]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/g_damage.qc
Cleanup g_damage a bit more
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59
60 float IsDifferentTeam(entity a, entity b)
61 {
62         if(teamplay)
63         {
64                 if(a.team == b.team)
65                         return 0;
66         }
67         else
68         {
69                 if(a == b)
70                         return 0;
71         }
72         return 1;
73 }
74
75 float IsFlying(entity a)
76 {
77         if(a.flags & FL_ONGROUND)
78                 return 0;
79         if(a.waterlevel >= WATERLEVEL_SWIMMING)
80                 return 0;
81         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82         if(trace_fraction < 1)
83                 return 0;
84         return 1;
85 }
86
87 void UpdateFrags(entity player, float f)
88 {
89         PlayerTeamScore_AddScore(player, f);
90 }
91
92 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
93 void W_SwitchWeapon_Force(entity e, float w);
94 entity GiveFrags_randomweapons;
95 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
96 {
97         // TODO route through PlayerScores instead
98         if(gameover) return;
99
100         if(f < 0)
101         {
102                 if(targ == attacker)
103                 {
104                         // suicide
105                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
106                 }
107                 else
108                 {
109                         // teamkill
110                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
111                 }
112         }
113         else
114         {
115                 // regular frag
116                 PlayerScore_Add(attacker, SP_KILLS, 1);
117                 if(targ.playerid)
118                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
119         }
120
121         PlayerScore_Add(targ, SP_DEATHS, 1);
122
123         if(g_arena || g_ca)
124                 if(autocvar_g_arena_roundbased)
125                         return;
126
127         if(targ != attacker) // not for suicides
128         if(g_weaponarena_random)
129         {
130                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
131                 float culprit;
132                 culprit = DEATH_WEAPONOF(deathtype);
133                 if(!culprit)
134                         culprit = attacker.weapon;
135                 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
136                         culprit = attacker.weapon;
137
138                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
139                 {
140                         // no exchange
141                 }
142                 else
143                 {
144                         if(!GiveFrags_randomweapons)
145                         {
146                                 GiveFrags_randomweapons = spawn();
147                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
148                         }
149
150                         if(inWarmupStage)
151                                 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
152                         else
153                                 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
154
155                         // all others (including the culprit): remove
156                         WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
157                         WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
158
159                         // among the remaining ones, choose one by random
160                         W_RandomWeapons(GiveFrags_randomweapons, 1);
161
162                         if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
163                         {
164                                 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
165                                 WEPSET_ANDNOT_EW(attacker, culprit);
166                         }
167                 }
168
169                 // after a frag, choose another random weapon set
170                 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
171                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
172         }
173
174         // FIXME fix the mess this is (we have REAL points now!)
175         entity oldself;
176         oldself = self;
177         self = attacker;
178         frag_attacker = attacker;
179         frag_target = targ;
180         frag_score = f;
181         if(MUTATOR_CALLHOOK(GiveFragsForKill))
182         {
183                 f = frag_score;
184                 self = oldself;
185         }
186         else
187         {
188                 self = oldself;
189                 if(g_runematch)
190                 {
191                         f = RunematchHandleFrags(attacker, targ, f);
192                 }
193                 else if(g_lms)
194                 {
195                         // remove a life
196                         float tl;
197                         tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198                         if(tl < lms_lowest_lives)
199                                 lms_lowest_lives = tl;
200                         if(tl <= 0)
201                         {
202                                 if(!lms_next_place)
203                                         lms_next_place = player_count;
204                                 else
205                                         lms_next_place = min(lms_next_place, player_count);
206                                 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
207                                 --lms_next_place;
208                         }
209                         f = 0;
210                 }
211         }
212
213         attacker.totalfrags += f;
214
215         if(f)
216                 UpdateFrags(attacker, f);
217 }
218
219 string AppendItemcodes(string s, entity player)
220 {
221         float w;
222         w = player.weapon;
223         //if(w == 0)
224         //      w = player.switchweapon;
225         if(w == 0)
226                 w = player.cnt; // previous weapon!
227         s = strcat(s, ftos(w));
228         if(time < player.strength_finished)
229                 s = strcat(s, "S");
230         if(time < player.invincible_finished)
231                 s = strcat(s, "I");
232         if(player.flagcarried != world)
233                 s = strcat(s, "F");
234         if(player.BUTTON_CHAT)
235                 s = strcat(s, "T");
236         if(player.kh_next)
237                 s = strcat(s, "K");
238         if(player.runes)
239                 s = strcat(s, "|", ftos(player.runes));
240         return s;
241 }
242
243 void LogDeath(string mode, float deathtype, entity killer, entity killed)
244 {
245         string s;
246         if(!autocvar_sv_eventlog)
247                 return;
248         s = strcat(":kill:", mode);
249         s = strcat(s, ":", ftos(killer.playerid));
250         s = strcat(s, ":", ftos(killed.playerid));
251         s = strcat(s, ":type=", Deathtype_Name(deathtype));
252         s = strcat(s, ":items=");
253         s = AppendItemcodes(s, killer);
254         if(killed != killer)
255         {
256                 s = strcat(s, ":victimitems=");
257                 s = AppendItemcodes(s, killed);
258         }
259         GameLogEcho(s);
260 }
261
262 #define INFO_NO_MSG 0 // 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(
300                                 "Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n",
301                                 Deathtype_Name(deathtype),
302                                 deathtype
303                         ));
304                         return;
305                 }
306         }
307 }
308
309 float w_deathtype;
310 float Obituary_WeaponDeath(entity notif_target, float murder, float deathtype, string s1, string s2, string s3, float f1, float f2)
311 {
312         float death_weapon = DEATH_WEAPONOF(deathtype);
313         if(death_weapon)
314         {
315                 w_deathtype = deathtype;
316                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
317                 w_deathtype = FALSE;
318
319                 if(death_message)
320                 {
321                         Send_Notification_WOVA(NOTIF_ONE, notif_target, MSG_MULTI, death_message, s1, s2, s3, "", f1, f2, 0, 0);
322                         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);
323                 }
324                 else
325                 {
326                         dprint(sprintf(
327                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification for weapon %d!\n",
328                                 Deathtype_Name(deathtype),
329                                 deathtype,
330                                 death_weapon
331                         ));
332                 }
333
334                 return TRUE;
335         }
336         return FALSE;
337 }
338
339 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
340 {
341         // Sanity check
342         if not(targ.classname == STR_PLAYER) { backtrace("Obituary called on non-player?!\n"); return; }
343
344         // Declarations
345         float notif_firstblood = FALSE;
346         float kill_count_to_attacker, kill_count_to_target;
347
348         // Set final information for the death
349         targ.death_origin = targ.origin;
350         if(targ != attacker) { targ.killer_origin = attacker.origin; }
351         string deathlocation = NearestLocation(targ.death_origin);
352
353         #ifdef NOTIFICATIONS_DEBUG
354         dprint(
355                 sprintf(
356                         "Obituary(%s, %s, %s, %s = %d);\n",
357                         attacker.netname,
358                         inflictor.netname,
359                         targ.netname,
360                         Deathtype_Name(deathtype),
361                         deathtype
362                 )
363         );
364         #endif
365         
366         // =======
367         // SUICIDE
368         // =======
369         if(targ == attacker)
370         {
371                 if(DEATH_ISSPECIAL(deathtype))
372                 {
373                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
374                         {
375                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
376                         }
377                         else
378                         {
379                                 switch(deathtype)
380                                 {
381                                         case DEATH_MIRRORDAMAGE:
382                                         {
383                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
384                                                 break;
385                                         }
386                                         
387                                         default:
388                                         {
389                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
390                                                 break;
391                                         }
392                                 }
393                                 LogDeath("suicide", deathtype, targ, targ);
394                                 GiveFrags(attacker, targ, -1, deathtype);
395                         }
396                 }
397                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
398                 {
399                         backtrace("SUICIDE: what the hell happened here?\n");
400                 }
401         }
402
403         // ======
404         // MURDER
405         // ======
406         else if(attacker.classname == "player")
407         {
408                 if(!IsDifferentTeam(attacker, targ))
409                 {
410                         LogDeath("tk", deathtype, attacker, targ);
411                         GiveFrags(attacker, targ, -1, deathtype);
412
413                         attacker.killcount = 0;
414                         
415                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
416                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
417                         Send_Notification(NOTIF_ANY, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, targ.killcount);
418
419                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
420                         // No need for specific death/weapon messages...
421                 }
422                 else
423                 {
424                         LogDeath("frag", deathtype, attacker, targ);
425                         GiveFrags(attacker, targ, 1, deathtype);
426
427                         attacker.taunt_soundtime = time + 1;
428                         attacker.killcount = attacker.killcount + 1;
429
430                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
431                                 case counta: \
432                                 { \
433                                         AnnounceTo(attacker, strcat(#countb, "kills")); \
434                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
435                                         break; \
436                                 }
437                         switch(attacker.killcount)
438                         {
439                                 KILL_SPREE_LIST
440                                 default: break;
441                         }
442                         #undef SPREE_ITEM
443
444                         if(!checkrules_firstblood)
445                         {
446                                 checkrules_firstblood = TRUE;
447                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
448                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
449                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
450
451                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
452                                 kill_count_to_attacker = -1;
453                                 kill_count_to_target = -2;
454                         }
455                         else
456                         {
457                                 kill_count_to_attacker = attacker.killcount;
458                                 kill_count_to_target = 0;
459                         }
460
461                         if(targ.istypefrag)
462                         {
463                                 if(attacker.FRAG_VERBOSE)
464                                         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));
465                                 else
466                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
467
468                                 if(targ.FRAG_VERBOSE)
469                                         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));
470                                 else
471                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
472                         }
473                         else
474                         {
475                                 if(attacker.FRAG_VERBOSE)
476                                         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));
477                                 else
478                                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
479
480                                 if(targ.FRAG_VERBOSE)
481                                         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));
482                                 else
483                                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
484                         }
485
486                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
487                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
488                 }
489         }
490
491         // =============
492         // ACCIDENT/TRAP
493         // =============
494         else
495         {
496                 switch(deathtype)
497                 {
498                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
499                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
500                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
501                         /*case DEATH_HURTTRIGGER:
502                         {
503                                 s1 = targ.netname;
504                                 s2 = inflictor.message;
505                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
506                                 break;
507                         }*/
508
509                         case DEATH_CUSTOM:
510                         {
511                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
512                                         targ.netname,
513                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
514                                         deathlocation,
515                                         targ.killcount,
516                                         0,
517                                         0);
518                                 break;
519                         }
520                         
521                         default:
522                         {
523                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
524                                 break;
525                         }
526                 }
527
528                 LogDeath("accident", deathtype, targ, targ);
529                 GiveFrags(targ, targ, -1, deathtype);
530
531                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
532                 {
533                         AnnounceTo(targ, "botlike");
534                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
535                 }
536         }
537
538         // reset target kill count
539         if(targ.killcount) { targ.killcount = 0; }
540 }
541
542 // these are updated by each Damage call for use in button triggering and such
543 entity damage_targ;
544 entity damage_inflictor;
545 entity damage_attacker;
546
547 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
548 {
549         float mirrordamage;
550         float mirrorforce;
551         float complainteamdamage = 0; 
552         entity attacker_save;
553         mirrordamage = 0;
554         mirrorforce = 0;
555
556         if (gameover || targ.killcount == -666)
557                 return;
558
559         entity oldself;
560         oldself = self;
561         self = targ;
562         damage_targ = targ;
563         damage_inflictor = inflictor;
564         damage_attacker = attacker;
565                 attacker_save = attacker;
566
567         if(targ.classname == "player")
568                 if(targ.hook)
569                         if(targ.hook.aiment)
570                                 if(targ.hook.aiment == attacker)
571                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
572
573         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
574         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
575         {
576                 if(targ.classname == "player")
577                         if not(IsDifferentTeam(targ, attacker))
578                         {
579                                 self = oldself;
580                                 return;
581                         }
582         }
583
584         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
585         {
586                 // These are ALWAYS lethal
587                 // No damage modification here
588                 // Instead, prepare the victim for his death...
589                 targ.armorvalue = 0;
590                 targ.spawnshieldtime = 0;
591                 targ.health = 0.9; // this is < 1
592                 targ.flags -= targ.flags & FL_GODMODE;
593                 damage = 100000;
594         }
595         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
596         {
597                 // no processing
598         }
599         else
600         {
601                 /*
602                 skill based bot damage? gtfo. (tZork)
603                 if (targ.classname == "player")
604                 if (attacker.classname == "player")
605                 if (!targ.isbot)
606                 if (attacker.isbot)
607                         damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
608         */
609         
610                 // nullify damage if teamplay is on
611                 if(deathtype != DEATH_TELEFRAG)
612                 if(attacker.classname == "player")
613                 {
614                         if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
615                         {
616                                 damage = 0;
617                                 force = '0 0 0';
618                         }
619                         else if(!IsDifferentTeam(attacker, targ))
620                         {
621                                 if(autocvar_teamplay_mode == 1)
622                                         damage = 0;
623                                 else if(attacker != targ)
624                                 {
625                                         if(autocvar_teamplay_mode == 3)
626                                                 damage = 0;
627                                         else if(autocvar_teamplay_mode == 4)
628                                         {
629                                                 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
630                                                 {
631                                                         attacker.dmg_team = attacker.dmg_team + damage;
632                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
633                                                         if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
634                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
635                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
636                                                         if(g_minstagib)
637                                                         {
638                                                                 if(autocvar_g_friendlyfire == 0)
639                                                                         damage = 0;
640                                                         }
641                                                         else if(g_ca)
642                                                                 damage = 0;
643                                                         else
644                                                                 damage = autocvar_g_friendlyfire * damage;
645                                                         // mirrordamage will be used LATER
646
647                                                         if(autocvar_g_mirrordamage_virtual)
648                                                         {
649                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
650                                                                 attacker.dmg_take += v_x;
651                                                                 attacker.dmg_save += v_y;
652                                                                 attacker.dmg_inflictor = inflictor;
653                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
654                                                                 mirrorforce = 0;
655                                                         }
656
657                                                         if(autocvar_g_friendlyfire_virtual)
658                                                         {
659                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
660                                                                 targ.dmg_take += v_x;
661                                                                 targ.dmg_save += v_y;
662                                                                 targ.dmg_inflictor = inflictor;
663                                                                 damage = 0;
664                                                                 if(!autocvar_g_friendlyfire_virtual_force)
665                                                                         force = '0 0 0';
666                                                         }
667                                                 }
668                                                 else
669                                                         damage = 0;
670                                         }
671                                 }
672                         }
673                 }
674
675                 if(targ.classname == "player")
676                 if(attacker.classname == "player")
677                 if(attacker != targ)
678                 {
679                         targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
680                         attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
681                 }
682
683                 if(targ.classname == "player")
684                 if (g_minstagib)
685                 {
686                         if ((deathtype == DEATH_FALL)  ||
687                                 (deathtype == DEATH_DROWN) ||
688                                 (deathtype == DEATH_SLIME) ||
689                                 (deathtype == DEATH_LAVA)  ||
690                                 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
691                         {
692                                 self = oldself;
693                                 return;
694                         }
695                         if(damage > 0)
696                             damage = 10000;
697                         if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
698                         {
699                                 targ.armorvalue -= 1;
700                                 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
701                                 damage = 0;
702                                 targ.hitsound += 1;
703                                 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
704                         }
705                         if (DEATH_ISWEAPON(deathtype, WEP_LASER))
706                         {
707                                 damage = 0;
708                                 mirrordamage = 0;
709                                 complainteamdamage = 0;
710                                 if (targ != attacker)
711                                 {
712                                         if ((targ.health >= 1) && (targ.classname == "player"))
713                                                 centerprint(attacker, "Secondary fire inflicts no damage!");
714                                         force = '0 0 0';
715                                         // keep mirrorforce
716                                         attacker = targ;
717                                 }
718                         }
719                 }
720
721                 if not(DEATH_ISSPECIAL(deathtype))
722                 {
723                         damage *= g_weapondamagefactor;
724                         mirrordamage *= g_weapondamagefactor;
725                         complainteamdamage *= g_weapondamagefactor;
726                         force = force * g_weaponforcefactor;
727                         mirrorforce *= g_weaponforcefactor;
728                 }
729                 
730                 // should this be changed at all? If so, in what way?
731                 frag_attacker = attacker;
732                 frag_target = targ;
733                 frag_damage = damage;
734                 frag_force = force;
735         frag_deathtype = deathtype;
736                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
737                 damage = frag_damage;
738                 force = frag_force;
739                 
740                 // apply strength multiplier
741                 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
742                 {
743                         if(targ == attacker)
744                         {
745                                 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
746                                 force = force * autocvar_g_balance_powerup_strength_selfforce;
747                         }
748                         else
749                         {
750                                 damage = damage * autocvar_g_balance_powerup_strength_damage;
751                                 force = force * autocvar_g_balance_powerup_strength_force;
752                         }
753                 }
754
755                 // apply invincibility multiplier
756                 if (targ.items & IT_INVINCIBLE && !g_minstagib)
757                         damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
758
759                 if (targ == attacker)
760                 {
761                         if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
762                                 damage = 0;
763                         else
764                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
765                 }
766
767                 if(g_runematch)
768                 {
769                         // apply strength rune
770                         if (attacker.runes & RUNE_STRENGTH)
771                         {
772                                 if(attacker.runes & CURSE_WEAK) // have both curse & rune
773                                 {
774                                         damage = damage * autocvar_g_balance_rune_strength_combo_damage;
775                                         force = force * autocvar_g_balance_rune_strength_combo_force;
776                                 }
777                                 else
778                                 {
779                                         damage = damage * autocvar_g_balance_rune_strength_damage;
780                                         force = force * autocvar_g_balance_rune_strength_force;
781                                 }
782                         }
783                         else if (attacker.runes & CURSE_WEAK)
784                         {
785                                 damage = damage * autocvar_g_balance_curse_weak_damage;
786                                 force = force * autocvar_g_balance_curse_weak_force;
787                         }
788
789                         // apply defense rune
790                         if (targ.runes & RUNE_DEFENSE)
791                         {
792                                 if (targ.runes & CURSE_VULNER) // have both curse & rune
793                                         damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
794                                 else
795                                         damage = damage * autocvar_g_balance_rune_defense_takedamage;
796                         }
797                         else if (targ.runes & CURSE_VULNER)
798                                 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
799                 }
800
801                 // count the damage
802                 if(attacker)
803                 if(!targ.deadflag)
804                 if(targ.takedamage == DAMAGE_AIM)
805                 if(targ != attacker)
806                 {
807                         entity victim;
808                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
809                                 victim = targ.owner;
810                         else
811                                 victim = targ;
812
813                         if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
814                         {
815                                 if(IsDifferentTeam(victim, attacker))
816                                 {
817                                         if(damage > 0)
818                                         {
819                                                 if(deathtype != DEATH_FIRE)
820                                                 {
821                                                         if(victim.BUTTON_CHAT)
822                                                                 attacker.typehitsound += 1;
823                                                         else
824                                                                 attacker.hitsound += 1;
825                                                 }
826
827                                                 damage_goodhits += 1;
828                                                 damage_gooddamage += damage;
829
830                                                 if not(DEATH_ISSPECIAL(deathtype))
831                                                 {
832                                                         if(targ.classname == "player") // don't do this for vehicles
833                                                         if(!g_minstagib)
834                                                         if(IsFlying(victim))
835                                                                 yoda = 1;
836
837                                                         if(g_minstagib)
838                                                         if(victim.items & IT_STRENGTH)
839                                                                 yoda = 1;
840                                                 }
841                                         }
842                                 }
843                                 else
844                                 {
845                                         if(deathtype != DEATH_FIRE)
846                                         {
847                                                 attacker.typehitsound += 1;
848                                         }
849                                         if(complainteamdamage > 0)
850                                                 if(time > attacker.teamkill_complain)
851                                                 {
852                                                         attacker.teamkill_complain = time + 5;
853                                                         attacker.teamkill_soundtime = time + 0.4;
854                                                         attacker.teamkill_soundsource = targ;
855                                                 }
856                                 }
857                         }
858                 }
859         }
860
861         // apply push
862         if (self.damageforcescale)
863         if (vlen(force))
864         if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
865         {
866                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
867                 if(self.movetype == MOVETYPE_PHYSICS)
868                 {
869                         entity farcent;
870                         farcent = spawn();
871                         farcent.classname = "farce";
872                         farcent.enemy = self;
873                         farcent.movedir = farce * 10;
874                         if(self.mass)
875                                 farcent.movedir = farcent.movedir * self.mass;
876                         farcent.origin = hitloc;
877                         farcent.forcetype = FORCETYPE_FORCEATPOS;
878                         farcent.nextthink = time + 0.1;
879                         farcent.think = SUB_Remove;
880                 }
881                 else
882                         self.velocity = self.velocity + farce;
883                 self.flags &~= FL_ONGROUND;
884                 UpdateCSQCProjectile(self);
885         }
886         // apply damage
887         if (damage != 0 || (self.damageforcescale && vlen(force)))
888         if (self.event_damage)
889                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
890         self = oldself;
891
892         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
893         {
894                 if(g_runematch)
895                 {
896                         if (attacker.runes & RUNE_VAMPIRE)
897                         {
898                         // apply vampire rune
899                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
900                                 {
901                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
902                                         attacker.health = bound(
903                                                 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
904                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
905                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
906                                 }
907                                 else
908                                 {
909                                         //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
910                                         attacker.health = bound(
911                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
912                                                                                         // empathy won't let you gain health in the same way...
913                                                 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
914                                                 autocvar_g_balance_rune_vampire_maxhealth);     // LA: was 1000, now 500
915                                         }
916                         }
917                         // apply empathy curse
918                         else if (attacker.runes & CURSE_EMPATHY)
919                         {
920                                 attacker.health = bound(
921                                         autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
922                                         attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
923                                         attacker.health);
924                         }
925                 }
926         }
927
928         // apply mirror damage if any
929         if(mirrordamage > 0 || mirrorforce > 0)
930         {
931                 attacker = attacker_save;
932                 if(g_minstagib)
933                 if(mirrordamage > 0)
934                 {
935                         // just lose extra LIVES, don't kill the player for mirror damage
936                         if(attacker.armorvalue > 0)
937                         {
938                                 attacker.armorvalue = attacker.armorvalue - 1;
939                                 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
940                                 attacker.hitsound += 1;
941                         }
942                         mirrordamage = 0;
943                 }
944
945                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
946                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
947         }
948 }
949
950 float RadiusDamage_running;
951 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
952         // Returns total damage applies to creatures
953 {
954         entity  targ;
955         vector  blastorigin;
956         vector  force;
957         float   total_damage_to_creatures;
958         entity  next;
959         float   tfloordmg;
960         float   tfloorforce;
961
962         float stat_damagedone;
963
964         if(RadiusDamage_running)
965         {
966                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
967                 return 0;
968         }
969
970         RadiusDamage_running = 1;
971
972         tfloordmg = autocvar_g_throughfloor_damage;
973         tfloorforce = autocvar_g_throughfloor_force;
974
975         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
976         total_damage_to_creatures = 0;
977
978         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
979                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
980                 {
981                         force = inflictor.velocity;
982                         if(vlen(force) == 0)
983                                 force = '0 0 -1';
984                         else
985                                 force = normalize(force);
986                         if(forceintensity >= 0)
987                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
988                         else
989                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
990                 }
991
992         stat_damagedone = 0;
993
994         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
995         while (targ)
996         {
997                 next = targ.chain;
998                 if (targ != inflictor)
999                         if (ignore != targ) if(targ.takedamage)
1000                         {
1001                                 vector nearest;
1002                                 vector diff;
1003                                 float power;
1004
1005                                 // LordHavoc: measure distance to nearest point on target (not origin)
1006                                 // (this guarentees 100% damage on a touch impact)
1007                                 nearest = targ.WarpZone_findradius_nearest;
1008                                 diff = targ.WarpZone_findradius_dist;
1009                                 // round up a little on the damage to ensure full damage on impacts
1010                                 // and turn the distance into a fraction of the radius
1011                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1012                                 //bprint(" ");
1013                                 //bprint(ftos(power));
1014                                 //if (targ == attacker)
1015                                 //      print(ftos(power), "\n");
1016                                 if (power > 0)
1017                                 {
1018                                         float finaldmg;
1019                                         if (power > 1)
1020                                                 power = 1;
1021                                         finaldmg = coredamage * power + edgedamage * (1 - power);
1022                                         if (finaldmg > 0)
1023                                         {
1024                                                 float a;
1025                                                 float c;
1026                                                 vector hitloc;
1027                                                 vector myblastorigin;
1028                                                 vector center;
1029
1030                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1031
1032                                                 // if it's a player, use the view origin as reference
1033                                                 center = CENTER_OR_VIEWOFS(targ);
1034
1035                                                 force = normalize(center - myblastorigin);
1036                                                 force = force * (finaldmg / coredamage) * forceintensity;
1037                                                 hitloc = nearest;
1038
1039                                                 if(targ != directhitentity)
1040                                                 {
1041                                                         float hits;
1042                                                         float total;
1043                                                         float hitratio;
1044                                                         float mininv_f, mininv_d;
1045
1046                                                         // test line of sight to multiple positions on box,
1047                                                         // and do damage if any of them hit
1048                                                         hits = 0;
1049
1050                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1051                                                         // so for a given max stddev:
1052                                                         // n = (1 / (2 * max stddev of hitratio))^2
1053
1054                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1055                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1056
1057                                                         if(autocvar_g_throughfloor_debug)
1058                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
1059
1060                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1061
1062                                                         if(autocvar_g_throughfloor_debug)
1063                                                                 print(sprintf(" steps=%f", total));
1064
1065                                                         if (targ.classname == "player")
1066                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1067                                                         else
1068                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1069
1070                                                         if(autocvar_g_throughfloor_debug)
1071                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1072
1073                                                         for(c = 0; c < total; ++c)
1074                                                         {
1075                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1076                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1077                                                                 if (trace_fraction == 1 || trace_ent == targ)
1078                                                                 {
1079                                                                         ++hits;
1080                                                                         if (hits > 1)
1081                                                                                 hitloc = hitloc + nearest;
1082                                                                         else
1083                                                                                 hitloc = nearest;
1084                                                                 }
1085                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1086                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1087                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1088                                                         }
1089
1090                                                         nearest = hitloc * (1 / max(1, hits));
1091                                                         hitratio = (hits / total);
1092                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1093                                                         finaldmg = finaldmg * a;
1094                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1095                                                         force = force * a;
1096
1097                                                         if(autocvar_g_throughfloor_debug)
1098                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1099                                                 }
1100
1101                                                 // laser force adjustments :P
1102                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1103                                                 {
1104                                                         if (targ == attacker)
1105                                                         {
1106                                                                 vector vel;
1107
1108                                                                 float force_zscale;
1109                                                                 float force_velocitybiasramp;
1110                                                                 float force_velocitybias;
1111
1112                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
1113                                                                 if(deathtype & HITTYPE_SECONDARY)
1114                                                                 {
1115                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1116                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1117                                                                 }
1118                                                                 else
1119                                                                 {
1120                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1121                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1122                                                                 }
1123
1124                                                                 vel = targ.velocity;
1125                                                                 vel_z = 0;
1126                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1127                                                                 force =
1128                                                                         vlen(force)
1129                                                                         *
1130                                                                         normalize(normalize(force) + vel);
1131
1132                                                                 force_z *= force_zscale;
1133                                                         }
1134                                                         else
1135                                                         {
1136                                                                 if(deathtype & HITTYPE_SECONDARY)
1137                                                                 {
1138                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1139                                                                 }
1140                                                                 else
1141                                                                 {
1142                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1143                                                                 }
1144                                                         }
1145                                                 }
1146
1147                                                 //if (targ == attacker)
1148                                                 //{
1149                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1150                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1151                                                 //      print(" (", ftos(a), ")\n");
1152                                                 //}
1153                                                 if(finaldmg || vlen(force))
1154                                                 {
1155                                                         if(targ.iscreature)
1156                                                         {
1157                                                                 total_damage_to_creatures += finaldmg;
1158
1159                                                                 if(accuracy_isgooddamage(attacker, targ))
1160                                                                         stat_damagedone += finaldmg;
1161                                                         }
1162
1163                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1164                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1165                                                         else
1166                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1167                                                 }
1168                                         }
1169                                 }
1170                         }
1171                 targ = next;
1172         }
1173
1174         RadiusDamage_running = 0;
1175
1176         if(!DEATH_ISSPECIAL(deathtype))
1177                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1178
1179         return total_damage_to_creatures;
1180 }
1181
1182 .float fire_damagepersec;
1183 .float fire_endtime;
1184 .float fire_deathtype;
1185 .entity fire_owner;
1186 .float fire_hitsound;
1187 .entity fire_burner;
1188
1189 void fireburner_think();
1190
1191 float Fire_IsBurning(entity e)
1192 {
1193         return (time < e.fire_endtime);
1194 }
1195
1196 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1197 {
1198         float dps;
1199         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1200
1201         if(e.classname == "player")
1202         {
1203                 if(e.deadflag)
1204                         return -1;
1205         }
1206         else
1207         {
1208                 if(!e.fire_burner)
1209                 {
1210                         // print("adding a fire burner to ", e.classname, "\n");
1211                         e.fire_burner = spawn();
1212                         e.fire_burner.classname = "fireburner";
1213                         e.fire_burner.think = fireburner_think;
1214                         e.fire_burner.nextthink = time;
1215                         e.fire_burner.owner = e;
1216                 }
1217         }
1218
1219         t = max(t, 0.1);
1220         dps = d / t;
1221         if(Fire_IsBurning(e))
1222         {
1223                 mintime = e.fire_endtime - time;
1224                 maxtime = max(mintime, t);
1225
1226                 mindps = e.fire_damagepersec;
1227                 maxdps = max(mindps, dps);
1228
1229                 if(maxtime > mintime || maxdps > mindps)
1230                 {
1231                         // Constraints:
1232                         
1233                         // damage we have right now
1234                         mindamage = mindps * mintime;
1235
1236                         // damage we want to get
1237                         maxdamage = mindamage + d;
1238
1239                         // but we can't exceed maxtime * maxdps!
1240                         totaldamage = min(maxdamage, maxtime * maxdps);
1241
1242                         // LEMMA:
1243                         // Look at:
1244                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1245                         // We see:
1246                         // totaldamage <= maxtime * maxdps
1247                         // ==> totaldamage / maxdps <= maxtime.
1248                         // We also see:
1249                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1250                         //                     >= min(mintime, maxtime)
1251                         // ==> totaldamage / maxdps >= mintime.
1252
1253                         /*
1254                         // how long do we damage then?
1255                         // at least as long as before
1256                         // but, never exceed maxdps
1257                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1258                         */
1259
1260                         // alternate:
1261                         // at most as long as maximum allowed
1262                         // but, never below mindps
1263                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1264
1265                         // assuming t > mintime, dps > mindps:
1266                         // we get d = t * dps = maxtime * maxdps
1267                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1268                         // totaldamage / maxdps = maxtime
1269                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1270                         // FROM THIS:
1271                         // a) totaltime = max(mintime, maxtime) = maxtime
1272                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1273
1274                         // assuming t <= mintime:
1275                         // we get maxtime = mintime
1276                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1277                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1278
1279                         // assuming dps <= mindps:
1280                         // we get mindps = maxdps.
1281                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1282                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1283                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1284
1285                         e.fire_damagepersec = totaldamage / totaltime;
1286                         e.fire_endtime = time + totaltime;
1287                         if(totaldamage > 1.2 * mindamage)
1288                         {
1289                                 e.fire_deathtype = dt;
1290                                 if(e.fire_owner != o)
1291                                 {
1292                                         e.fire_owner = o;
1293                                         e.fire_hitsound = FALSE;
1294                                 }
1295                         }
1296                         if(accuracy_isgooddamage(o, e))
1297                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1298                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1299                 }
1300                 else
1301                         return 0;
1302         }
1303         else
1304         {
1305                 e.fire_damagepersec = dps;
1306                 e.fire_endtime = time + t;
1307                 e.fire_deathtype = dt;
1308                 e.fire_owner = o;
1309                 e.fire_hitsound = FALSE;
1310                 if(accuracy_isgooddamage(o, e))
1311                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1312                 return d;
1313         }
1314 }
1315
1316 void Fire_ApplyDamage(entity e)
1317 {
1318         float t, d, hi, ty;
1319         entity o;
1320
1321         if not(Fire_IsBurning(e))
1322                 return;
1323
1324         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1325         if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1326                 o = e.fire_owner;
1327
1328         // water and slime stop fire
1329         if(e.waterlevel)
1330         if(e.watertype != CONTENT_LAVA)
1331                 e.fire_endtime = 0;
1332
1333         // ice stops fire
1334         if(e.freezetag_frozen)
1335                 e.fire_endtime = 0;
1336
1337         t = min(frametime, e.fire_endtime - time);
1338         d = e.fire_damagepersec * t;
1339
1340         hi = e.fire_owner.hitsound;
1341         ty = e.fire_owner.typehitsound;
1342         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1343         if(e.fire_hitsound && e.fire_owner)
1344         {
1345                 e.fire_owner.hitsound = hi;
1346                 e.fire_owner.typehitsound = ty;
1347         }
1348         e.fire_hitsound = TRUE;
1349
1350         if not(IS_INDEPENDENT_PLAYER(e))
1351         FOR_EACH_PLAYER(other) if(e != other)
1352         {
1353                 if(other.classname == "player")
1354                 if(other.deadflag == DEAD_NO)
1355                 if not(IS_INDEPENDENT_PLAYER(other))
1356                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1357                 {
1358                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1359                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1360                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1361                 }
1362         }
1363 }
1364
1365 void Fire_ApplyEffect(entity e)
1366 {
1367         if(Fire_IsBurning(e))
1368                 e.effects |= EF_FLAME;
1369         else
1370                 e.effects &~= EF_FLAME;
1371 }
1372
1373 void fireburner_think()
1374 {
1375         // for players, this is done in the regular loop
1376         if(wasfreed(self.owner))
1377         {
1378                 remove(self);
1379                 return;
1380         }
1381         Fire_ApplyEffect(self.owner);
1382         if(!Fire_IsBurning(self.owner))
1383         {
1384                 self.owner.fire_burner = world;
1385                 remove(self);
1386                 return;
1387         }
1388         Fire_ApplyDamage(self.owner);
1389         self.nextthink = time;
1390 }