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1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50 float headshot;
51 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
52
53 .float dmg_team;
54 .float teamkill_complain;
55 .float teamkill_soundtime;
56 .entity teamkill_soundsource;
57 .entity pusher;
58 .float istypefrag;
59 .float taunt_soundtime;
60
61
62 float IsDifferentTeam(entity a, entity b)
63 {
64         if(teamplay)
65         {
66                 if(a.team == b.team)
67                         return 0;
68         }
69         else
70         {
71                 if(a == b)
72                         return 0;
73         }
74         return 1;
75 }
76
77 float IsFlying(entity a)
78 {
79         if(a.flags & FL_ONGROUND)
80                 return 0;
81         if(a.waterlevel >= WATERLEVEL_SWIMMING)
82                 return 0;
83         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84         if(trace_fraction < 1)
85                 return 0;
86         return 1;
87 }
88
89 vector GetHeadshotMins(entity targ)
90 {
91         return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
92 }
93 vector GetHeadshotMaxs(entity targ)
94 {
95         return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 }
97
98 void UpdateFrags(entity player, float f)
99 {
100         PlayerTeamScore_AddScore(player, f);
101 }
102
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 entity GiveFrags_randomweapons;
106 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 {
108         // TODO route through PlayerScores instead
109         if(gameover) return;
110
111         if(f < 0)
112         {
113                 if(targ == attacker)
114                 {
115                         // suicide
116                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
117                 }
118                 else
119                 {
120                         // teamkill
121                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
122                 }
123         }
124         else
125         {
126                 // regular frag
127                 PlayerScore_Add(attacker, SP_KILLS, 1);
128                 if(targ.playerid)
129                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
130         }
131
132         PlayerScore_Add(targ, SP_DEATHS, 1);
133
134         if(g_arena || g_ca)
135                 if(autocvar_g_arena_roundbased)
136                         return;
137
138         if(targ != attacker) // not for suicides
139         if(g_weaponarena_random)
140         {
141                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142                 float culprit;
143                 culprit = DEATH_WEAPONOF(deathtype);
144                 if(!culprit)
145                         culprit = attacker.weapon;
146                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
147                         culprit = attacker.weapon;
148
149                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
150                 {
151                         // no exchange
152                 }
153                 else
154                 {
155                         if(!GiveFrags_randomweapons)
156                         {
157                                 GiveFrags_randomweapons = spawn();
158                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
159                         }
160
161                         if(inWarmupStage)
162                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
163                         else
164                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
165
166                         // all others (including the culprit): remove
167                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
168                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
169
170                         // among the remaining ones, choose one by random
171                         W_RandomWeapons(GiveFrags_randomweapons, 1);
172
173                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
174                         {
175                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
176                                 WEPSET_ANDNOT_EW(attacker, culprit);
177                         }
178                 }
179
180                 // after a frag, choose another random weapon set
181                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
182                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
183         }
184
185         // FIXME fix the mess this is (we have REAL points now!)
186         entity oldself;
187         oldself = self;
188         self = attacker;
189         frag_attacker = attacker;
190         frag_target = targ;
191         frag_score = f;
192         if(MUTATOR_CALLHOOK(GiveFragsForKill))
193         {
194                 f = frag_score;
195                 self = oldself;
196         }
197         else
198         {
199                 self = oldself;
200                 if(g_runematch)
201                 {
202                         f = RunematchHandleFrags(attacker, targ, f);
203                 }
204                 else if(g_lms)
205                 {
206                         // remove a life
207                         float tl;
208                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
209                         if(tl < lms_lowest_lives)
210                                 lms_lowest_lives = tl;
211                         if(tl <= 0)
212                         {
213                                 if(!lms_next_place)
214                                         lms_next_place = player_count;
215                                 else
216                                         lms_next_place = min(lms_next_place, player_count);
217                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
218                                 --lms_next_place;
219                         }
220                         f = 0;
221                 }
222         }
223
224         attacker.totalfrags += f;
225
226         if(f)
227                 UpdateFrags(attacker, f);
228 }
229
230 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
231 {
232         string health_output = string_null;
233         string ping_output = string_null;
234         string handicap_output = string_null;
235         string output = string_null;
236
237         if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
238         {
239                 // health/armor of attacker (person who killed you)
240                 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
241                         health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
242                 
243                 // ping display
244                 if(autocvar_sv_fraginfo_ping)
245                         ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
246                         
247                 // handicap display 
248                 if(autocvar_sv_fraginfo_handicap) 
249                 {
250                         if(autocvar_sv_fraginfo_handicap == 2)  
251                                 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
252                         else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.   
253                                 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
254                 }
255                 
256                 // format the string
257                 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")), 
258                         ping_output, (handicap_output ? "^7 / " : ""), 
259                         handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
260                 
261                 // add new line to the beginning if there is a message
262                 if(output) { output = strcat("\n", output); }
263         }
264         
265         return output;
266 }
267
268 string AppendItemcodes(string s, entity player)
269 {
270         float w;
271         w = player.weapon;
272         //if(w == 0)
273         //      w = player.switchweapon;
274         if(w == 0)
275                 w = player.cnt; // previous weapon!
276         s = strcat(s, ftos(w));
277         if(time < player.strength_finished)
278                 s = strcat(s, "S");
279         if(time < player.invincible_finished)
280                 s = strcat(s, "I");
281         if(player.flagcarried != world)
282                 s = strcat(s, "F");
283         if(player.BUTTON_CHAT)
284                 s = strcat(s, "T");
285         if(player.kh_next)
286                 s = strcat(s, "K");
287         if(player.runes)
288                 s = strcat(s, "|", ftos(player.runes));
289         return s;
290 }
291
292 void LogDeath(string mode, float deathtype, entity killer, entity killed)
293 {
294         string s;
295         if(!autocvar_sv_eventlog)
296                 return;
297         s = strcat(":kill:", mode);
298         s = strcat(s, ":", ftos(killer.playerid));
299         s = strcat(s, ":", ftos(killed.playerid));
300         s = strcat(s, ":type=", ftos(deathtype));
301         s = strcat(s, ":items=");
302         s = AppendItemcodes(s, killer);
303         if(killed != killer)
304         {
305                 s = strcat(s, ":victimitems=");
306                 s = AppendItemcodes(s, killed);
307         }
308         GameLogEcho(s);
309 }
310
311 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
312 {
313         WriteByte(MSG_ALL, SVC_TEMPENTITY);
314         WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
315         WriteString(MSG_ALL, s1);
316         WriteString(MSG_ALL, s2);
317         WriteString(MSG_ALL, s3);
318         WriteShort(MSG_ALL, msg);
319         WriteByte(MSG_ALL, type);
320 }
321
322 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
323 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
324 {
325         if (clienttype(e) == CLIENTTYPE_REAL)
326         {
327                 msg_entity = e;
328                 WRITESPECTATABLE_MSG_ONE({
329                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
330                         WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
331                         WriteString(MSG_ONE, s1);
332                         WriteString(MSG_ONE, s2);
333                         WriteShort(MSG_ONE, msg);
334                         WriteByte(MSG_ONE, type);
335                 });
336         }
337 }
338
339 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
340 {
341         string  s, a, msg;
342         float w, type;
343
344         if (targ.classname == "player")
345         {
346                 s = targ.netname;
347                 a = attacker.netname;
348
349                 if (targ == attacker) // suicides
350                 {
351                         if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
352                                 msg = ColoredTeamName(targ.team); // TODO: check if needed?
353                         else
354                                 msg = "";
355             if(!g_cts) // no "killed your own dumb self" message in CTS
356                 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
357
358                         if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
359                         {
360                                 LogDeath("suicide", deathtype, targ, targ);
361                                 GiveFrags(attacker, targ, -1, deathtype);
362                         }
363
364                         if (targ.killcount > 2)
365                                 msg = ftos(targ.killcount);
366                         else
367                                 msg = "";
368                         if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
369                         {
370                                 if(attacker.team == COLOR_TEAM1)
371                                         deathtype = KILL_TEAM_RED;
372                                 else
373                                         deathtype = KILL_TEAM_BLUE;
374                         }
375
376                         Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
377                 }
378                 else if (attacker.classname == "player")
379                 {
380                         if(!IsDifferentTeam(attacker, targ))
381                         {
382                                 if(attacker.team == COLOR_TEAM1)
383                                         type = KILL_TEAM_RED;
384                                 else
385                                         type = KILL_TEAM_BLUE;
386
387                                 GiveFrags(attacker, targ, -1, deathtype);
388
389                                 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
390
391                                 if (targ.killcount > 2)
392                                         msg = ftos(targ.killcount);
393                                 else
394                                         msg = "";
395
396                                 if (attacker.killcount > 2) {
397                                         msg = ftos(attacker.killcount);
398                                         type = KILL_TEAM_SPREE;
399                                 }
400                                 Send_KillNotification(a, s, msg, type, MSG_KILL);
401
402                                 attacker.killcount = 0;
403
404                                 LogDeath("tk", deathtype, attacker, targ);
405                         }
406                         else
407                         {
408                                 if (!checkrules_firstblood)
409                                 {
410                                         checkrules_firstblood = TRUE;
411                                         Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
412                                         // TODO: make these print a newline if they dont
413                                         Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
414                                         Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
415                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
416                                         PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
417                                 }
418
419                                 if(targ.istypefrag) {
420                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
421                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
422                                 } else {
423                                         Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
424                                         Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
425                                 }
426
427                                 attacker.taunt_soundtime = time + 1;
428
429                                 if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
430                                         msg = inflictor.message2;
431                                 else if (deathtype == DEATH_CUSTOM)
432                                         msg = deathmessage;
433                                 else
434                                         msg = "";
435
436                                 if(strstrofs(msg, "%", 0) < 0)
437                                         msg = strcat("%s ", msg, " by %s");
438
439                                 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
440
441                                 GiveFrags(attacker, targ, 1, deathtype);
442
443                                 if (targ.killcount > 2) {
444                                         Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
445                                 }
446
447                                 attacker.killcount = attacker.killcount + 1;
448
449                                 if (attacker.killcount == 3)
450                                 {
451                                         Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
452                                         AnnounceTo(attacker, "03kills");
453                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
454                                 }
455                                 else if (attacker.killcount == 5)
456                                 {
457                                         Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
458                                         AnnounceTo(attacker, "05kills");
459                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
460                                 }
461                                 else if (attacker.killcount == 10)
462                                 {
463                                         Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
464                                         AnnounceTo(attacker, "10kills");
465                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
466                                 }
467                                 else if (attacker.killcount == 15)
468                                 {
469                                         Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
470                                         AnnounceTo(attacker, "15kills");
471                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
472                                 }
473                                 else if (attacker.killcount == 20)
474                                 {
475                                         Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
476                                         AnnounceTo(attacker, "20kills");
477                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
478                                 }
479                                 else if (attacker.killcount == 25)
480                                 {
481                                         Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
482                                         AnnounceTo(attacker, "25kills");
483                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
484                                 }
485                                 else if (attacker.killcount == 30)
486                                 {
487                                         Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
488                                         AnnounceTo(attacker, "30kills");
489                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
490                                 }
491                                 else if (attacker.killcount > 2) {
492                                         Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
493                                 }
494                                 LogDeath("frag", deathtype, attacker, targ);
495                         }
496                 }
497                 else
498                 {
499                         Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
500                         if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
501                                 msg = inflictor.message;
502                         else if (deathtype == DEATH_CUSTOM)
503                                 msg = deathmessage;
504                         else
505                                 msg = "";
506                         if(strstrofs(msg, "%", 0) < 0)
507                                 msg = strcat("%s ", msg);
508
509                         GiveFrags(targ, targ, -1, deathtype);
510                         if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
511                                 AnnounceTo(targ, "botlike");
512                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
513                         }
514                         Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
515
516                         if (targ.killcount > 2)
517                                 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
518
519                         LogDeath("accident", deathtype, targ, targ);
520                 }
521
522                 targ.death_origin = targ.origin;
523                 if(targ != attacker)
524                         targ.killer_origin = attacker.origin;
525
526                 // FIXME: this should go in PutClientInServer
527                 if (targ.killcount)
528                         targ.killcount = 0;
529         }
530 }
531
532 // these are updated by each Damage call for use in button triggering and such
533 entity damage_targ;
534 entity damage_inflictor;
535 entity damage_attacker;
536
537 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
538 {
539         float mirrordamage;
540         float mirrorforce;
541         float teamdamage0;
542         entity attacker_save;
543         mirrordamage = 0;
544         mirrorforce = 0;
545
546         if (gameover || targ.killcount == -666)
547                 return;
548
549         entity oldself;
550         oldself = self;
551         self = targ;
552         damage_targ = targ;
553         damage_inflictor = inflictor;
554         damage_attacker = attacker;
555                 attacker_save = attacker;
556
557         if(targ.classname == "player")
558                 if(targ.hook)
559                         if(targ.hook.aiment)
560                                 if(targ.hook.aiment == attacker)
561                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
562
563         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
564         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
565         {
566                 if(targ.classname == "player")
567                         if not(IsDifferentTeam(targ, attacker))
568                         {
569                                 self = oldself;
570                                 return;
571                         }
572         }
573
574         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
575         {
576                 // These are ALWAYS lethal
577                 // No damage modification here
578                 // Instead, prepare the victim for his death...
579                 targ.armorvalue = 0;
580                 targ.spawnshieldtime = 0;
581                 targ.health = 0.9; // this is < 1
582                 targ.flags -= targ.flags & FL_GODMODE;
583                 damage = 100000;
584         }
585         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
586         {
587                 // no processing
588         }
589         else
590         {
591                 /*
592                 skill based bot damage? gtfo. (tZork)
593                 if (targ.classname == "player")
594                 if (attacker.classname == "player")
595                 if (!targ.isbot)
596                 if (attacker.isbot)
597                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
598         */
599         
600                 // nullify damage if teamplay is on
601                 if(deathtype != DEATH_TELEFRAG)
602                 if(attacker.classname == "player")
603                 {
604                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
605                         {
606                                 damage = 0;
607                                 force = '0 0 0';
608                         }
609                         else if(!IsDifferentTeam(attacker, targ))
610                         {
611                                 if(autocvar_teamplay_mode == 1)
612                                         damage = 0;
613                                 else if(attacker != targ)
614                                 {
615                                         if(autocvar_teamplay_mode == 3)
616                                                 damage = 0;
617                                         else if(autocvar_teamplay_mode == 4)
618                                         {
619                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
620                                                 {
621                                                         teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
622                                                         attacker.dmg_team = attacker.dmg_team + damage;
623                                                         if(attacker.dmg_team > teamdamage0 && !g_ca)
624                                                                 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
625                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
626                                                         if(g_minstagib)
627                                                         {
628                                                                 if(autocvar_g_friendlyfire == 0)
629                                                                         damage = 0;
630                                                         }
631                                                         else if(g_ca)
632                                                                 damage = 0;
633                                                         else
634                                                                 damage = autocvar_g_friendlyfire * damage;
635                                                         // mirrordamage will be used LATER
636
637                                                         if(autocvar_g_mirrordamage_virtual)
638                                                         {
639                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
640                                                                 attacker.dmg_take += v_x;
641                                                                 attacker.dmg_save += v_y;
642                                                                 attacker.dmg_inflictor = inflictor;
643                                                                 mirrordamage = 0;
644                                                                 mirrorforce = 0;
645                                                         }
646
647                                                         if(autocvar_g_friendlyfire_virtual)
648                                                         {
649                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
650                                                                 targ.dmg_take += v_x;
651                                                                 targ.dmg_save += v_y;
652                                                                 targ.dmg_inflictor = inflictor;
653                                                                 damage = 0;
654                                                                 if(!autocvar_g_friendlyfire_virtual_force)
655                                                                         force = '0 0 0';
656                                                         }
657                                                 }
658                                                 else
659                                                         damage = 0;
660                                         }
661                                 }
662                         }
663                 }
664
665                 if(targ.classname == "player")
666                 if(attacker.classname == "player")
667                 if(attacker != targ)
668                 {
669                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
670                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
671                 }
672
673                 if(targ.classname == "player")
674                 if (g_minstagib)
675                 {
676                         if ((deathtype == DEATH_FALL)  ||
677                                 (deathtype == DEATH_DROWN) ||
678                                 (deathtype == DEATH_SLIME) ||
679                                 (deathtype == DEATH_LAVA)  ||
680                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
681                         {
682                                 self = oldself;
683                                 return;
684                         }
685                         if(damage > 0)
686                             damage = 10000;
687                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
688                         {
689                                 targ.armorvalue -= 1;
690                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
691                                 damage = 0;
692                                 targ.hitsound += 1;
693                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
694                         }
695                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
696                         {
697                                 damage = 0;
698                                 mirrordamage = 0;
699                                 if (targ != attacker)
700                                 {
701                                         if ((targ.health >= 1) && (targ.classname == "player"))
702                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
703                                         force = '0 0 0';
704                                         // keep mirrorforce
705                                         attacker = targ;
706                                 }
707                         }
708                 }
709
710                 if not(DEATH_ISSPECIAL(deathtype))
711                 {
712                         damage *= g_weapondamagefactor;
713                         mirrordamage *= g_weapondamagefactor;
714                         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                         if(damage_headshotbonus)
796                         {
797                                 if(targ.classname == "player")
798                                 {
799                                         // HEAD SHOT:
800                                         // find height of hit on player axis
801                                         // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
802                                         vector headmins, headmaxs, org;
803                                         org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
804                                         headmins = org + GetHeadshotMins(targ);
805                                         headmaxs = org + GetHeadshotMaxs(targ);
806                                         if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
807                                         {
808                                                 deathtype |= HITTYPE_HEADSHOT;
809                                         }
810                                 }
811                                 else if(targ.classname == "turret_head")
812                                 {
813                                         deathtype |= HITTYPE_HEADSHOT;
814                                 }
815                                 if(deathtype & HITTYPE_HEADSHOT)
816                                         if(damage_headshotbonus > 0)
817                                                 damage *= 1 + damage_headshotbonus;
818                         }
819
820                         entity victim;
821                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
822                                 victim = targ.owner;
823                         else
824                                 victim = targ;
825
826                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
827                         {
828                                 if(IsDifferentTeam(victim, attacker))
829                                 {
830                                         if(damage > 0)
831                                         {
832                                                 if(deathtype != DEATH_FIRE)
833                                                 {
834                                                         if(victim.BUTTON_CHAT)
835                                                                 attacker.typehitsound += 1;
836                                                         else
837                                                                 attacker.hitsound += 1;
838                                                 }
839
840                                                 damage_goodhits += 1;
841                                                 damage_gooddamage += damage;
842
843                                                 if not(DEATH_ISSPECIAL(deathtype))
844                                                 {
845                                                         if(targ.classname == "player") // don't do this for vehicles
846                                                         if(!g_minstagib)
847                                                         if(IsFlying(victim))
848                                                                 yoda = 1;
849
850                                                         if(g_minstagib)
851                                                         if(victim.items & IT_STRENGTH)
852                                                                 yoda = 1;
853
854                                                         if(deathtype & HITTYPE_HEADSHOT)
855                                                                 headshot = 1;
856                                                 }
857                                                 if(g_ca)
858                                                         PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
859                                         }
860                                 }
861                                 else
862                                 {
863                                         if(deathtype != DEATH_FIRE)
864                                         {
865                                                 attacker.typehitsound += 1;
866                                         }
867                                         if(mirrordamage > 0)
868                                                 if(time > attacker.teamkill_complain)
869                                                 {
870                                                         attacker.teamkill_complain = time + 5;
871                                                         attacker.teamkill_soundtime = time + 0.4;
872                                                         attacker.teamkill_soundsource = targ;
873                                                 }
874                                 }
875                         }
876                 }
877         }
878
879         // apply push
880         if (self.damageforcescale)
881         if (vlen(force))
882         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
883         {
884                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
885                 if(self.movetype == MOVETYPE_PHYSICS)
886                 {
887                         entity farcent;
888                         farcent = spawn();
889                         farcent.classname = "farce";
890                         farcent.enemy = self;
891                         farcent.movedir = farce * 10;
892                         if(self.mass)
893                                 farcent.movedir = farcent.movedir * self.mass;
894                         farcent.origin = hitloc;
895                         farcent.forcetype = FORCETYPE_FORCEATPOS;
896                         farcent.nextthink = time + 0.1;
897                         farcent.think = SUB_Remove;
898                 }
899                 else
900                         self.velocity = self.velocity + farce;
901                 self.flags &~= FL_ONGROUND;
902                 UpdateCSQCProjectile(self);
903         }
904         // apply damage
905         if (damage != 0 || (self.damageforcescale && vlen(force)))
906         if (self.event_damage)
907                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
908         self = oldself;
909
910         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
911         {
912                 if(g_runematch)
913                 {
914                         if (attacker.runes & RUNE_VAMPIRE)
915                         {
916                         // apply vampire rune
917                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
918                                 {
919                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
920                                         attacker.health = bound(
921                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
922                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
923                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
924                                 }
925                                 else
926                                 {
927                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
928                                         attacker.health = bound(
929                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
930                                                                                         // empathy won't let you gain health in the same way...
931                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
932                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
933                                         }
934                         }
935                         // apply empathy curse
936                         else if (attacker.runes & CURSE_EMPATHY)
937                         {
938                                 attacker.health = bound(
939                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
940                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
941                                         attacker.health);
942                         }
943                 }
944         }
945
946         // apply mirror damage if any
947         if(mirrordamage > 0 || mirrorforce > 0)
948         {
949                 attacker = attacker_save;
950                 if(g_minstagib)
951                 if(mirrordamage > 0)
952                 {
953                         // just lose extra LIVES, don't kill the player for mirror damage
954                         if(attacker.armorvalue > 0)
955                         {
956                                 attacker.armorvalue = attacker.armorvalue - 1;
957                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
958                                 attacker.hitsound += 1;
959                         }
960                         mirrordamage = 0;
961                 }
962
963                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
964                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
965         }
966 }
967
968 float RadiusDamage_running;
969 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
970         // Returns total damage applies to creatures
971 {
972         entity  targ;
973         vector  blastorigin;
974         vector  force;
975         float   total_damage_to_creatures;
976         entity  next;
977         float   tfloordmg;
978         float   tfloorforce;
979
980         float stat_damagedone;
981
982         if(RadiusDamage_running)
983         {
984                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
985                 return 0;
986         }
987
988         RadiusDamage_running = 1;
989
990         tfloordmg = autocvar_g_throughfloor_damage;
991         tfloorforce = autocvar_g_throughfloor_force;
992
993         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
994         total_damage_to_creatures = 0;
995
996         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
997                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
998                 {
999                         force = inflictor.velocity;
1000                         if(vlen(force) == 0)
1001                                 force = '0 0 -1';
1002                         else
1003                                 force = normalize(force);
1004                         if(forceintensity >= 0)
1005                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1006                         else
1007                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1008                 }
1009
1010         stat_damagedone = 0;
1011
1012         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1013         while (targ)
1014         {
1015                 next = targ.chain;
1016                 if (targ != inflictor)
1017                         if (ignore != targ) if(targ.takedamage)
1018                         {
1019                                 vector nearest;
1020                                 vector diff;
1021                                 float power;
1022
1023                                 // LordHavoc: measure distance to nearest point on target (not origin)
1024                                 // (this guarentees 100% damage on a touch impact)
1025                                 nearest = targ.WarpZone_findradius_nearest;
1026                                 diff = targ.WarpZone_findradius_dist;
1027                                 // round up a little on the damage to ensure full damage on impacts
1028                                 // and turn the distance into a fraction of the radius
1029                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1030                                 //bprint(" ");
1031                                 //bprint(ftos(power));
1032                                 //if (targ == attacker)
1033                                 //      print(ftos(power), "\n");
1034                                 if (power > 0)
1035                                 {
1036                                         float finaldmg;
1037                                         if (power > 1)
1038                                                 power = 1;
1039                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1040                                         if (finaldmg > 0)
1041                                         {
1042                                                 float a;
1043                                                 float c;
1044                                                 vector hitloc;
1045                                                 vector myblastorigin;
1046                                                 vector center;
1047
1048                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1049
1050                                                 // if it's a player, use the view origin as reference
1051                                                 if (targ.classname == "player")
1052                                                         center = targ.origin + targ.view_ofs;
1053                                                 else
1054                                                         center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1055
1056                                                 force = normalize(center - myblastorigin);
1057                                                 force = force * (finaldmg / coredamage) * forceintensity;
1058                                                 hitloc = nearest;
1059
1060                                                 if(targ != directhitentity)
1061                                                 {
1062                                                         float hits;
1063                                                         float total;
1064                                                         float hitratio;
1065                                                         float mininv_f, mininv_d;
1066
1067                                                         // test line of sight to multiple positions on box,
1068                                                         // and do damage if any of them hit
1069                                                         hits = 0;
1070
1071                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1072                                                         // so for a given max stddev:
1073                                                         // n = (1 / (2 * max stddev of hitratio))^2
1074
1075                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1076                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1077
1078                                                         if(autocvar_g_throughfloor_debug)
1079                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1080
1081                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1082
1083                                                         if(autocvar_g_throughfloor_debug)
1084                                                                 print(sprintf(" steps=%f", total));
1085
1086                                                         if (targ.classname == "player")
1087                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1088                                                         else
1089                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1090
1091                                                         if(autocvar_g_throughfloor_debug)
1092                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1093
1094                                                         for(c = 0; c < total; ++c)
1095                                                         {
1096                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1097                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1098                                                                 if (trace_fraction == 1 || trace_ent == targ)
1099                                                                 {
1100                                                                         ++hits;
1101                                                                         if (hits > 1)
1102                                                                                 hitloc = hitloc + nearest;
1103                                                                         else
1104                                                                                 hitloc = nearest;
1105                                                                 }
1106                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1107                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1108                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1109                                                         }
1110
1111                                                         nearest = hitloc * (1 / max(1, hits));
1112                                                         hitratio = (hits / total);
1113                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1114                                                         finaldmg = finaldmg * a;
1115                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1116                                                         force = force * a;
1117
1118                                                         if(autocvar_g_throughfloor_debug)
1119                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1120                                                 }
1121
1122                                                 // laser force adjustments :P
1123                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1124                                                 {
1125                                                         if (targ == attacker)
1126                                                         {
1127                                                                 vector vel;
1128
1129                                                                 float force_zscale;
1130                                                                 float force_velocitybiasramp;
1131                                                                 float force_velocitybias;
1132
1133                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1134                                                                 if(deathtype & HITTYPE_SECONDARY)
1135                                                                 {
1136                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1137                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1138                                                                 }
1139                                                                 else
1140                                                                 {
1141                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1142                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1143                                                                 }
1144
1145                                                                 vel = targ.velocity;
1146                                                                 vel_z = 0;
1147                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1148                                                                 force =
1149                                                                         vlen(force)
1150                                                                         *
1151                                                                         normalize(normalize(force) + vel);
1152
1153                                                                 force_z *= force_zscale;
1154                                                         }
1155                                                         else
1156                                                         {
1157                                                                 if(deathtype & HITTYPE_SECONDARY)
1158                                                                 {
1159                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1160                                                                 }
1161                                                                 else
1162                                                                 {
1163                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1164                                                                 }
1165                                                         }
1166                                                 }
1167
1168                                                 //if (targ == attacker)
1169                                                 //{
1170                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1171                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1172                                                 //      print(" (", ftos(a), ")\n");
1173                                                 //}
1174                                                 if(finaldmg || vlen(force))
1175                                                 {
1176                                                         if(targ.iscreature)
1177                                                         {
1178                                                                 total_damage_to_creatures += finaldmg;
1179
1180                                                                 if(accuracy_isgooddamage(attacker, targ))
1181                                                                         stat_damagedone += finaldmg;
1182                                                         }
1183
1184                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1185                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1186                                                         else
1187                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1188                                                 }
1189                                         }
1190                                 }
1191                         }
1192                 targ = next;
1193         }
1194
1195         RadiusDamage_running = 0;
1196
1197         if(!DEATH_ISSPECIAL(deathtype))
1198                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1199
1200         return total_damage_to_creatures;
1201 }
1202
1203 .float fire_damagepersec;
1204 .float fire_endtime;
1205 .float fire_deathtype;
1206 .entity fire_owner;
1207 .float fire_hitsound;
1208 .entity fire_burner;
1209
1210 void fireburner_think();
1211
1212 float Fire_IsBurning(entity e)
1213 {
1214         return (time < e.fire_endtime);
1215 }
1216
1217 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1218 {
1219         float dps;
1220         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1221
1222         if(e.classname == "player")
1223         {
1224                 if(e.deadflag)
1225                         return -1;
1226         }
1227         else
1228         {
1229                 if(!e.fire_burner)
1230                 {
1231                         // print("adding a fire burner to ", e.classname, "\n");
1232                         e.fire_burner = spawn();
1233                         e.fire_burner.classname = "fireburner";
1234                         e.fire_burner.think = fireburner_think;
1235                         e.fire_burner.nextthink = time;
1236                         e.fire_burner.owner = e;
1237                 }
1238         }
1239
1240         t = max(t, 0.1);
1241         dps = d / t;
1242         if(Fire_IsBurning(e))
1243         {
1244                 mintime = e.fire_endtime - time;
1245                 maxtime = max(mintime, t);
1246
1247                 mindps = e.fire_damagepersec;
1248                 maxdps = max(mindps, dps);
1249
1250                 if(maxtime > mintime || maxdps > mindps)
1251                 {
1252                         // Constraints:
1253                         
1254                         // damage we have right now
1255                         mindamage = mindps * mintime;
1256
1257                         // damage we want to get
1258                         maxdamage = mindamage + d;
1259
1260                         // but we can't exceed maxtime * maxdps!
1261                         totaldamage = min(maxdamage, maxtime * maxdps);
1262
1263                         // LEMMA:
1264                         // Look at:
1265                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1266                         // We see:
1267                         // totaldamage <= maxtime * maxdps
1268                         // ==> totaldamage / maxdps <= maxtime.
1269                         // We also see:
1270                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1271                         //                     >= min(mintime, maxtime)
1272                         // ==> totaldamage / maxdps >= mintime.
1273
1274                         /*
1275                         // how long do we damage then?
1276                         // at least as long as before
1277                         // but, never exceed maxdps
1278                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1279                         */
1280
1281                         // alternate:
1282                         // at most as long as maximum allowed
1283                         // but, never below mindps
1284                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1285
1286                         // assuming t > mintime, dps > mindps:
1287                         // we get d = t * dps = maxtime * maxdps
1288                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1289                         // totaldamage / maxdps = maxtime
1290                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1291                         // FROM THIS:
1292                         // a) totaltime = max(mintime, maxtime) = maxtime
1293                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1294
1295                         // assuming t <= mintime:
1296                         // we get maxtime = mintime
1297                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1298                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1299
1300                         // assuming dps <= mindps:
1301                         // we get mindps = maxdps.
1302                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1303                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1304                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1305
1306                         e.fire_damagepersec = totaldamage / totaltime;
1307                         e.fire_endtime = time + totaltime;
1308                         if(totaldamage > 1.2 * mindamage)
1309                         {
1310                                 e.fire_deathtype = dt;
1311                                 if(e.fire_owner != o)
1312                                 {
1313                                         e.fire_owner = o;
1314                                         e.fire_hitsound = FALSE;
1315                                 }
1316                         }
1317                         if(accuracy_isgooddamage(o, e))
1318                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1319                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1320                 }
1321                 else
1322                         return 0;
1323         }
1324         else
1325         {
1326                 e.fire_damagepersec = dps;
1327                 e.fire_endtime = time + t;
1328                 e.fire_deathtype = dt;
1329                 e.fire_owner = o;
1330                 e.fire_hitsound = FALSE;
1331                 if(accuracy_isgooddamage(o, e))
1332                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1333                 return d;
1334         }
1335 }
1336
1337 void Fire_ApplyDamage(entity e)
1338 {
1339         float t, d, hi, ty;
1340         entity o;
1341
1342         if not(Fire_IsBurning(e))
1343                 return;
1344
1345         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1346         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1347                 o = e.fire_owner;
1348
1349         // water and slime stop fire
1350         if(e.waterlevel)
1351         if(e.watertype != CONTENT_LAVA)
1352                 e.fire_endtime = 0;
1353
1354         // ice stops fire
1355         if(e.freezetag_frozen)
1356                 e.fire_endtime = 0;
1357
1358         t = min(frametime, e.fire_endtime - time);
1359         d = e.fire_damagepersec * t;
1360
1361         hi = e.fire_owner.hitsound;
1362         ty = e.fire_owner.typehitsound;
1363         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1364         if(e.fire_hitsound && e.fire_owner)
1365         {
1366                 e.fire_owner.hitsound = hi;
1367                 e.fire_owner.typehitsound = ty;
1368         }
1369         e.fire_hitsound = TRUE;
1370
1371         if not(IS_INDEPENDENT_PLAYER(e))
1372         FOR_EACH_PLAYER(other) if(e != other)
1373         {
1374                 if(other.classname == "player")
1375                 if(other.deadflag == DEAD_NO)
1376                 if not(IS_INDEPENDENT_PLAYER(other))
1377                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1378                 {
1379                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1380                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1381                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1382                 }
1383         }
1384 }
1385
1386 void Fire_ApplyEffect(entity e)
1387 {
1388         if(Fire_IsBurning(e))
1389                 e.effects |= EF_FLAME;
1390         else
1391                 e.effects &~= EF_FLAME;
1392 }
1393
1394 void fireburner_think()
1395 {
1396         // for players, this is done in the regular loop
1397         if(wasfreed(self.owner))
1398         {
1399                 remove(self);
1400                 return;
1401         }
1402         Fire_ApplyEffect(self.owner);
1403         if(!Fire_IsBurning(self.owner))
1404         {
1405                 self.owner.fire_burner = world;
1406                 remove(self);
1407                 return;
1408         }
1409         Fire_ApplyDamage(self.owner);
1410         self.nextthink = time;
1411 }