                 self.flags &~= FL_ONGROUND;
915                 UpdateCSQCProjectile(self);
916         }
917         // apply damage
918         if (damage != 0 || (self.damageforcescale && vlen(force)))
919         if (self.event_damage)
920                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
921         self = oldself;
922
923         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
924         {
925                 if(g_runematch)
926                 {
927                         if (attacker.runes & RUNE_VAMPIRE)
928                         {
929                         // apply vampire rune
930                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
931                                 {
932                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
933                                         attacker.health = bound(
934                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
935                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
936                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
937                                 }
938                                 else
939                                 {
940                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
941                                         attacker.health = bound(
942                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
943                                                                                         // empathy won't let you gain health in the same way...
944                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
945                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
946                                         }
947                         }
948                         // apply empathy curse
949                         else if (attacker.runes & CURSE_EMPATHY)
950                         {
951                                 attacker.health = bound(
952                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
953                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
954                                         attacker.health);
955                         }
956                 }
957         }
958
959         // apply mirror damage if any
960         if(mirrordamage > 0 || mirrorforce > 0)
961         {
962                 attacker = attacker_save;
963                 if(g_minstagib)
964                 if(mirrordamage > 0)
965                 {
966                         // just lose extra LIVES, don't kill the player for mirror damage
967                         if(attacker.armorvalue > 0)
968                         {
969                                 attacker.armorvalue = attacker.armorvalue - 1;
970                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
971                                 attacker.hitsound += 1;
972                         }
973                         mirrordamage = 0;
974                 }
975
976                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
977                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
978         }
979 }
980
981 float RadiusDamage_running;
982 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
983         // Returns total damage applies to creatures
984 {
985         entity  targ;
986         vector  blastorigin;
987         vector  force;
988         float   total_damage_to_creatures;
989         entity  next;
990         float   tfloordmg;
991         float   tfloorforce;
992
993         float stat_damagedone;
994
995         if(RadiusDamage_running)
996         {
997                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
998                 return 0;
999         }
1000
1001         RadiusDamage_running = 1;
1002
1003         tfloordmg = autocvar_g_throughfloor_damage;
1004         tfloorforce = autocvar_g_throughfloor_force;
1005
1006         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
1007         total_damage_to_creatures = 0;
1008
1009         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1010                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1011                 {
1012                         force = inflictor.velocity;
1013                         if(vlen(force) == 0)
1014                                 force = '0 0 -1';
1015                         else
1016                                 force = normalize(force);
1017                         if(forceintensity >= 0)
1018                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1019                         else
1020                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1021                 }
1022
1023         stat_damagedone = 0;
1024
1025         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1026         while (targ)
1027         {
1028                 next = targ.chain;
1029                 if (targ != inflictor)
1030                         if (ignore != targ) if(targ.takedamage)
1031                         {
1032                                 vector nearest;
1033                                 vector diff;
1034                                 float power;
1035
1036                                 // LordHavoc: measure distance to nearest point on target (not origin)
1037                                 // (this guarentees 100% damage on a touch impact)
1038                                 nearest = targ.WarpZone_findradius_nearest;
1039                                 diff = targ.WarpZone_findradius_dist;
1040                                 // round up a little on the damage to ensure full damage on impacts
1041                                 // and turn the distance into a fraction of the radius
1042                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1043                                 //bprint(" ");
1044                                 //bprint(ftos(power));
1045                                 //if (targ == attacker)
1046                                 //      print(ftos(power), "\n");
1047                                 if (power > 0)
1048                                 {
1049                                         float finaldmg;
1050                                         if (power > 1)
1051                                                 power = 1;
1052                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1053                                         if (finaldmg > 0)
1054                                         {
1055                                                 float a;
1056                                                 float c;
1057                                                 vector hitloc;
1058                                                 vector myblastorigin;
1059                                                 vector center;
1060
1061                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1062
1063                                                 // if it's a player, use the view origin as reference
1064                                                 center = CENTER_OR_VIEWOFS(targ);
1065
1066                                                 force = normalize(center - myblastorigin);
1067                                                 force = force * (finaldmg / coredamage) * forceintensity;
1068                                                 hitloc = nearest;
1069
1070                                                 if(targ != directhitentity)
1071                                                 {
1072                                                         float hits;
1073                                                         float total;
1074                                                         float hitratio;
1075                                                         float mininv_f, mininv_d;
1076
1077                                                         // test line of sight to multiple positions on box,
1078                                                         // and do damage if any of them hit
1079                                                         hits = 0;
1080
1081                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1082                                                         // so for a given max stddev:
1083                                                         // n = (1 / (2 * max stddev of hitratio))^2
1084
1085                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1086                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1087
1088                                                         if(autocvar_g_throughfloor_debug)
1089                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1090
1091                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1092
1093                                                         if(autocvar_g_throughfloor_debug)
1094                                                                 print(sprintf(" steps=%f", total));
1095
1096                                                         if (targ.classname == "player")
1097                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1098                                                         else
1099                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1100
1101                                                         if(autocvar_g_throughfloor_debug)
1102                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1103
1104                                                         for(c = 0; c < total; ++c)
1105                                                         {
1106                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1107                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1108                                                                 if (trace_fraction == 1 || trace_ent == targ)
1109                                                                 {
1110                                                                         ++hits;
1111                                                                         if (hits > 1)
1112                                                                                 hitloc = hitloc + nearest;
1113                                                                         else
1114                                                                                 hitloc = nearest;
1115                                                                 }
1116                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1117                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1118                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1119                                                         }
1120
1121                                                         nearest = hitloc * (1 / max(1, hits));
1122                                                         hitratio = (hits / total);
1123                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1124                                                         finaldmg = finaldmg * a;
1125                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1126                                                         force = force * a;
1127
1128                                                         if(autocvar_g_throughfloor_debug)
1129                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1130                                                 }
1131
1132                                                 // laser force adjustments :P
1133                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1134                                                 {
1135                                                         if (targ == attacker)
1136                                                         {
1137                                                                 vector vel;
1138
1139                                                                 float force_zscale;
1140                                                                 float force_velocitybiasramp;
1141                                                                 float force_velocitybias;
1142
1143                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1144                                                                 if(deathtype & HITTYPE_SECONDARY)
1145                                                                 {
1146                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1147                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1148                                                                 }
1149                                                                 else
1150                                                                 {
1151                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1152                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1153                                                                 }
1154
1155                                                                 vel = targ.velocity;
1156                                                                 vel_z = 0;
1157                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1158                                                                 force =
1159                                                                         vlen(force)
1160                                                                         *
1161                                                                         normalize(normalize(force) + vel);
1162
1163                                                                 force_z *= force_zscale;
1164                                                         }
1165                                                         else
1166                                                         {
1167                                                                 if(deathtype & HITTYPE_SECONDARY)
1168                                                                 {
1169                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1170                                                                 }
1171                                                                 else
1172                                                                 {
1173                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1174                                                                 }
1175                                                         }
1176                                                 }
1177
1178                                                 //if (targ == attacker)
1179                                                 //{
1180                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1181                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1182                                                 //      print(" (", ftos(a), ")\n");
1183                                                 //}
1184                                                 if(finaldmg || vlen(force))
1185                                                 {
1186                                                         if(targ.iscreature)
1187                                                         {
1188                                                                 total_damage_to_creatures += finaldmg;
1189
1190                                                                 if(accuracy_isgooddamage(attacker, targ))
1191                                                                         stat_damagedone += finaldmg;
1192                                                         }
1193
1194                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1195                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1196                                                         else
1197                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1198                                                 }
1199                                         }
1200                                 }
1201                         }
1202                 targ = next;
1203         }
1204
1205         RadiusDamage_running = 0;
1206
1207         if(!DEATH_ISSPECIAL(deathtype))
1208                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1209
1210         return total_damage_to_creatures;
1211 }
1212
1213 .float fire_damagepersec;
1214 .float fire_endtime;
1215 .float fire_deathtype;
1216 .entity fire_owner;
1217 .float fire_hitsound;
1218 .entity fire_burner;
1219
1220 void fireburner_think();
1221
1222 float Fire_IsBurning(entity e)
1223 {
1224         return (time < e.fire_endtime);
1225 }
1226
1227 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1228 {
1229         float dps;
1230         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1231
1232         if(e.classname == "player")
1233         {
1234                 if(e.deadflag)
1235                         return -1;
1236         }
1237         else
1238         {
1239                 if(!e.fire_burner)
1240                 {
1241                         // print("adding a fire burner to ", e.classname, "\n");
1242                         e.fire_burner = spawn();
1243                         e.fire_burner.classname = "fireburner";
1244                         e.fire_burner.think = fireburner_think;
1245                         e.fire_burner.nextthink = time;
1246                         e.fire_burner.owner = e;
1247                 }
1248         }
1249
1250         t = max(t, 0.1);
1251         dps = d / t;
1252         if(Fire_IsBurning(e))
1253         {
1254                 mintime = e.fire_endtime - time;
1255                 maxtime = max(mintime, t);
1256
1257                 mindps = e.fire_damagepersec;
1258                 maxdps = max(mindps, dps);
1259
1260                 if(maxtime > mintime || maxdps > mindps)
1261                 {
1262                         // Constraints:
1263                         
1264                         // damage we have right now
1265                         mindamage = mindps * mintime;
1266
1267                         // damage we want to get
1268                         maxdamage = mindamage + d;
1269
1270                         // but we can't exceed maxtime * maxdps!
1271                         totaldamage = min(maxdamage, maxtime * maxdps);
1272
1273                         // LEMMA:
1274                         // Look at:
1275                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1276                         // We see:
1277                         // totaldamage <= maxtime * maxdps
1278                         // ==> totaldamage / maxdps <= maxtime.
1279                         // We also see:
1280                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1281                         //                     >= min(mintime, maxtime)
1282                         // ==> totaldamage / maxdps >= mintime.
1283
1284                         /*
1285                         // how long do we damage then?
1286                         // at least as long as before
1287                         // but, never exceed maxdps
1288                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1289                         */
1290
1291                         // alternate:
1292                         // at most as long as maximum allowed
1293                         // but, never below mindps
1294                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1295
1296                         // assuming t > mintime, dps > mindps:
1297                         // we get d = t * dps = maxtime * maxdps
1298                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1299                         // totaldamage / maxdps = maxtime
1300                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1301                         // FROM THIS:
1302                         // a) totaltime = max(mintime, maxtime) = maxtime
1303                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1304
1305                         // assuming t <= mintime:
1306                         // we get maxtime = mintime
1307                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1308                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1309
1310                         // assuming dps <= mindps:
1311                         // we get mindps = maxdps.
1312                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1313                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1314                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1315
1316                         e.fire_damagepersec = totaldamage / totaltime;
1317                         e.fire_endtime = time + totaltime;
1318                         if(totaldamage > 1.2 * mindamage)
1319                         {
1320                                 e.fire_deathtype = dt;
1321                                 if(e.fire_owner != o)
1322                                 {
1323                                         e.fire_owner = o;
1324                                         e.fire_hitsound = FALSE;
1325                                 }
1326                         }
1327                         if(accuracy_isgooddamage(o, e))
1328                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1329                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1330                 }
1331                 else
1332                         return 0;
1333         }
1334         else
1335         {
1336                 e.fire_damagepersec = dps;
1337                 e.fire_endtime = time + t;
1338                 e.fire_deathtype = dt;
1339                 e.fire_owner = o;
1340                 e.fire_hitsound = FALSE;
1341                 if(accuracy_isgooddamage(o, e))
1342                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1343                 return d;
1344         }
1345 }
1346
1347 void Fire_ApplyDamage(entity e)
1348 {
1349         float t, d, hi, ty;
1350         entity o;
1351
1352         if not(Fire_IsBurning(e))
1353                 return;
1354
1355         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1356         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1357                 o = e.fire_owner;
1358
1359         // water and slime stop fire
1360         if(e.waterlevel)
1361         if(e.watertype != CONTENT_LAVA)
1362                 e.fire_endtime = 0;
1363
1364         // ice stops fire
1365         if(e.freezetag_frozen)
1366                 e.fire_endtime = 0;
1367
1368         t = min(frametime, e.fire_endtime - time);
1369         d = e.fire_damagepersec * t;
1370
1371         hi = e.fire_owner.hitsound;
1372         ty = e.fire_owner.typehitsound;
1373         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1374         if(e.fire_hitsound && e.fire_owner)
1375         {
1376                 e.fire_owner.hitsound = hi;
1377                 e.fire_owner.typehitsound = ty;
1378         }
1379         e.fire_hitsound = TRUE;
1380
1381         if not(IS_INDEPENDENT_PLAYER(e))
1382         FOR_EACH_PLAYER(other) if(e != other)
1383         {
1384                 if(other.classname == "player")
1385                 if(other.deadflag == DEAD_NO)
1386                 if not(IS_INDEPENDENT_PLAYER(other))
1387                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1388                 {
1389                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1390                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1391                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1392                 }
1393         }
1394 }
1395
1396 void Fire_ApplyEffect(entity e)
1397 {
1398         if(Fire_IsBurning(e))
1399                 e.effects |= EF_FLAME;
1400         else
1401                 e.effects &~= EF_FLAME;
1402 }
1403
1404 void fireburner_think()
1405 {
1406         // for players, this is done in the regular loop
1407         if(wasfreed(self.owner))
1408         {
1409                 remove(self);
1410                 return;
1411         }
1412         Fire_ApplyEffect(self.owner);
1413         if(!Fire_IsBurning(self.owner))
1414         {
1415                 self.owner.fire_burner = world;
1416                 remove(self);
1417                 return;
1418         }
1419         Fire_ApplyDamage(self.owner);
1420         self.nextthink = time;
1421 }