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