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Merge MSG_WEAPON and MSG_DEATH to be MSG_MULTI
[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 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_MULTI, 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_MULTI, 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_MULTI, death_message, s1, s2, s3, "", f1, f2, 0, 0);
319                         Send_Notification_WOVA(NOTIF_ANY_EXCEPT, notif_target, MSG_INFO, msg_multi_notifs[death_message - 1].nent_msginfo.nent_id, s1, s2, s3, "", f1, f2, 0, 0);
320                 }
321                 else { dprint(sprintf("Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n", Deathtype_Name(deathtype), deathtype, death_weapon)); }
322
323                 return TRUE;
324         }
325         return FALSE;
326 }
327
328 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
329 {
330         // Sanity check
331         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
332
333         // Declarations
334         float notif_firstblood = FALSE;
335         float kill_count_to_attacker, kill_count_to_target;
336
337         // Set final information for the death
338         targ.death_origin = targ.origin;
339         if(targ != attacker) { targ.killer_origin = attacker.origin; }
340         string deathlocation = NearestLocation(targ.death_origin);
341
342         #ifdef NOTIFICATIONS_DEBUG
343         dprint(
344                 sprintf("Obituary(%s, %s, %s, %s = %d);\n",
345                         attacker.netname,
346                         inflictor.netname,
347                         targ.netname,
348                         Deathtype_Name(deathtype),
349                         deathtype
350                 )
351         );
352         #endif
353         
354         // =======
355         // SUICIDE
356         // =======
357         if(targ == attacker)
358         {
359                 if(DEATH_ISSPECIAL(deathtype))
360                 {
361                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
362                         {
363                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
364                         }
365                         else
366                         {
367                                 switch(deathtype)
368                                 {
369                                         case DEATH_MIRRORDAMAGE:
370                                         {
371                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
372                                                 break;
373                                         }
374                                         
375                                         default:
376                                         {
377                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
378                                                 break;
379                                         }
380                                 }
381                                 LogDeath("suicide", deathtype, targ, targ);
382                                 GiveFrags(attacker, targ, -1, deathtype);
383                         }
384                 }
385                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
386                 {
387                         backtrace("SUICIDE: what the hell happened here?\n");
388                 }
389         }
390
391         // ======
392         // MURDER
393         // ======
394         else if(attacker.classname == "player")
395         {
396                 if(!IsDifferentTeam(attacker, targ))
397                 {
398                         LogDeath("tk", deathtype, attacker, targ);
399                         GiveFrags(attacker, targ, -1, deathtype);
400
401                         attacker.killcount = 0;
402                         
403                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
404                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
405                         Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
406
407                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
408                         // No need for specific death/weapon messages...
409                 }
410                 else
411                 {
412                         LogDeath("frag", deathtype, attacker, targ);
413                         GiveFrags(attacker, targ, 1, deathtype);
414
415                         attacker.taunt_soundtime = time + 1;
416                         attacker.killcount = attacker.killcount + 1;
417
418                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
419                                 case counta: \
420                                 { \
421                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
422                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
423                                         break; \
424                                 }
425                         switch(attacker.killcount)
426                         {
427                                 KILL_SPREE_LIST
428                                 default: break;
429                         }
430                         #undef SPREE_ITEM
431
432                         if(!checkrules_firstblood)
433                         {
434                                 checkrules_firstblood = TRUE;
435                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
436                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
437                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
438
439                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
440                                 kill_count_to_attacker = -1;
441                                 kill_count_to_target = -2;
442                         }
443                         else
444                         {
445                                 kill_count_to_attacker = attacker.killcount;
446                                 kill_count_to_target = 0;
447                         }
448
449                         if(targ.istypefrag)
450                         {
451                                 if(attacker.FRAG_VERBOSE)
452                                         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));
453                                 else
454                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
455
456                                 if(targ.FRAG_VERBOSE)
457                                         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));
458                                 else
459                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
460                         }
461                         else
462                         {
463                                 if(attacker.FRAG_VERBOSE)
464                                         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));
465                                 else
466                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
467
468                                 if(targ.FRAG_VERBOSE)
469                                         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));
470                                 else
471                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
472                         }
473
474                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
475                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
476                 }
477         }
478
479         // =============
480         // ACCIDENT/TRAP
481         // =============
482         else
483         {
484                 switch(deathtype)
485                 {
486                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
487                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
488                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
489                         /*case DEATH_HURTTRIGGER:
490                         {
491                                 s1 = targ.netname;
492                                 s2 = inflictor.message;
493                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
494                                 break;
495                         }*/
496
497                         case DEATH_CUSTOM:
498                         {
499                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
500                                         targ.netname,
501                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
502                                         deathlocation,
503                                         targ.killcount,
504                                         0,
505                                         0);
506                                 break;
507                         }
508                         
509                         default:
510                         {
511                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
512                                 break;
513                         }
514                 }
515
516                 LogDeath("accident", deathtype, targ, targ);
517                 GiveFrags(targ, targ, -1, deathtype);
518
519                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
520                 {
521                         AnnounceTo(targ, "botlike");
522                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
523                 }
524         }
525
526         // reset target kill count
527         if(targ.killcount) { targ.killcount = 0; }
528 }
529
530 // these are updated by each Damage call for use in button triggering and such
531 entity damage_targ;
532 entity damage_inflictor;
533 entity damage_attacker;
534
535 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
536 {
537         float mirrordamage;
538         float mirrorforce;
539         float complainteamdamage = 0; 
540         entity attacker_save;
541         mirrordamage = 0;
542         mirrorforce = 0;
543
544         if (gameover || targ.killcount == -666)
545                 return;
546
547         entity oldself;
548         oldself = self;
549         self = targ;
550         damage_targ = targ;
551         damage_inflictor = inflictor;
552         damage_attacker = attacker;
553                 attacker_save = attacker;
554
555         if(targ.classname == "player")
556                 if(targ.hook)
557                         if(targ.hook.aiment)
558                                 if(targ.hook.aiment == attacker)
559                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
560
561         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
562         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
563         {
564                 if(targ.classname == "player")
565                         if not(IsDifferentTeam(targ, attacker))
566                         {
567                                 self = oldself;
568                                 return;
569                         }
570         }
571
572         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
573         {
574                 // These are ALWAYS lethal
575                 // No damage modification here
576                 // Instead, prepare the victim for his death...
577                 targ.armorvalue = 0;
578                 targ.spawnshieldtime = 0;
579                 targ.health = 0.9; // this is < 1
580                 targ.flags -= targ.flags & FL_GODMODE;
581                 damage = 100000;
582         }
583         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
584         {
585                 // no processing
586         }
587         else
588         {
589                 /*
590                 skill based bot damage? gtfo. (tZork)
591                 if (targ.classname == "player")
592                 if (attacker.classname == "player")
593                 if (!targ.isbot)
594                 if (attacker.isbot)
595                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
596         */
597         
598                 // nullify damage if teamplay is on
599                 if(deathtype != DEATH_TELEFRAG)
600                 if(attacker.classname == "player")
601                 {
602                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
603                         {
604                                 damage = 0;
605                                 force = '0 0 0';
606                         }
607                         else if(!IsDifferentTeam(attacker, targ))
608                         {
609                                 if(autocvar_teamplay_mode == 1)
610                                         damage = 0;
611                                 else if(attacker != targ)
612                                 {
613                                         if(autocvar_teamplay_mode == 3)
614                                                 damage = 0;
615                                         else if(autocvar_teamplay_mode == 4)
616                                         {
617                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
618                                                 {
619                                                         attacker.dmg_team = attacker.dmg_team + damage;
620                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
621                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
622                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
623                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
624                                                         if(g_minstagib)
625                                                         {
626                                                                 if(autocvar_g_friendlyfire == 0)
627                                                                         damage = 0;
628                                                         }
629                                                         else if(g_ca)
630                                                                 damage = 0;
631                                                         else
632                                                                 damage = autocvar_g_friendlyfire * damage;
633                                                         // mirrordamage will be used LATER
634
635                                                         if(autocvar_g_mirrordamage_virtual)
636                                                         {
637                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
638                                                                 attacker.dmg_take += v_x;
639                                                                 attacker.dmg_save += v_y;
640                                                                 attacker.dmg_inflictor = inflictor;
641                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
642                                                                 mirrorforce = 0;
643                                                         }
644
645                                                         if(autocvar_g_friendlyfire_virtual)
646                                                         {
647                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
648                                                                 targ.dmg_take += v_x;
649                                                                 targ.dmg_save += v_y;
650                                                                 targ.dmg_inflictor = inflictor;
651                                                                 damage = 0;
652                                                                 if(!autocvar_g_friendlyfire_virtual_force)
653                                                                         force = '0 0 0';
654                                                         }
655                                                 }
656                                                 else
657                                                         damage = 0;
658                                         }
659                                 }
660                         }
661                 }
662
663                 if(targ.classname == "player")
664                 if(attacker.classname == "player")
665                 if(attacker != targ)
666                 {
667                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
668                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
669                 }
670
671                 if(targ.classname == "player")
672                 if (g_minstagib)
673                 {
674                         if ((deathtype == DEATH_FALL)  ||
675                                 (deathtype == DEATH_DROWN) ||
676                                 (deathtype == DEATH_SLIME) ||
677                                 (deathtype == DEATH_LAVA)  ||
678                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
679                         {
680                                 self = oldself;
681                                 return;
682                         }
683                         if(damage > 0)
684                             damage = 10000;
685                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
686                         {
687                                 targ.armorvalue -= 1;
688                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
689                                 damage = 0;
690                                 targ.hitsound += 1;
691                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
692                         }
693                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
694                         {
695                                 damage = 0;
696                                 mirrordamage = 0;
697                                 complainteamdamage = 0;
698                                 if (targ != attacker)
699                                 {
700                                         if ((targ.health >= 1) && (targ.classname == "player"))
701                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
702                                         force = '0 0 0';
703                                         // keep mirrorforce
704                                         attacker = targ;
705                                 }
706                         }
707                 }
708
709                 if not(DEATH_ISSPECIAL(deathtype))
710                 {
711                         damage *= g_weapondamagefactor;
712                         mirrordamage *= g_weapondamagefactor;
713                         complainteamdamage *= g_weapondamagefactor;
714                         force = force * g_weaponforcefactor;
715                         mirrorforce *= g_weaponforcefactor;
716                 }
717                 
718                 // should this be changed at all? If so, in what way?
719                 frag_attacker = attacker;
720                 frag_target = targ;
721                 frag_damage = damage;
722                 frag_force = force;
723         frag_deathtype = deathtype;
724                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
725                 damage = frag_damage;
726                 force = frag_force;
727                 
728                 // apply strength multiplier
729                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
730                 {
731                         if(targ == attacker)
732                         {
733                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
734                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
735                         }
736                         else
737                         {
738                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
739                                 force = force * autocvar_g_balance_powerup_strength_force;
740                         }
741                 }
742
743                 // apply invincibility multiplier
744                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
745                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
746
747                 if (targ == attacker)
748                 {
749                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
750                                 damage = 0;
751                         else
752                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
753                 }
754
755                 if(g_runematch)
756                 {
757                         // apply strength rune
758                         if (attacker.runes & RUNE_STRENGTH)
759                         {
760                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
761                                 {
762                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
763                                         force = force * autocvar_g_balance_rune_strength_combo_force;
764                                 }
765                                 else
766                                 {
767                                         damage = damage * autocvar_g_balance_rune_strength_damage;
768                                         force = force * autocvar_g_balance_rune_strength_force;
769                                 }
770                         }
771                         else if (attacker.runes & CURSE_WEAK)
772                         {
773                                 damage = damage * autocvar_g_balance_curse_weak_damage;
774                                 force = force * autocvar_g_balance_curse_weak_force;
775                         }
776
777                         // apply defense rune
778                         if (targ.runes & RUNE_DEFENSE)
779                         {
780                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
781                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
782                                 else
783                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
784                         }
785                         else if (targ.runes & CURSE_VULNER)
786                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
787                 }
788
789                 // count the damage
790                 if(attacker)
791                 if(!targ.deadflag)
792                 if(targ.takedamage == DAMAGE_AIM)
793                 if(targ != attacker)
794                 {
795                         entity victim;
796                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
797                                 victim = targ.owner;
798                         else
799                                 victim = targ;
800
801                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
802                         {
803                                 if(IsDifferentTeam(victim, attacker))
804                                 {
805                                         if(damage > 0)
806                                         {
807                                                 if(deathtype != DEATH_FIRE)
808                                                 {
809                                                         if(victim.BUTTON_CHAT)
810                                                                 attacker.typehitsound += 1;
811                                                         else
812                                                                 attacker.hitsound += 1;
813                                                 }
814
815                                                 damage_goodhits += 1;
816                                                 damage_gooddamage += damage;
817
818                                                 if not(DEATH_ISSPECIAL(deathtype))
819                                                 {
820                                                         if(targ.classname == "player") // don't do this for vehicles
821                                                         if(!g_minstagib)
822                                                         if(IsFlying(victim))
823                                                                 yoda = 1;
824
825                                                         if(g_minstagib)
826                                                         if(victim.items & IT_STRENGTH)
827                                                                 yoda = 1;
828                                                 }
829                                         }
830                                 }
831                                 else
832                                 {
833                                         if(deathtype != DEATH_FIRE)
834                                         {
835                                                 attacker.typehitsound += 1;
836                                         }
837                                         if(complainteamdamage > 0)
838                                                 if(time > attacker.teamkill_complain)
839                                                 {
840                                                         attacker.teamkill_complain = time + 5;
841                                                         attacker.teamkill_soundtime = time + 0.4;
842                                                         attacker.teamkill_soundsource = targ;
843                                                 }
844                                 }
845                         }
846                 }
847         }
848
849         // apply push
850         if (self.damageforcescale)
851         if (vlen(force))
852         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
853         {
854                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
855                 if(self.movetype == MOVETYPE_PHYSICS)
856                 {
857                         entity farcent;
858                         farcent = spawn();
859                         farcent.classname = "farce";
860                         farcent.enemy = self;
861                         farcent.movedir = farce * 10;
862                         if(self.mass)
863                                 farcent.movedir = farcent.movedir * self.mass;
864                         farcent.origin = hitloc;
865                         farcent.forcetype = FORCETYPE_FORCEATPOS;
866                         farcent.nextthink = time + 0.1;
867                         farcent.think = SUB_Remove;
868                 }
869                 else
870                         self.velocity = self.velocity + farce;
871                 self.flags &~= FL_ONGROUND;
872                 UpdateCSQCProjectile(self);
873         }
874         // apply damage
875         if (damage != 0 || (self.damageforcescale && vlen(force)))
876         if (self.event_damage)
877                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
878         self = oldself;
879
880         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
881         {
882                 if(g_runematch)
883                 {
884                         if (attacker.runes & RUNE_VAMPIRE)
885                         {
886                         // apply vampire rune
887                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
888                                 {
889                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
890                                         attacker.health = bound(
891                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
892                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
893                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
894                                 }
895                                 else
896                                 {
897                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
898                                         attacker.health = bound(
899                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
900                                                                                         // empathy won't let you gain health in the same way...
901                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
902                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
903                                         }
904                         }
905                         // apply empathy curse
906                         else if (attacker.runes & CURSE_EMPATHY)
907                         {
908                                 attacker.health = bound(
909                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
910                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
911                                         attacker.health);
912                         }
913                 }
914         }
915
916         // apply mirror damage if any
917         if(mirrordamage > 0 || mirrorforce > 0)
918         {
919                 attacker = attacker_save;
920                 if(g_minstagib)
921                 if(mirrordamage > 0)
922                 {
923                         // just lose extra LIVES, don't kill the player for mirror damage
924                         if(attacker.armorvalue > 0)
925                         {
926                                 attacker.armorvalue = attacker.armorvalue - 1;
927                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
928                                 attacker.hitsound += 1;
929                         }
930                         mirrordamage = 0;
931                 }
932
933                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
934                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
935         }
936 }
937
938 float RadiusDamage_running;
939 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
940         // Returns total damage applies to creatures
941 {
942         entity  targ;
943         vector  blastorigin;
944         vector  force;
945         float   total_damage_to_creatures;
946         entity  next;
947         float   tfloordmg;
948         float   tfloorforce;
949
950         float stat_damagedone;
951
952         if(RadiusDamage_running)
953         {
954                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
955                 return 0;
956         }
957
958         RadiusDamage_running = 1;
959
960         tfloordmg = autocvar_g_throughfloor_damage;
961         tfloorforce = autocvar_g_throughfloor_force;
962
963         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
964         total_damage_to_creatures = 0;
965
966         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
967                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
968                 {
969                         force = inflictor.velocity;
970                         if(vlen(force) == 0)
971                                 force = '0 0 -1';
972                         else
973                                 force = normalize(force);
974                         if(forceintensity >= 0)
975                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
976                         else
977                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
978                 }
979
980         stat_damagedone = 0;
981
982         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
983         while (targ)
984         {
985                 next = targ.chain;
986                 if (targ != inflictor)
987                         if (ignore != targ) if(targ.takedamage)
988                         {
989                                 vector nearest;
990                                 vector diff;
991                                 float power;
992
993                                 // LordHavoc: measure distance to nearest point on target (not origin)
994                                 // (this guarentees 100% damage on a touch impact)
995                                 nearest = targ.WarpZone_findradius_nearest;
996                                 diff = targ.WarpZone_findradius_dist;
997                                 // round up a little on the damage to ensure full damage on impacts
998                                 // and turn the distance into a fraction of the radius
999                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1000                                 //bprint(" ");
1001                                 //bprint(ftos(power));
1002                                 //if (targ == attacker)
1003                                 //      print(ftos(power), "\n");
1004                                 if (power > 0)
1005                                 {
1006                                         float finaldmg;
1007                                         if (power > 1)
1008                                                 power = 1;
1009                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1010                                         if (finaldmg > 0)
1011                                         {
1012                                                 float a;
1013                                                 float c;
1014                                                 vector hitloc;
1015                                                 vector myblastorigin;
1016                                                 vector center;
1017
1018                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1019
1020                                                 // if it's a player, use the view origin as reference
1021                                                 center = CENTER_OR_VIEWOFS(targ);
1022
1023                                                 force = normalize(center - myblastorigin);
1024                                                 force = force * (finaldmg / coredamage) * forceintensity;
1025                                                 hitloc = nearest;
1026
1027                                                 if(targ != directhitentity)
1028                                                 {
1029                                                         float hits;
1030                                                         float total;
1031                                                         float hitratio;
1032                                                         float mininv_f, mininv_d;
1033
1034                                                         // test line of sight to multiple positions on box,
1035                                                         // and do damage if any of them hit
1036                                                         hits = 0;
1037
1038                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1039                                                         // so for a given max stddev:
1040                                                         // n = (1 / (2 * max stddev of hitratio))^2
1041
1042                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1043                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1044
1045                                                         if(autocvar_g_throughfloor_debug)
1046                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1047
1048                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1049
1050                                                         if(autocvar_g_throughfloor_debug)
1051                                                                 print(sprintf(" steps=%f", total));
1052
1053                                                         if (targ.classname == "player")
1054                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1055                                                         else
1056                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1057
1058                                                         if(autocvar_g_throughfloor_debug)
1059                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1060
1061                                                         for(c = 0; c < total; ++c)
1062                                                         {
1063                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1064                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1065                                                                 if (trace_fraction == 1 || trace_ent == targ)
1066                                                                 {
1067                                                                         ++hits;
1068                                                                         if (hits > 1)
1069                                                                                 hitloc = hitloc + nearest;
1070                                                                         else
1071                                                                                 hitloc = nearest;
1072                                                                 }
1073                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1074                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1075                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1076                                                         }
1077
1078                                                         nearest = hitloc * (1 / max(1, hits));
1079                                                         hitratio = (hits / total);
1080                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1081                                                         finaldmg = finaldmg * a;
1082                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1083                                                         force = force * a;
1084
1085                                                         if(autocvar_g_throughfloor_debug)
1086                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1087                                                 }
1088
1089                                                 // laser force adjustments :P
1090                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1091                                                 {
1092                                                         if (targ == attacker)
1093                                                         {
1094                                                                 vector vel;
1095
1096                                                                 float force_zscale;
1097                                                                 float force_velocitybiasramp;
1098                                                                 float force_velocitybias;
1099
1100                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1101                                                                 if(deathtype & HITTYPE_SECONDARY)
1102                                                                 {
1103                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1104                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1105                                                                 }
1106                                                                 else
1107                                                                 {
1108                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1109                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1110                                                                 }
1111
1112                                                                 vel = targ.velocity;
1113                                                                 vel_z = 0;
1114                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1115                                                                 force =
1116                                                                         vlen(force)
1117                                                                         *
1118                                                                         normalize(normalize(force) + vel);
1119
1120                                                                 force_z *= force_zscale;
1121                                                         }
1122                                                         else
1123                                                         {
1124                                                                 if(deathtype & HITTYPE_SECONDARY)
1125                                                                 {
1126                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1127                                                                 }
1128                                                                 else
1129                                                                 {
1130                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1131                                                                 }
1132                                                         }
1133                                                 }
1134
1135                                                 //if (targ == attacker)
1136                                                 //{
1137                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1138                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1139                                                 //      print(" (", ftos(a), ")\n");
1140                                                 //}
1141                                                 if(finaldmg || vlen(force))
1142                                                 {
1143                                                         if(targ.iscreature)
1144                                                         {
1145                                                                 total_damage_to_creatures += finaldmg;
1146
1147                                                                 if(accuracy_isgooddamage(attacker, targ))
1148                                                                         stat_damagedone += finaldmg;
1149                                                         }
1150
1151                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1152                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1153                                                         else
1154                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1155                                                 }
1156                                         }
1157                                 }
1158                         }
1159                 targ = next;
1160         }
1161
1162         RadiusDamage_running = 0;
1163
1164         if(!DEATH_ISSPECIAL(deathtype))
1165                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1166
1167         return total_damage_to_creatures;
1168 }
1169
1170 .float fire_damagepersec;
1171 .float fire_endtime;
1172 .float fire_deathtype;
1173 .entity fire_owner;
1174 .float fire_hitsound;
1175 .entity fire_burner;
1176
1177 void fireburner_think();
1178
1179 float Fire_IsBurning(entity e)
1180 {
1181         return (time < e.fire_endtime);
1182 }
1183
1184 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1185 {
1186         float dps;
1187         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1188
1189         if(e.classname == "player")
1190         {
1191                 if(e.deadflag)
1192                         return -1;
1193         }
1194         else
1195         {
1196                 if(!e.fire_burner)
1197                 {
1198                         // print("adding a fire burner to ", e.classname, "\n");
1199                         e.fire_burner = spawn();
1200                         e.fire_burner.classname = "fireburner";
1201                         e.fire_burner.think = fireburner_think;
1202                         e.fire_burner.nextthink = time;
1203                         e.fire_burner.owner = e;
1204                 }
1205         }
1206
1207         t = max(t, 0.1);
1208         dps = d / t;
1209         if(Fire_IsBurning(e))
1210         {
1211                 mintime = e.fire_endtime - time;
1212                 maxtime = max(mintime, t);
1213
1214                 mindps = e.fire_damagepersec;
1215                 maxdps = max(mindps, dps);
1216
1217                 if(maxtime > mintime || maxdps > mindps)
1218                 {
1219                         // Constraints:
1220                         
1221                         // damage we have right now
1222                         mindamage = mindps * mintime;
1223
1224                         // damage we want to get
1225                         maxdamage = mindamage + d;
1226
1227                         // but we can't exceed maxtime * maxdps!
1228                         totaldamage = min(maxdamage, maxtime * maxdps);
1229
1230                         // LEMMA:
1231                         // Look at:
1232                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1233                         // We see:
1234                         // totaldamage <= maxtime * maxdps
1235                         // ==> totaldamage / maxdps <= maxtime.
1236                         // We also see:
1237                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1238                         //                     >= min(mintime, maxtime)
1239                         // ==> totaldamage / maxdps >= mintime.
1240
1241                         /*
1242                         // how long do we damage then?
1243                         // at least as long as before
1244                         // but, never exceed maxdps
1245                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1246                         */
1247
1248                         // alternate:
1249                         // at most as long as maximum allowed
1250                         // but, never below mindps
1251                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1252
1253                         // assuming t > mintime, dps > mindps:
1254                         // we get d = t * dps = maxtime * maxdps
1255                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1256                         // totaldamage / maxdps = maxtime
1257                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1258                         // FROM THIS:
1259                         // a) totaltime = max(mintime, maxtime) = maxtime
1260                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1261
1262                         // assuming t <= mintime:
1263                         // we get maxtime = mintime
1264                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1265                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1266
1267                         // assuming dps <= mindps:
1268                         // we get mindps = maxdps.
1269                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1270                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1271                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1272
1273                         e.fire_damagepersec = totaldamage / totaltime;
1274                         e.fire_endtime = time + totaltime;
1275                         if(totaldamage > 1.2 * mindamage)
1276                         {
1277                                 e.fire_deathtype = dt;
1278                                 if(e.fire_owner != o)
1279                                 {
1280                                         e.fire_owner = o;
1281                                         e.fire_hitsound = FALSE;
1282                                 }
1283                         }
1284                         if(accuracy_isgooddamage(o, e))
1285                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1286                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1287                 }
1288                 else
1289                         return 0;
1290         }
1291         else
1292         {
1293                 e.fire_damagepersec = dps;
1294                 e.fire_endtime = time + t;
1295                 e.fire_deathtype = dt;
1296                 e.fire_owner = o;
1297                 e.fire_hitsound = FALSE;
1298                 if(accuracy_isgooddamage(o, e))
1299                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1300                 return d;
1301         }
1302 }
1303
1304 void Fire_ApplyDamage(entity e)
1305 {
1306         float t, d, hi, ty;
1307         entity o;
1308
1309         if not(Fire_IsBurning(e))
1310                 return;
1311
1312         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1313         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1314                 o = e.fire_owner;
1315
1316         // water and slime stop fire
1317         if(e.waterlevel)
1318         if(e.watertype != CONTENT_LAVA)
1319                 e.fire_endtime = 0;
1320
1321         // ice stops fire
1322         if(e.freezetag_frozen)
1323                 e.fire_endtime = 0;
1324
1325         t = min(frametime, e.fire_endtime - time);
1326         d = e.fire_damagepersec * t;
1327
1328         hi = e.fire_owner.hitsound;
1329         ty = e.fire_owner.typehitsound;
1330         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1331         if(e.fire_hitsound && e.fire_owner)
1332         {
1333                 e.fire_owner.hitsound = hi;
1334                 e.fire_owner.typehitsound = ty;
1335         }
1336         e.fire_hitsound = TRUE;
1337
1338         if not(IS_INDEPENDENT_PLAYER(e))
1339         FOR_EACH_PLAYER(other) if(e != other)
1340         {
1341                 if(other.classname == "player")
1342                 if(other.deadflag == DEAD_NO)
1343                 if not(IS_INDEPENDENT_PLAYER(other))
1344                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1345                 {
1346                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1347                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1348                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1349                 }
1350         }
1351 }
1352
1353 void Fire_ApplyEffect(entity e)
1354 {
1355         if(Fire_IsBurning(e))
1356                 e.effects |= EF_FLAME;
1357         else
1358                 e.effects &~= EF_FLAME;
1359 }
1360
1361 void fireburner_think()
1362 {
1363         // for players, this is done in the regular loop
1364         if(wasfreed(self.owner))
1365         {
1366                 remove(self);
1367                 return;
1368         }
1369         Fire_ApplyEffect(self.owner);
1370         if(!Fire_IsBurning(self.owner))
1371         {
1372                 self.owner.fire_burner = world;
1373                 remove(self);
1374                 return;
1375         }
1376         Fire_ApplyDamage(self.owner);
1377         self.nextthink = time;
1378 }