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 '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
93 vector GetHeadshotMaxs(entity targ)
95 return '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_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 string blood_message, victim_message;
346 if (!checkrules_firstblood)
348 checkrules_firstblood = TRUE;
349 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
350 // TODO: make these print a newline if they dont
351 Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
352 Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
355 if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
356 Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
357 Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
359 Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
360 Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
363 attacker.taunt_soundtime = time + 1;
366 if (deathtype == DEATH_CUSTOM)
367 msg = strcat(deathmessage, " by ^1", msg);
368 else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
370 msg = ftos(strstrofs(inflictor.message2, "#", 0));
374 w = DEATH_WEAPONOF(deathtype);
375 if(w == WEP_LASER && ((cvar("g_balance_laser_secondary_gauntlet") && w & HITTYPE_SECONDARY) || (cvar("g_balance_laser_primary_gauntlet") && !(w & HITTYPE_SECONDARY))))
377 msgtype = MSG_KILL_MELEE;
378 deathtype = KILL_FRAG_GAUNTLET;
380 else if(w == WEP_SHOTGUN && (cvar("g_balance_shotgun_secondary_melee") && w & HITTYPE_SECONDARY))
382 msgtype = MSG_KILL_MELEE;
383 deathtype = KILL_FRAG_SHOTGUN_MELEE;
386 Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
388 if(g_ctf && targ.flagcarried)
390 UpdateFrags(attacker, ctf_score_value("score_kill"));
391 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
392 GiveFrags(attacker, targ, 0); // for logging
395 GiveFrags(attacker, targ, 1);
397 if (targ.killcount > 2) {
398 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
401 attacker.killcount = attacker.killcount + 1;
403 if (attacker.killcount > 2) {
404 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
406 else if (attacker.killcount == 3)
408 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
409 AnnounceTo(attacker, "03kills");
411 else if (attacker.killcount == 5)
413 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
414 AnnounceTo(attacker, "05kills");
416 else if (attacker.killcount == 10)
418 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
419 AnnounceTo(attacker, "10kills");
421 else if (attacker.killcount == 15)
423 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
424 AnnounceTo(attacker, "15kills");
426 else if (attacker.killcount == 20)
428 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
429 AnnounceTo(attacker, "20kills");
431 else if (attacker.killcount == 25)
433 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
434 AnnounceTo(attacker, "25kills");
436 else if (attacker.killcount == 30)
438 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
439 AnnounceTo(attacker, "30kills");
441 LogDeath("frag", deathtype, attacker, targ);
446 Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
447 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
448 msg = inflictor.message;
449 else if (deathtype == DEATH_CUSTOM)
452 GiveFrags(targ, targ, -1);
453 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
454 AnnounceTo(targ, "botlike");
456 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
458 if (targ.killcount > 2)
459 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
461 LogDeath("accident", deathtype, targ, targ);
464 targ.death_origin = targ.origin;
466 targ.killer_origin = attacker.origin;
468 // FIXME: this should go in PutClientInServer
474 // these are updated by each Damage call for use in button triggering and such
476 entity damage_inflictor;
477 entity damage_attacker;
480 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
485 entity attacker_save;
489 if (gameover || targ.killcount == -666)
492 local entity oldself;
496 damage_inflictor = inflictor;
497 damage_attacker = attacker;
498 attacker_save = attacker;
500 if(targ.classname == "player")
503 if(targ.hook.aiment == attacker)
504 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
506 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
507 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
509 if(targ.classname == "player")
510 if not(IsDifferentTeam(targ, attacker))
517 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
519 // These are ALWAYS lethal
520 // No damage modification here
521 // Instead, prepare the victim for his death...
523 targ.spawnshieldtime = 0;
524 targ.health = 0.9; // this is < 1
525 targ.flags -= targ.flags & FL_GODMODE;
528 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
534 if (targ.classname == "player")
535 if (attacker.classname == "player")
538 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
540 // nullify damage if teamplay is on
541 if(deathtype != DEATH_TELEFRAG)
542 if(attacker.classname == "player")
544 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
549 else if(attacker.team == targ.team)
553 else if(attacker != targ)
557 else if(teamplay == 4)
559 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
561 teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
562 attacker.dmg_team = attacker.dmg_team + damage;
563 if(attacker.dmg_team > teamdamage0 && !g_ca)
564 mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
565 mirrorforce = cvar("g_mirrordamage") * vlen(force);
568 if(cvar("g_friendlyfire") == 0)
574 damage = cvar("g_friendlyfire") * damage;
575 // mirrordamage will be used LATER
584 if(targ.classname == "player")
585 if(attacker.classname == "player")
588 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
589 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
592 if(targ.classname == "player")
595 if ((deathtype == DEATH_FALL) ||
596 (deathtype == DEATH_DROWN) ||
597 (deathtype == DEATH_SLIME) ||
598 (deathtype == DEATH_LAVA) ||
599 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
606 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
608 targ.armorvalue -= 1;
609 centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
612 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
614 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
617 if (targ != attacker)
619 if ((targ.health >= 1) && (targ.classname == "player"))
620 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
630 if not(DEATH_ISSPECIAL(deathtype))
632 damage *= g_weapondamagefactor;
633 mirrordamage *= g_weapondamagefactor;
634 force = force * g_weaponforcefactor;
635 mirrorforce *= g_weaponforcefactor;
638 // apply strength multiplier
639 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
643 damage = damage * cvar("g_balance_powerup_strength_selfdamage");
644 force = force * cvar("g_balance_powerup_strength_selfforce");
648 damage = damage * cvar("g_balance_powerup_strength_damage");
649 force = force * cvar("g_balance_powerup_strength_force");
653 // apply invincibility multiplier
654 if (targ.items & IT_INVINCIBLE && !g_minstagib)
655 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
657 if (targ == attacker)
659 if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
662 damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
665 // CTF: reduce damage/force
670 damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
671 force = force * cvar("g_ctf_flagcarrier_selfforce");
676 // apply strength rune
677 if (attacker.runes & RUNE_STRENGTH)
679 if(attacker.runes & CURSE_WEAK) // have both curse & rune
681 damage = damage * cvar("g_balance_rune_strength_combo_damage");
682 force = force * cvar("g_balance_rune_strength_combo_force");
686 damage = damage * cvar("g_balance_rune_strength_damage");
687 force = force * cvar("g_balance_rune_strength_force");
690 else if (attacker.runes & CURSE_WEAK)
692 damage = damage * cvar("g_balance_curse_weak_damage");
693 force = force * cvar("g_balance_curse_weak_force");
696 // apply defense rune
697 if (targ.runes & RUNE_DEFENSE)
699 if (targ.runes & CURSE_VULNER) // have both curse & rune
700 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
702 damage = damage * cvar("g_balance_rune_defense_takedamage");
704 else if (targ.runes & CURSE_VULNER)
705 damage = damage * cvar("g_balance_curse_vulner_takedamage");
711 if(targ.takedamage == DAMAGE_AIM)
714 if(targ.classname == "player")
717 // find height of hit on player axis
718 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
719 vector headmins, headmaxs, org;
720 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
721 headmins = org + GetHeadshotMins(targ);
722 headmaxs = org + GetHeadshotMaxs(targ);
723 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
725 deathtype |= HITTYPE_HEADSHOT;
728 else if(targ.classname == "turret_head")
730 deathtype |= HITTYPE_HEADSHOT;
732 if(deathtype & HITTYPE_HEADSHOT)
733 damage *= 1 + damage_headshotbonus;
735 if(targ.classname == "player")
737 if(IsDifferentTeam(targ, attacker))
741 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))
744 attacker.typehitsound += 1;
746 attacker.hitsound += 1;
747 attacker.prevhitsound = time;
750 damage_goodhits += 1;
751 damage_gooddamage += damage;
753 if not(DEATH_ISSPECIAL(deathtype))
760 if(targ.items & IT_STRENGTH)
763 if(deathtype & HITTYPE_HEADSHOT)
770 if(deathtype != DEATH_FIRE)
771 attacker.typehitsound += 1;
773 if(time > attacker.teamkill_complain)
775 attacker.teamkill_complain = time + 5;
776 attacker.teamkill_soundtime = time + 0.4;
777 attacker.teamkill_soundsource = targ;
785 if (self.damageforcescale)
787 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
789 self.velocity = self.velocity + self.damageforcescale * force;
790 self.flags &~= FL_ONGROUND;
791 UpdateCSQCProjectile(self);
794 if (damage != 0 || (self.damageforcescale && vlen(force)))
795 if (self.event_damage)
796 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
799 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
801 // Savage: vampire mode
804 if (time >= self.spawnshieldtime)
806 attacker.health += damage;
810 if (attacker.runes & RUNE_VAMPIRE)
812 // apply vampire rune
813 if (attacker.runes & CURSE_EMPATHY) // have the curse too
815 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
816 attacker.health = bound(
817 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
818 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
819 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
823 //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
824 attacker.health = bound(
825 attacker.health, // LA: was 3, but changed so that you can't lose health
826 // empathy won't let you gain health in the same way...
827 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
828 cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
831 // apply empathy curse
832 else if (attacker.runes & CURSE_EMPATHY)
834 attacker.health = bound(
835 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
836 attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
842 // apply mirror damage if any
843 if(mirrordamage > 0 || mirrorforce > 0)
845 attacker = attacker_save;
849 // just lose extra LIVES, don't kill the player for mirror damage
850 if(attacker.armorvalue > 0)
852 attacker.armorvalue = attacker.armorvalue - 1;
853 centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
854 attacker.hitsound += 1;
858 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
859 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
863 vector NearestPointOnBox(entity box, vector org)
865 vector m1, m2, nearest;
867 m1 = box.mins + box.origin;
868 m2 = box.maxs + box.origin;
870 nearest_x = bound(m1_x, org_x, m2_x);
871 nearest_y = bound(m1_y, org_y, m2_y);
872 nearest_z = bound(m1_z, org_z, m2_z);
877 void Damage_RecordDamage(entity attacker, float deathtype, float damage)
880 weaponid = DEATH_WEAPONOF(deathtype);
882 if not(inWarmupStage)
884 if ((clienttype(attacker) == CLIENTTYPE_REAL) | (clienttype(attacker) == CLIENTTYPE_BOT)) {
885 attacker.stats_hit[weaponid - 1] += damage;
886 attacker.stat_hit = weaponid + 64 * floor(attacker.stats_hit[weaponid - 1]);
890 float RadiusDamage_running;
891 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
892 // Returns total damage applies to creatures
902 float total_damage_to_creatures;
907 float stat_damagedone;
908 float stat_maxdamage;
910 if(RadiusDamage_running)
913 print("RadiusDamage called recursively!\n");
914 print("Expect stuff to go HORRIBLY wrong.\n");
915 print("Causing a stack trace...\n");
916 save = cvar_string("prvm_backtraceforwarnings");
917 cvar_set("prvm_backtraceforwarnings", "1");
918 fclose(-1); // calls VM_Warning
919 cvar_set("prvm_backtraceforwarnings", save);
923 RadiusDamage_running = 1;
925 tfloordmg = cvar("g_throughfloor_damage");
926 tfloorforce = cvar("g_throughfloor_force");
928 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
929 total_damage_to_creatures = 0;
931 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
932 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
934 force = inflictor.velocity;
938 force = normalize(force);
939 if(forceintensity >= 0)
940 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
942 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
948 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
952 if (targ != inflictor)
953 if (ignore != targ) if(targ.takedamage)
955 // LordHavoc: measure distance to nearest point on target (not origin)
956 // (this guarentees 100% damage on a touch impact)
957 nearest = targ.WarpZone_findradius_nearest;
958 diff = targ.WarpZone_findradius_dist;
959 // round up a little on the damage to ensure full damage on impacts
960 // and turn the distance into a fraction of the radius
961 power = 1 - ((vlen (diff) - 2) / rad);
963 //bprint(ftos(power));
964 //if (targ == attacker)
965 // print(ftos(power), "\n");
970 finaldmg = coredamage * power + edgedamage * (1 - power);
977 local float hitratio;
979 local vector myblastorigin;
980 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
981 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
982 // if it's a player, use the view origin as reference
983 if (targ.classname == "player")
984 center = targ.origin + targ.view_ofs;
985 force = normalize(center - myblastorigin);
986 force = force * (finaldmg / coredamage) * forceintensity;
987 // test line of sight to multiple positions on box,
988 // and do damage if any of them hit
990 if (targ.classname == "player")
991 total = ceil(bound(1, finaldmg, 50));
993 total = ceil(bound(1, finaldmg/10, 5));
998 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
999 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1000 if (trace_fraction == 1 || trace_ent == targ)
1004 hitloc = hitloc + nearest;
1008 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1009 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1010 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1013 nearest = hitloc * (1 / max(1, hits));
1014 hitratio = (hits / total);
1015 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1016 finaldmg = finaldmg * a;
1017 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1019 //if (targ == attacker)
1021 // print("hits ", ftos(hits), " / ", ftos(total));
1022 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1023 // print(" (", ftos(a), ")\n");
1025 if(hits || tfloordmg || tfloorforce)
1029 total_damage_to_creatures += finaldmg;
1031 if(targ.flags & FL_CLIENT)
1032 if(targ.deadflag == DEAD_NO)
1033 if(targ != attacker)
1034 if(!teamplay || targ.team != attacker.team)
1036 stat_damagedone += finaldmg;
1037 stat_maxdamage += coredamage;
1041 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1042 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1044 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1052 RadiusDamage_running = 0;
1054 Damage_RecordDamage(attacker, deathtype, min(stat_maxdamage, stat_damagedone));
1056 return total_damage_to_creatures;
1059 .float fire_damagepersec;
1060 .float fire_endtime;
1061 .float fire_deathtype;
1063 .float fire_hitsound;
1064 .entity fire_burner;
1066 void fireburner_think();
1068 float Fire_IsBurning(entity e)
1070 return (time < e.fire_endtime);
1073 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1076 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1078 if(e.classname == "player")
1087 // print("adding a fire burner to ", e.classname, "\n");
1088 e.fire_burner = spawn();
1089 e.fire_burner.classname = "fireburner";
1090 e.fire_burner.think = fireburner_think;
1091 e.fire_burner.nextthink = time;
1092 e.fire_burner.owner = e;
1098 if(Fire_IsBurning(e))
1100 mintime = e.fire_endtime - time;
1101 maxtime = max(mintime, t);
1103 mindps = e.fire_damagepersec;
1104 maxdps = max(mindps, dps);
1106 if(maxtime > mintime || maxdps > mindps)
1108 mindamage = mindps * mintime;
1109 maxdamage = mindamage + d;
1111 // interval [mintime, maxtime] * [mindps, maxdps]
1113 // [mindamage, maxdamage]
1116 if(maxdamage >= maxtime * maxdps)
1118 totaltime = maxtime;
1119 totaldamage = maxtime * maxdps;
1121 // this branch increases totaldamage if either t > mintime, or dps > mindps
1125 // maxdamage is inside the interval!
1126 // first, try to use mindps; only if this fails, increase dps as needed
1127 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1128 totaldamage = maxdamage;
1129 // can totaldamage / totaltime be >= maxdps?
1130 // max(mindps, maxdamage / maxtime) >= maxdps?
1131 // we know maxdamage < maxtime * maxdps
1134 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1137 // total conditions for increasing:
1138 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1140 // if maxtime = mintime, maxdps = mindps
1142 // maxdamage = mindamage + d
1143 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1144 // so the last condition is not needed
1146 e.fire_damagepersec = totaldamage / totaltime;
1147 e.fire_endtime = time + totaltime;
1148 if(totaldamage > 1.2 * mindamage)
1150 e.fire_deathtype = dt;
1151 if(e.fire_owner != o)
1154 e.fire_hitsound = FALSE;
1157 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1164 e.fire_damagepersec = dps;
1165 e.fire_endtime = time + t;
1166 e.fire_deathtype = dt;
1168 e.fire_hitsound = FALSE;
1173 void Fire_ApplyDamage(entity e)
1178 if not(Fire_IsBurning(e))
1184 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1187 // water and slime stop fire
1189 if(e.watertype != CONTENT_LAVA)
1192 t = min(frametime, e.fire_endtime - time);
1193 d = e.fire_damagepersec * t;
1195 hi = e.fire_owner.hitsound;
1196 ty = e.fire_owner.typehitsound;
1197 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1198 if(e.fire_hitsound && e.fire_owner)
1200 e.fire_owner.hitsound = hi;
1201 e.fire_owner.typehitsound = ty;
1203 e.fire_hitsound = TRUE;
1205 Damage_RecordDamage(e.fire_owner, e.fire_deathtype, d);
1207 if not(IS_INDEPENDENT_PLAYER(e))
1208 FOR_EACH_PLAYER(other) if(e != other)
1210 if(other.classname == "player")
1211 if(other.deadflag == DEAD_NO)
1212 if not(IS_INDEPENDENT_PLAYER(other))
1213 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1215 t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
1216 d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
1217 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1222 void Fire_ApplyEffect(entity e)
1224 if(Fire_IsBurning(e))
1225 e.effects |= EF_FLAME;
1227 e.effects &~= EF_FLAME;
1230 void fireburner_think()
1232 // for players, this is done in the regular loop
1233 if(wasfreed(self.owner))
1238 Fire_ApplyEffect(self.owner);
1239 if(!Fire_IsBurning(self.owner))
1241 self.owner.fire_burner = world;
1245 Fire_ApplyDamage(self.owner);
1246 self.nextthink = time;