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);
17 WriteByte(MSG_ENTITY, self.species);
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
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?
28 if(!sound_allowed(MSG_BROADCAST, dmgowner))
33 e.projectiledeathtype = deathtype;
35 e.dmg_edge = edgedamage;
37 e.dmg_force = vlen(force);
39 e.oldorigin_x = compressShortVector(e.velocity);
40 e.species = bloodtype;
42 Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
45 float checkrules_firstblood;
48 float damage_goodhits;
49 float damage_gooddamage;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
57 .float taunt_soundtime;
60 float IsDifferentTeam(entity a, entity b)
75 float IsFlying(entity a)
77 if(a.flags & FL_ONGROUND)
79 if(a.waterlevel >= WATERLEVEL_SWIMMING)
81 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
82 if(trace_fraction < 1)
87 void UpdateFrags(entity player, float f)
89 PlayerTeamScore_AddScore(player, f);
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)
97 // TODO route through PlayerScores instead
105 PlayerScore_Add(attacker, SP_SUICIDES, 1);
110 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
116 PlayerScore_Add(attacker, SP_KILLS, 1);
118 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
121 PlayerScore_Add(targ, SP_DEATHS, 1);
123 if(targ != attacker) // not for suicides
124 if(g_weaponarena_random)
126 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
128 culprit = DEATH_WEAPONOF(deathtype);
130 culprit = attacker.weapon;
131 else if(!WEPSET_CONTAINS_EW(attacker, culprit))
132 culprit = attacker.weapon;
134 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
140 if(!GiveFrags_randomweapons)
142 GiveFrags_randomweapons = spawn();
143 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
147 WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
149 WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
151 // all others (including the culprit): remove
152 WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
153 WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
155 // among the remaining ones, choose one by random
156 W_RandomWeapons(GiveFrags_randomweapons, 1);
158 if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
160 WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
161 WEPSET_ANDNOT_EW(attacker, culprit);
165 // after a frag, choose another random weapon set
166 if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
167 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
170 // FIXME fix the mess this is (we have REAL points now!)
174 frag_attacker = attacker;
177 if(MUTATOR_CALLHOOK(GiveFragsForKill))
187 attacker.totalfrags += f;
190 UpdateFrags(attacker, f);
193 string AppendItemcodes(string s, entity player)
198 // w = player.switchweapon;
200 w = player.cnt; // previous weapon!
201 s = strcat(s, ftos(w));
202 if(time < player.strength_finished)
204 if(time < player.invincible_finished)
206 if(player.flagcarried != world)
208 if(player.BUTTON_CHAT)
215 void LogDeath(string mode, float deathtype, entity killer, entity killed)
218 if(!autocvar_sv_eventlog)
220 s = strcat(":kill:", mode);
221 s = strcat(s, ":", ftos(killer.playerid));
222 s = strcat(s, ":", ftos(killed.playerid));
223 s = strcat(s, ":type=", Deathtype_Name(deathtype));
224 s = strcat(s, ":items=");
225 s = AppendItemcodes(s, killer);
228 s = strcat(s, ":victimitems=");
229 s = AppendItemcodes(s, killed);
234 void Obituary_SpecialDeath(
238 string s1, string s2, string s3,
239 float f1, float f2, float f3)
241 if(DEATH_ISSPECIAL(deathtype))
243 entity deathent = deathtypes[(deathtype - DT_FIRST)];
244 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
248 if(deathent.death_msgmurder)
250 Send_Notification_WOVA(
254 deathent.death_msgmurder.nent_id,
258 Send_Notification_WOVA(
262 deathent.death_msgmurder.nent_msginfo.nent_id,
270 if(deathent.death_msgself)
272 Send_Notification_WOVA(
276 deathent.death_msgself.nent_id,
280 Send_Notification_WOVA(
284 deathent.death_msgself.nent_msginfo.nent_id,
291 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
295 float Obituary_WeaponDeath(
299 string s1, string s2, string s3,
302 float death_weapon = DEATH_WEAPONOF(deathtype);
305 w_deathtype = deathtype;
306 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
311 Send_Notification_WOVA(
319 Send_Notification_WOVA(
323 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
331 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
342 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
345 if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
348 float notif_firstblood = FALSE;
349 float kill_count_to_attacker, kill_count_to_target;
351 // Set final information for the death
352 targ.death_origin = targ.origin;
353 if(targ != attacker) { targ.killer_origin = attacker.origin; }
354 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
356 #ifdef NOTIFICATIONS_DEBUG
359 "Obituary(%s, %s, %s, %s = %d);\n",
363 Deathtype_Name(deathtype),
374 if(DEATH_ISSPECIAL(deathtype))
376 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
378 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
384 case DEATH_MIRRORDAMAGE:
386 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
392 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
398 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
400 backtrace("SUICIDE: what the hell happened here?\n");
403 LogDeath("suicide", deathtype, targ, targ);
404 GiveFrags(attacker, targ, -1, deathtype);
410 else if(IS_PLAYER(attacker))
412 if(!IsDifferentTeam(attacker, targ))
414 LogDeath("tk", deathtype, attacker, targ);
415 GiveFrags(attacker, targ, -1, deathtype);
417 attacker.killcount = 0;
419 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
420 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
421 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
423 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
424 // No need for specific death/weapon messages...
428 LogDeath("frag", deathtype, attacker, targ);
429 GiveFrags(attacker, targ, 1, deathtype);
431 attacker.taunt_soundtime = time + 1;
432 attacker.killcount = attacker.killcount + 1;
434 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
437 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
438 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
441 switch(attacker.killcount)
448 if(!checkrules_firstblood)
450 checkrules_firstblood = TRUE;
451 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
452 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
453 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
455 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
456 kill_count_to_attacker = -1;
457 kill_count_to_target = -2;
461 kill_count_to_attacker = attacker.killcount;
462 kill_count_to_target = 0;
465 float verbose_allowed = (autocvar_notification_server_allows_frag_verbose && ((autocvar_notification_server_allows_frag_verbose == 2) || inWarmupStage));
468 if(attacker.FRAG_VERBOSE && verbose_allowed)
469 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));
471 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAG, targ.netname, kill_count_to_attacker);
473 if(targ.FRAG_VERBOSE && verbose_allowed)
474 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));
476 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_TYPEFRAGGED, attacker.netname, kill_count_to_target);
480 if(attacker.FRAG_VERBOSE && verbose_allowed)
481 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));
483 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_MURDER_FRAG, targ.netname, kill_count_to_attacker);
485 if(targ.FRAG_VERBOSE && verbose_allowed)
486 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));
488 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_MURDER_FRAGGED, attacker.netname, kill_count_to_target);
491 if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
492 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
503 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
504 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
505 // and there will be a REAL DEATH_VOID implementation which mappers will use.
506 /*case DEATH_HURTTRIGGER:
509 s2 = inflictor.message;
510 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
516 Obituary_SpecialDeath(targ, FALSE, deathtype,
518 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
528 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
533 LogDeath("accident", deathtype, targ, targ);
534 GiveFrags(targ, targ, -1, deathtype);
536 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
538 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
539 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
543 // reset target kill count
544 if(targ.killcount) { targ.killcount = 0; }
547 // these are updated by each Damage call for use in button triggering and such
549 entity damage_inflictor;
550 entity damage_attacker;
552 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
556 float complainteamdamage = 0;
557 entity attacker_save;
561 if (gameover || targ.killcount == -666)
568 damage_inflictor = inflictor;
569 damage_attacker = attacker;
570 attacker_save = attacker;
572 if(targ.classname == "player")
575 if(targ.hook.aiment == attacker)
576 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
578 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
579 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
581 if(targ.classname == "player")
582 if not(IsDifferentTeam(targ, attacker))
589 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
591 // These are ALWAYS lethal
592 // No damage modification here
593 // Instead, prepare the victim for his death...
595 targ.spawnshieldtime = 0;
596 targ.health = 0.9; // this is < 1
597 targ.flags -= targ.flags & FL_GODMODE;
600 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
607 skill based bot damage? gtfo. (tZork)
608 if (targ.classname == "player")
609 if (attacker.classname == "player")
612 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
615 // nullify damage if teamplay is on
616 if(deathtype != DEATH_TELEFRAG)
617 if(attacker.classname == "player")
619 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
624 else if(!IsDifferentTeam(attacker, targ))
626 if(autocvar_teamplay_mode == 1)
628 else if(attacker != targ)
630 if(autocvar_teamplay_mode == 3)
632 else if(autocvar_teamplay_mode == 4)
634 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
636 attacker.dmg_team = attacker.dmg_team + damage;
637 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
638 if(complainteamdamage > 0 && !g_ca) // FIXME why is g_ca ruled out here? Why not just g_mirrordamage 0 on CA servers?
639 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
640 mirrorforce = autocvar_g_mirrordamage * vlen(force);
643 if(autocvar_g_friendlyfire == 0)
649 damage = autocvar_g_friendlyfire * damage;
650 // mirrordamage will be used LATER
652 if(autocvar_g_mirrordamage_virtual)
654 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
655 attacker.dmg_take += v_x;
656 attacker.dmg_save += v_y;
657 attacker.dmg_inflictor = inflictor;
658 mirrordamage = v_z; // = 0, to make fteqcc stfu
662 if(autocvar_g_friendlyfire_virtual)
664 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
665 targ.dmg_take += v_x;
666 targ.dmg_save += v_y;
667 targ.dmg_inflictor = inflictor;
669 if(!autocvar_g_friendlyfire_virtual_force)
680 if(targ.classname == "player")
683 if ((deathtype == DEATH_FALL) ||
684 (deathtype == DEATH_DROWN) ||
685 (deathtype == DEATH_SLIME) ||
686 (deathtype == DEATH_LAVA) ||
687 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
694 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
696 targ.armorvalue -= 1;
697 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
700 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
702 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
706 complainteamdamage = 0;
707 if (targ != attacker)
709 if ((targ.health >= 1) && (targ.classname == "player"))
710 centerprint(attacker, "Secondary fire inflicts no damage!");
718 if not(DEATH_ISSPECIAL(deathtype))
720 damage *= g_weapondamagefactor;
721 mirrordamage *= g_weapondamagefactor;
722 complainteamdamage *= g_weapondamagefactor;
723 force = force * g_weaponforcefactor;
724 mirrorforce *= g_weaponforcefactor;
727 // should this be changed at all? If so, in what way?
728 frag_attacker = attacker;
730 frag_damage = damage;
732 frag_deathtype = deathtype;
733 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
734 damage = frag_damage;
737 // apply strength multiplier
738 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
742 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
743 force = force * autocvar_g_balance_powerup_strength_selfforce;
747 damage = damage * autocvar_g_balance_powerup_strength_damage;
748 force = force * autocvar_g_balance_powerup_strength_force;
752 // apply invincibility multiplier
753 if (targ.items & IT_INVINCIBLE && !g_minstagib)
754 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
756 if (targ == attacker)
758 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
761 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
767 if(targ.takedamage == DAMAGE_AIM)
771 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
776 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
778 if(IsDifferentTeam(victim, attacker))
782 if(deathtype != DEATH_FIRE)
784 if(victim.BUTTON_CHAT)
785 attacker.typehitsound += 1;
787 attacker.hitsound += 1;
790 damage_goodhits += 1;
791 damage_gooddamage += damage;
793 if not(DEATH_ISSPECIAL(deathtype))
795 if(targ.classname == "player") // don't do this for vehicles
801 if(victim.items & IT_STRENGTH)
808 if(deathtype != DEATH_FIRE)
810 attacker.typehitsound += 1;
812 if(complainteamdamage > 0)
813 if(time > attacker.teamkill_complain)
815 attacker.teamkill_complain = time + 5;
816 attacker.teamkill_soundtime = time + 0.4;
817 attacker.teamkill_soundsource = targ;
825 if (self.damageforcescale)
827 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
829 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
830 if(self.movetype == MOVETYPE_PHYSICS)
834 farcent.classname = "farce";
835 farcent.enemy = self;
836 farcent.movedir = farce * 10;
838 farcent.movedir = farcent.movedir * self.mass;
839 farcent.origin = hitloc;
840 farcent.forcetype = FORCETYPE_FORCEATPOS;
841 farcent.nextthink = time + 0.1;
842 farcent.think = SUB_Remove;
845 self.velocity = self.velocity + farce;
846 self.flags &~= FL_ONGROUND;
847 UpdateCSQCProjectile(self);
850 if (damage != 0 || (self.damageforcescale && vlen(force)))
851 if (self.event_damage)
852 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
855 // apply mirror damage if any
856 if(mirrordamage > 0 || mirrorforce > 0)
858 attacker = attacker_save;
862 // just lose extra LIVES, don't kill the player for mirror damage
863 if(attacker.armorvalue > 0)
865 attacker.armorvalue = attacker.armorvalue - 1;
866 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
867 attacker.hitsound += 1;
872 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
873 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
877 float RadiusDamage_running;
878 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
879 // Returns total damage applies to creatures
884 float total_damage_to_creatures;
889 float stat_damagedone;
891 if(RadiusDamage_running)
893 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
897 RadiusDamage_running = 1;
899 tfloordmg = autocvar_g_throughfloor_damage;
900 tfloorforce = autocvar_g_throughfloor_force;
902 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
903 total_damage_to_creatures = 0;
905 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
906 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
908 force = inflictor.velocity;
912 force = normalize(force);
913 if(forceintensity >= 0)
914 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
916 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
921 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
925 if (targ != inflictor)
926 if (ignore != targ) if(targ.takedamage)
932 // LordHavoc: measure distance to nearest point on target (not origin)
933 // (this guarentees 100% damage on a touch impact)
934 nearest = targ.WarpZone_findradius_nearest;
935 diff = targ.WarpZone_findradius_dist;
936 // round up a little on the damage to ensure full damage on impacts
937 // and turn the distance into a fraction of the radius
938 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
940 //bprint(ftos(power));
941 //if (targ == attacker)
942 // print(ftos(power), "\n");
948 finaldmg = coredamage * power + edgedamage * (1 - power);
954 vector myblastorigin;
957 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
959 // if it's a player, use the view origin as reference
960 center = CENTER_OR_VIEWOFS(targ);
962 force = normalize(center - myblastorigin);
963 force = force * (finaldmg / coredamage) * forceintensity;
966 if(targ != directhitentity)
971 float mininv_f, mininv_d;
973 // test line of sight to multiple positions on box,
974 // and do damage if any of them hit
977 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
978 // so for a given max stddev:
979 // n = (1 / (2 * max stddev of hitratio))^2
981 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
982 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
984 if(autocvar_g_throughfloor_debug)
985 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
987 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
989 if(autocvar_g_throughfloor_debug)
990 print(sprintf(" steps=%f", total));
992 if (targ.classname == "player")
993 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
995 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
997 if(autocvar_g_throughfloor_debug)
998 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
1000 for(c = 0; c < total; ++c)
1002 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1003 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1004 if (trace_fraction == 1 || trace_ent == targ)
1008 hitloc = hitloc + nearest;
1012 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1013 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1014 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1017 nearest = hitloc * (1 / max(1, hits));
1018 hitratio = (hits / total);
1019 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1020 finaldmg = finaldmg * a;
1021 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1024 if(autocvar_g_throughfloor_debug)
1025 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
1028 // laser force adjustments :P
1029 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1031 if (targ == attacker)
1036 float force_velocitybiasramp;
1037 float force_velocitybias;
1039 force_velocitybiasramp = autocvar_sv_maxspeed;
1040 if(deathtype & HITTYPE_SECONDARY)
1042 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1043 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1047 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1048 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1051 vel = targ.velocity;
1053 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1057 normalize(normalize(force) + vel);
1059 force_z *= force_zscale;
1063 if(deathtype & HITTYPE_SECONDARY)
1065 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1069 force *= autocvar_g_balance_laser_primary_force_other_scale;
1074 //if (targ == attacker)
1076 // print("hits ", ftos(hits), " / ", ftos(total));
1077 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1078 // print(" (", ftos(a), ")\n");
1080 if(finaldmg || vlen(force))
1084 total_damage_to_creatures += finaldmg;
1086 if(accuracy_isgooddamage(attacker, targ))
1087 stat_damagedone += finaldmg;
1090 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1091 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1093 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1101 RadiusDamage_running = 0;
1103 if(!DEATH_ISSPECIAL(deathtype))
1104 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1106 return total_damage_to_creatures;
1109 .float fire_damagepersec;
1110 .float fire_endtime;
1111 .float fire_deathtype;
1113 .float fire_hitsound;
1114 .entity fire_burner;
1116 void fireburner_think();
1118 float Fire_IsBurning(entity e)
1120 return (time < e.fire_endtime);
1123 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1126 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1128 if(e.classname == "player")
1137 // print("adding a fire burner to ", e.classname, "\n");
1138 e.fire_burner = spawn();
1139 e.fire_burner.classname = "fireburner";
1140 e.fire_burner.think = fireburner_think;
1141 e.fire_burner.nextthink = time;
1142 e.fire_burner.owner = e;
1148 if(Fire_IsBurning(e))
1150 mintime = e.fire_endtime - time;
1151 maxtime = max(mintime, t);
1153 mindps = e.fire_damagepersec;
1154 maxdps = max(mindps, dps);
1156 if(maxtime > mintime || maxdps > mindps)
1160 // damage we have right now
1161 mindamage = mindps * mintime;
1163 // damage we want to get
1164 maxdamage = mindamage + d;
1166 // but we can't exceed maxtime * maxdps!
1167 totaldamage = min(maxdamage, maxtime * maxdps);
1171 // totaldamage = min(mindamage + d, maxtime * maxdps)
1173 // totaldamage <= maxtime * maxdps
1174 // ==> totaldamage / maxdps <= maxtime.
1176 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1177 // >= min(mintime, maxtime)
1178 // ==> totaldamage / maxdps >= mintime.
1181 // how long do we damage then?
1182 // at least as long as before
1183 // but, never exceed maxdps
1184 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1188 // at most as long as maximum allowed
1189 // but, never below mindps
1190 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1192 // assuming t > mintime, dps > mindps:
1193 // we get d = t * dps = maxtime * maxdps
1194 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1195 // totaldamage / maxdps = maxtime
1196 // totaldamage / mindps > totaldamage / maxdps = maxtime
1198 // a) totaltime = max(mintime, maxtime) = maxtime
1199 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1201 // assuming t <= mintime:
1202 // we get maxtime = mintime
1203 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1204 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1206 // assuming dps <= mindps:
1207 // we get mindps = maxdps.
1208 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1209 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1210 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1212 e.fire_damagepersec = totaldamage / totaltime;
1213 e.fire_endtime = time + totaltime;
1214 if(totaldamage > 1.2 * mindamage)
1216 e.fire_deathtype = dt;
1217 if(e.fire_owner != o)
1220 e.fire_hitsound = FALSE;
1223 if(accuracy_isgooddamage(o, e))
1224 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1225 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1232 e.fire_damagepersec = dps;
1233 e.fire_endtime = time + t;
1234 e.fire_deathtype = dt;
1236 e.fire_hitsound = FALSE;
1237 if(accuracy_isgooddamage(o, e))
1238 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1243 void Fire_ApplyDamage(entity e)
1248 if not(Fire_IsBurning(e))
1251 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1252 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1255 // water and slime stop fire
1257 if(e.watertype != CONTENT_LAVA)
1261 if(e.freezetag_frozen)
1264 t = min(frametime, e.fire_endtime - time);
1265 d = e.fire_damagepersec * t;
1267 hi = e.fire_owner.hitsound;
1268 ty = e.fire_owner.typehitsound;
1269 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1270 if(e.fire_hitsound && e.fire_owner)
1272 e.fire_owner.hitsound = hi;
1273 e.fire_owner.typehitsound = ty;
1275 e.fire_hitsound = TRUE;
1277 if not(IS_INDEPENDENT_PLAYER(e))
1278 FOR_EACH_PLAYER(other) if(e != other)
1280 if(other.classname == "player")
1281 if(other.deadflag == DEAD_NO)
1282 if not(IS_INDEPENDENT_PLAYER(other))
1283 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1285 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1286 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1287 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1292 void Fire_ApplyEffect(entity e)
1294 if(Fire_IsBurning(e))
1295 e.effects |= EF_FLAME;
1297 e.effects &~= EF_FLAME;
1300 void fireburner_think()
1302 // for players, this is done in the regular loop
1303 if(wasfreed(self.owner))
1308 Fire_ApplyEffect(self.owner);
1309 if(!Fire_IsBurning(self.owner))
1311 self.owner.fire_burner = world;
1315 Fire_ApplyDamage(self.owner);
1316 self.nextthink = time;