6 float Damage_DamageInfo_SendEntity(entity to, float sf)
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);
20 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
22 // TODO maybe call this from non-edgedamage too?
23 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
27 if(!sound_allowed(MSG_BROADCAST, dmgowner))
32 e.projectiledeathtype = deathtype;
34 e.dmg_edge = edgedamage;
36 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
41 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
44 #define DAMAGE_CENTERPRINT_SPACER NEWLINES
46 float checkrules_firstblood;
49 float damage_goodhits;
50 float damage_gooddamage;
52 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
55 .float teamkill_complain;
56 .float teamkill_soundtime;
57 .entity teamkill_soundsource;
59 .float taunt_soundtime;
62 float IsDifferentTeam(entity a, entity b)
77 float IsFlying(entity a)
79 if(a.flags & FL_ONGROUND)
81 if(a.waterlevel >= WATERLEVEL_SWIMMING)
83 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
84 if(trace_fraction < 1)
89 vector GetHeadshotMins(entity targ)
91 return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
98 void UpdateFrags(entity player, float f)
100 PlayerTeamScore_AddScore(player, f);
103 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
104 void W_SwitchWeapon_Force(entity e, float w);
105 void GiveFrags (entity attacker, entity targ, float f)
109 // TODO route through PlayerScores instead
117 PlayerScore_Add(attacker, SP_SUICIDES, 1);
122 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
128 PlayerScore_Add(attacker, SP_KILLS, 1);
131 PlayerScore_Add(targ, SP_DEATHS, 1);
134 if(cvar("g_arena_roundbased"))
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, choose another random weapon set
142 w = warmup_start_weapons;
146 attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
147 if(attacker.weapons < 0)
149 // error from randombits: no weapon available
150 // this means we can just give ALL weapons
151 attacker.weapons = w;
153 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
154 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
157 // FIXME fix the mess this is (we have REAL points now!)
161 frag_attacker = attacker;
164 if(MUTATOR_CALLHOOK(GiveFragsForKill))
174 f = RunematchHandleFrags(attacker, targ, f);
180 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
181 if(tl < lms_lowest_lives)
182 lms_lowest_lives = tl;
186 lms_next_place = player_count;
187 PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
194 if(g_ctf_ignore_frags)
199 attacker.totalfrags += f;
202 UpdateFrags(attacker, f);
205 string AppendItemcodes(string s, entity player)
210 // w = player.switchweapon;
212 w = player.cnt; // previous weapon!
213 s = strcat(s, ftos(w));
214 if(time < player.strength_finished)
216 if(time < player.invincible_finished)
218 if(player.flagcarried != world)
220 if(player.BUTTON_CHAT)
225 s = strcat(s, "|", ftos(player.runes));
229 void LogDeath(string mode, float deathtype, entity killer, entity killed)
232 if(!cvar("sv_eventlog"))
234 s = strcat(":kill:", mode);
235 s = strcat(s, ":", ftos(killer.playerid));
236 s = strcat(s, ":", ftos(killed.playerid));
237 s = strcat(s, ":type=", ftos(deathtype));
238 s = strcat(s, ":items=");
239 s = AppendItemcodes(s, killer);
242 s = strcat(s, ":victimitems=");
243 s = AppendItemcodes(s, killed);
248 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
250 WriteByte(MSG_ALL, SVC_TEMPENTITY);
251 WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
252 WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
253 WriteString(MSG_ALL, s1);
254 WriteString(MSG_ALL, s2);
255 WriteString(MSG_ALL, s3);
256 WriteShort(MSG_ALL, msg);
257 WriteByte(MSG_ALL, type);
260 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
261 void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
263 if (clienttype(e) == CLIENTTYPE_REAL)
266 WRITESPECTATABLE_MSG_ONE({
267 WriteByte(MSG_ONE, SVC_TEMPENTITY);
268 WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
269 WriteByte(MSG_ONE, CSQC_CENTERPRINT);
270 WriteString(MSG_ONE, s1);
271 WriteString(MSG_ONE, s2);
272 WriteShort(MSG_ONE, msg);
273 WriteByte(MSG_ONE, type);
278 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
283 if (targ.classname == "player" || targ.classname == "corpse")
285 if (targ.classname == "corpse")
290 a = attacker.netname;
292 if (targ == attacker) // suicides
294 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
295 msg = ColoredTeamName(targ.team); // TODO: check if needed?
296 Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
298 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
300 LogDeath("suicide", deathtype, targ, targ);
301 GiveFrags(attacker, targ, -1);
304 if (targ.killcount > 2)
305 msg = ftos(targ.killcount);
306 if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
308 if(attacker.team == COLOR_TEAM1)
309 deathtype = KILL_TEAM_RED;
311 deathtype = KILL_TEAM_BLUE;
314 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
316 else if (attacker.classname == "player" || attacker.classname == "gib")
318 if(teams_matter && attacker.team == targ.team)
320 if(attacker.team == COLOR_TEAM1)
321 type = KILL_TEAM_RED;
323 type = KILL_TEAM_BLUE;
325 GiveFrags(attacker, targ, -1);
327 Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
329 if (targ.killcount > 2) {
330 msg = ftos(targ.killcount);
333 if (attacker.killcount > 2) {
334 msg = ftos(attacker.killcount);
335 type = KILL_TEAM_SPREE;
337 Send_KillNotification(a, s, msg, type, MSG_KILL);
339 attacker.killcount = 0;
341 LogDeath("tk", deathtype, attacker, targ);
345 if (!checkrules_firstblood)
347 checkrules_firstblood = TRUE;
348 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
349 // TODO: make these print a newline if they dont
350 Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
351 Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
354 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
355 Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
356 Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
358 Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
359 Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
362 attacker.taunt_soundtime = time + 1;
365 if (deathtype == DEATH_CUSTOM)
368 msg = inflictor.message2;
370 if(strstrofs(msg, "%", 0) < 0)
371 msg = strcat("%s ", msg, " by %s");
373 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
375 if(g_ctf && targ.flagcarried)
377 UpdateFrags(attacker, ctf_score_value("score_kill"));
378 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
379 GiveFrags(attacker, targ, 0); // for logging
382 GiveFrags(attacker, targ, 1);
384 if (targ.killcount > 2) {
385 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
388 attacker.killcount = attacker.killcount + 1;
390 if (attacker.killcount > 2) {
391 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
393 else if (attacker.killcount == 3)
395 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
396 AnnounceTo(attacker, "03kills");
398 else if (attacker.killcount == 5)
400 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
401 AnnounceTo(attacker, "05kills");
403 else if (attacker.killcount == 10)
405 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
406 AnnounceTo(attacker, "10kills");
408 else if (attacker.killcount == 15)
410 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
411 AnnounceTo(attacker, "15kills");
413 else if (attacker.killcount == 20)
415 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
416 AnnounceTo(attacker, "20kills");
418 else if (attacker.killcount == 25)
420 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
421 AnnounceTo(attacker, "25kills");
423 else if (attacker.killcount == 30)
425 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
426 AnnounceTo(attacker, "30kills");
428 LogDeath("frag", deathtype, attacker, targ);
433 Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
434 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
435 msg = inflictor.message;
436 else if (deathtype == DEATH_CUSTOM)
438 if(strstrofs(msg, "%", 0) < 0)
439 msg = strcat("%s ", msg);
441 GiveFrags(targ, targ, -1);
442 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
443 AnnounceTo(targ, "botlike");
445 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
447 if (targ.killcount > 2)
448 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
450 LogDeath("accident", deathtype, targ, targ);
453 targ.death_origin = targ.origin;
455 targ.killer_origin = attacker.origin;
457 // FIXME: this should go in PutClientInServer
463 // these are updated by each Damage call for use in button triggering and such
465 entity damage_inflictor;
466 entity damage_attacker;
469 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
474 entity attacker_save;
478 if (gameover || targ.killcount == -666)
481 local entity oldself;
485 damage_inflictor = inflictor;
486 damage_attacker = attacker;
487 attacker_save = attacker;
489 if(targ.classname == "player")
492 if(targ.hook.aiment == attacker)
493 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
495 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
496 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
498 if(targ.classname == "player")
499 if not(IsDifferentTeam(targ, attacker))
506 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
508 // These are ALWAYS lethal
509 // No damage modification here
510 // Instead, prepare the victim for his death...
512 targ.spawnshieldtime = 0;
513 targ.health = 0.9; // this is < 1
514 targ.flags -= targ.flags & FL_GODMODE;
517 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
523 if (targ.classname == "player")
524 if (attacker.classname == "player")
527 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
529 // nullify damage if teamplay is on
530 if(deathtype != DEATH_TELEFRAG)
531 if(attacker.classname == "player")
533 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
538 else if(attacker.team == targ.team)
542 else if(attacker != targ)
546 else if(teamplay == 4)
548 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
550 teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
551 attacker.dmg_team = attacker.dmg_team + damage;
552 if(attacker.dmg_team > teamdamage0 && !g_ca)
553 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
554 mirrorforce = cvar("g_mirrordamage") * vlen(force);
557 if(cvar("g_friendlyfire") == 0)
563 damage = cvar("g_friendlyfire") * damage;
564 // mirrordamage will be used LATER
573 if(targ.classname == "player")
574 if(attacker.classname == "player")
577 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
578 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
581 if(targ.classname == "player")
584 if ((deathtype == DEATH_FALL) ||
585 (deathtype == DEATH_DROWN) ||
586 (deathtype == DEATH_SLIME) ||
587 (deathtype == DEATH_LAVA) ||
588 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
595 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
597 targ.armorvalue -= 1;
598 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
601 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
603 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
606 if (targ != attacker)
608 if ((targ.health >= 1) && (targ.classname == "player"))
609 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
619 if not(DEATH_ISSPECIAL(deathtype))
621 damage *= g_weapondamagefactor;
622 mirrordamage *= g_weapondamagefactor;
623 force = force * g_weaponforcefactor;
624 mirrorforce *= g_weaponforcefactor;
627 // apply strength multiplier
628 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
632 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
633 force = force * cvar("g_balance_powerup_strength_selfforce");
637 damage = damage * cvar("g_balance_powerup_strength_damage");
638 force = force * cvar("g_balance_powerup_strength_force");
642 // apply invincibility multiplier
643 if (targ.items & IT_INVINCIBLE && !g_minstagib)
644 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
646 if (targ == attacker)
648 if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
651 damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
654 // CTF: reduce damage/force
659 damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
660 force = force * cvar("g_ctf_flagcarrier_selfforce");
665 // apply strength rune
666 if (attacker.runes & RUNE_STRENGTH)
668 if(attacker.runes & CURSE_WEAK) // have both curse & rune
670 damage = damage * cvar("g_balance_rune_strength_combo_damage");
671 force = force * cvar("g_balance_rune_strength_combo_force");
675 damage = damage * cvar("g_balance_rune_strength_damage");
676 force = force * cvar("g_balance_rune_strength_force");
679 else if (attacker.runes & CURSE_WEAK)
681 damage = damage * cvar("g_balance_curse_weak_damage");
682 force = force * cvar("g_balance_curse_weak_force");
685 // apply defense rune
686 if (targ.runes & RUNE_DEFENSE)
688 if (targ.runes & CURSE_VULNER) // have both curse & rune
689 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
691 damage = damage * cvar("g_balance_rune_defense_takedamage");
693 else if (targ.runes & CURSE_VULNER)
694 damage = damage * cvar("g_balance_curse_vulner_takedamage");
700 if(targ.takedamage == DAMAGE_AIM)
703 if(targ.classname == "player")
706 // find height of hit on player axis
707 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
708 vector headmins, headmaxs, org;
709 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
710 headmins = org + GetHeadshotMins(targ);
711 headmaxs = org + GetHeadshotMaxs(targ);
712 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
714 deathtype |= HITTYPE_HEADSHOT;
717 else if(targ.classname == "turret_head")
719 deathtype |= HITTYPE_HEADSHOT;
721 if(deathtype & HITTYPE_HEADSHOT)
722 damage *= 1 + damage_headshotbonus;
724 if(targ.classname == "player")
726 if(IsDifferentTeam(targ, attacker))
730 if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || attacker.weapon == WEP_LASER) && attacker.prevhitsound + cvar("sv_hitsound_antispam_time") < time))
733 attacker.typehitsound += 1;
735 attacker.hitsound += 1;
736 attacker.prevhitsound = time;
739 damage_goodhits += 1;
740 damage_gooddamage += damage;
742 if not(DEATH_ISSPECIAL(deathtype))
749 if(targ.items & IT_STRENGTH)
752 if(deathtype & HITTYPE_HEADSHOT)
756 PlayerScore_Add(attacker, SP_SCORE, damage * cvar("g_ca_damage2score_multiplier"));
761 if(deathtype != DEATH_FIRE)
762 attacker.typehitsound += 1;
764 if(time > attacker.teamkill_complain)
766 attacker.teamkill_complain = time + 5;
767 attacker.teamkill_soundtime = time + 0.4;
768 attacker.teamkill_soundsource = targ;
776 if (self.damageforcescale)
778 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
780 self.velocity = self.velocity + self.damageforcescale * force;
781 self.flags &~= FL_ONGROUND;
782 UpdateCSQCProjectile(self);
785 if (damage != 0 || (self.damageforcescale && vlen(force)))
786 if (self.event_damage)
787 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
790 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
794 if (attacker.runes & RUNE_VAMPIRE)
796 // apply vampire rune
797 if (attacker.runes & CURSE_EMPATHY) // have the curse too
799 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
800 attacker.health = bound(
801 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
802 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
803 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
807 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
808 attacker.health = bound(
809 attacker.health, // LA: was 3, but changed so that you can't lose health
810 // empathy won't let you gain health in the same way...
811 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
812 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
815 // apply empathy curse
816 else if (attacker.runes & CURSE_EMPATHY)
818 attacker.health = bound(
819 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
820 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
826 // apply mirror damage if any
827 if(mirrordamage > 0 || mirrorforce > 0)
829 attacker = attacker_save;
833 // just lose extra LIVES, don't kill the player for mirror damage
834 if(attacker.armorvalue > 0)
836 attacker.armorvalue = attacker.armorvalue - 1;
837 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
838 attacker.hitsound += 1;
842 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
843 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
847 float RadiusDamage_running;
848 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
849 // Returns total damage applies to creatures
859 float total_damage_to_creatures;
864 float stat_damagedone;
866 if(RadiusDamage_running)
869 print("RadiusDamage called recursively!\n");
870 print("Expect stuff to go HORRIBLY wrong.\n");
871 print("Causing a stack trace...\n");
872 save = cvar_string("prvm_backtraceforwarnings");
873 cvar_set("prvm_backtraceforwarnings", "1");
874 fclose(-1); // calls VM_Warning
875 cvar_set("prvm_backtraceforwarnings", save);
879 RadiusDamage_running = 1;
881 tfloordmg = cvar("g_throughfloor_damage");
882 tfloorforce = cvar("g_throughfloor_force");
884 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
885 total_damage_to_creatures = 0;
887 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
888 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
890 force = inflictor.velocity;
894 force = normalize(force);
895 if(forceintensity >= 0)
896 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
898 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
903 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
907 if (targ != inflictor)
908 if (ignore != targ) if(targ.takedamage)
910 // LordHavoc: measure distance to nearest point on target (not origin)
911 // (this guarentees 100% damage on a touch impact)
912 nearest = targ.WarpZone_findradius_nearest;
913 diff = targ.WarpZone_findradius_dist;
914 // round up a little on the damage to ensure full damage on impacts
915 // and turn the distance into a fraction of the radius
916 power = 1 - ((vlen (diff) - 2) / rad);
918 //bprint(ftos(power));
919 //if (targ == attacker)
920 // print(ftos(power), "\n");
925 finaldmg = coredamage * power + edgedamage * (1 - power);
932 local float hitratio;
934 local vector myblastorigin;
935 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
936 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
937 // if it's a player, use the view origin as reference
938 if (targ.classname == "player")
939 center = targ.origin + targ.view_ofs;
940 force = normalize(center - myblastorigin);
941 force = force * (finaldmg / coredamage) * forceintensity;
942 // test line of sight to multiple positions on box,
943 // and do damage if any of them hit
945 if (targ.classname == "player")
946 total = ceil(bound(1, finaldmg, 50));
948 total = ceil(bound(1, finaldmg/10, 5));
953 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
954 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
955 if (trace_fraction == 1 || trace_ent == targ)
959 hitloc = hitloc + nearest;
963 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
964 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
965 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
968 nearest = hitloc * (1 / max(1, hits));
969 hitratio = (hits / total);
970 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
971 finaldmg = finaldmg * a;
972 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
975 // laser force adjustments :P
976 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
981 float force_velocitybiasramp;
982 float force_velocitybias;
984 force_velocitybiasramp = cvar("sv_maxspeed");
985 if(deathtype & HITTYPE_SECONDARY)
987 force_zscale = cvar("g_balance_laser_secondary_force_zscale");
988 force_velocitybias = cvar("g_balance_laser_secondary_force_velocitybias");
992 force_zscale = cvar("g_balance_laser_primary_force_zscale");
993 force_velocitybias = cvar("g_balance_laser_primary_force_velocitybias");
998 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1002 normalize(normalize(force) + vel);
1004 force_z *= force_zscale;
1007 //if (targ == attacker)
1009 // print("hits ", ftos(hits), " / ", ftos(total));
1010 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1011 // print(" (", ftos(a), ")\n");
1013 if(hits || tfloordmg || tfloorforce)
1017 total_damage_to_creatures += finaldmg;
1019 if(accuracy_isgooddamage(attacker, targ))
1020 stat_damagedone += finaldmg;
1023 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1024 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1026 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1034 RadiusDamage_running = 0;
1036 if(!DEATH_ISSPECIAL(deathtype))
1037 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1039 return total_damage_to_creatures;
1042 .float fire_damagepersec;
1043 .float fire_endtime;
1044 .float fire_deathtype;
1046 .float fire_hitsound;
1047 .entity fire_burner;
1049 void fireburner_think();
1051 float Fire_IsBurning(entity e)
1053 return (time < e.fire_endtime);
1056 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1059 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1061 if(e.classname == "player")
1070 // print("adding a fire burner to ", e.classname, "\n");
1071 e.fire_burner = spawn();
1072 e.fire_burner.classname = "fireburner";
1073 e.fire_burner.think = fireburner_think;
1074 e.fire_burner.nextthink = time;
1075 e.fire_burner.owner = e;
1081 if(Fire_IsBurning(e))
1083 mintime = e.fire_endtime - time;
1084 maxtime = max(mintime, t);
1086 mindps = e.fire_damagepersec;
1087 maxdps = max(mindps, dps);
1089 if(maxtime > mintime || maxdps > mindps)
1091 mindamage = mindps * mintime;
1092 maxdamage = mindamage + d;
1094 // interval [mintime, maxtime] * [mindps, maxdps]
1096 // [mindamage, maxdamage]
1099 if(maxdamage >= maxtime * maxdps)
1101 totaltime = maxtime;
1102 totaldamage = maxtime * maxdps;
1104 // this branch increases totaldamage if either t > mintime, or dps > mindps
1108 // maxdamage is inside the interval!
1109 // first, try to use mindps; only if this fails, increase dps as needed
1110 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1111 totaldamage = maxdamage;
1112 // can totaldamage / totaltime be >= maxdps?
1113 // max(mindps, maxdamage / maxtime) >= maxdps?
1114 // we know maxdamage < maxtime * maxdps
1117 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1120 // total conditions for increasing:
1121 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1123 // if maxtime = mintime, maxdps = mindps
1125 // maxdamage = mindamage + d
1126 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1127 // so the last condition is not needed
1129 e.fire_damagepersec = totaldamage / totaltime;
1130 e.fire_endtime = time + totaltime;
1131 if(totaldamage > 1.2 * mindamage)
1133 e.fire_deathtype = dt;
1134 if(e.fire_owner != o)
1137 e.fire_hitsound = FALSE;
1140 if(accuracy_isgooddamage(o, e))
1141 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1142 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1149 e.fire_damagepersec = dps;
1150 e.fire_endtime = time + t;
1151 e.fire_deathtype = dt;
1153 e.fire_hitsound = FALSE;
1154 if(accuracy_isgooddamage(o, e))
1155 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1160 void Fire_ApplyDamage(entity e)
1165 if not(Fire_IsBurning(e))
1168 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1169 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1172 // water and slime stop fire
1174 if(e.watertype != CONTENT_LAVA)
1177 t = min(frametime, e.fire_endtime - time);
1178 d = e.fire_damagepersec * t;
1180 hi = e.fire_owner.hitsound;
1181 ty = e.fire_owner.typehitsound;
1182 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1183 if(e.fire_hitsound && e.fire_owner)
1185 e.fire_owner.hitsound = hi;
1186 e.fire_owner.typehitsound = ty;
1188 e.fire_hitsound = TRUE;
1190 if not(IS_INDEPENDENT_PLAYER(e))
1191 FOR_EACH_PLAYER(other) if(e != other)
1193 if(other.classname == "player")
1194 if(other.deadflag == DEAD_NO)
1195 if not(IS_INDEPENDENT_PLAYER(other))
1196 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1198 t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1199 d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1200 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1205 void Fire_ApplyEffect(entity e)
1207 if(Fire_IsBurning(e))
1208 e.effects |= EF_FLAME;
1210 e.effects &~= EF_FLAME;
1213 void fireburner_think()
1215 // for players, this is done in the regular loop
1216 if(wasfreed(self.owner))
1221 Fire_ApplyEffect(self.owner);
1222 if(!Fire_IsBurning(self.owner))
1224 self.owner.fire_burner = world;
1228 Fire_ApplyDamage(self.owner);
1229 self.nextthink = time;