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 float checkrules_firstblood;
47 float damage_goodhits;
48 float damage_gooddamage;
50 float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after use
53 .float teamkill_complain;
54 .float teamkill_soundtime;
55 .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 vector GetHeadshotMins(entity targ)
89 return '-0.5 0 0' * PL_HEAD_x + '0 -0.5 0' * PL_HEAD_y + '0 0 1' * (targ.maxs_z - PL_HEAD_z);
91 vector GetHeadshotMaxs(entity targ)
93 return '0.5 0 0' * PL_HEAD_x + '0 0.5 0' * PL_HEAD_y + '0 0 1' * targ.maxs_z;
96 void UpdateFrags(entity player, float f)
98 PlayerTeamScore_AddScore(player, f);
101 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
102 void W_SwitchWeapon_Force(entity e, float w);
103 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
107 // TODO route through PlayerScores instead
115 PlayerScore_Add(attacker, SP_SUICIDES, 1);
120 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
126 PlayerScore_Add(attacker, SP_KILLS, 1);
128 PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
131 PlayerScore_Add(targ, SP_DEATHS, 1);
134 if(autocvar_g_arena_roundbased)
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142 culprit = DEATH_WEAPONOF(deathtype);
143 if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
144 culprit = attacker.weapon;
146 if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
153 w = warmup_start_weapons;
157 // all others (including the culprit): remove
158 w &~= attacker.weapons;
160 // among the remaining ones, choose one by random
161 w = randombits(w, 1, FALSE);
164 attacker.weapons |= w;
165 attacker.weapons &~= W_WeaponBit(culprit);
169 // after a frag, choose another random weapon set
170 if not(attacker.weapons & W_WeaponBit(attacker.weapon))
171 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
174 // FIXME fix the mess this is (we have REAL points now!)
178 frag_attacker = attacker;
181 if(MUTATOR_CALLHOOK(GiveFragsForKill))
191 f = RunematchHandleFrags(attacker, targ, f);
197 tl = PlayerScore_Add(targ, SP_LMS_LIVES, -1);
198 if(tl < lms_lowest_lives)
199 lms_lowest_lives = tl;
203 lms_next_place = player_count;
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
213 if(g_ctf_ignore_frags)
218 attacker.totalfrags += f;
221 UpdateFrags(attacker, f);
224 string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
226 string health_output;
228 string handicap_output;
231 if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage))
233 // health/armor of attacker (person who killed you)
234 if(autocvar_sv_fraginfo_stats && (player.health >= 1))
235 health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
238 if(autocvar_sv_fraginfo_ping)
239 ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(rint(player.ping)), "ms"));
242 if(autocvar_sv_fraginfo_handicap)
244 if(autocvar_sv_fraginfo_handicap == 2)
245 handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(rint(player.cvar_cl_handicap)))));
246 else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
247 handicap_output = strcat("Handicap ^2", ftos(rint(player.cvar_cl_handicap)));
251 output = strcat(health_output, (health_output ? ((ping_output || handicap_output) ? " ^7(" : "") : ((ping_output || handicap_output) ? "^7(" : "")),
252 ping_output, (handicap_output ? "^7 / " : ""),
253 handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
255 // add new line to the beginning if there is a message
256 if(output) { output = strcat("\n", output); }
262 string AppendItemcodes(string s, entity player)
267 // w = player.switchweapon;
269 w = player.cnt; // previous weapon!
270 s = strcat(s, ftos(w));
271 if(time < player.strength_finished)
273 if(time < player.invincible_finished)
275 if(player.flagcarried != world)
277 if(player.BUTTON_CHAT)
282 s = strcat(s, "|", ftos(player.runes));
286 void LogDeath(string mode, float deathtype, entity killer, entity killed)
289 if(!autocvar_sv_eventlog)
291 s = strcat(":kill:", mode);
292 s = strcat(s, ":", ftos(killer.playerid));
293 s = strcat(s, ":", ftos(killed.playerid));
294 s = strcat(s, ":type=", ftos(deathtype));
295 s = strcat(s, ":items=");
296 s = AppendItemcodes(s, killer);
299 s = strcat(s, ":victimitems=");
300 s = AppendItemcodes(s, killed);
305 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
307 WriteByte(MSG_ALL, SVC_TEMPENTITY);
308 WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
309 WriteString(MSG_ALL, s1);
310 WriteString(MSG_ALL, s2);
311 WriteString(MSG_ALL, s3);
312 WriteShort(MSG_ALL, msg);
313 WriteByte(MSG_ALL, type);
316 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
317 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
319 if (clienttype(e) == CLIENTTYPE_REAL)
322 WRITESPECTATABLE_MSG_ONE({
323 WriteByte(MSG_ONE, SVC_TEMPENTITY);
324 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
325 WriteString(MSG_ONE, s1);
326 WriteString(MSG_ONE, s2);
327 WriteShort(MSG_ONE, msg);
328 WriteByte(MSG_ONE, type);
333 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
338 if (targ.classname == "player")
341 a = attacker.netname;
343 if (targ == attacker) // suicides
345 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
346 msg = ColoredTeamName(targ.team); // TODO: check if needed?
347 if(!g_cts) // no "killed your own dumb self" message in CTS
348 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
350 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
352 LogDeath("suicide", deathtype, targ, targ);
353 GiveFrags(attacker, targ, -1, deathtype);
356 if (targ.killcount > 2)
357 msg = ftos(targ.killcount);
358 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
360 if(attacker.team == COLOR_TEAM1)
361 deathtype = KILL_TEAM_RED;
363 deathtype = KILL_TEAM_BLUE;
366 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
368 else if (attacker.classname == "player")
370 if(!IsDifferentTeam(attacker, targ))
372 if(attacker.team == COLOR_TEAM1)
373 type = KILL_TEAM_RED;
375 type = KILL_TEAM_BLUE;
377 GiveFrags(attacker, targ, -1, deathtype);
379 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
381 if (targ.killcount > 2) {
382 msg = ftos(targ.killcount);
385 if (attacker.killcount > 2) {
386 msg = ftos(attacker.killcount);
387 type = KILL_TEAM_SPREE;
389 Send_KillNotification(a, s, msg, type, MSG_KILL);
391 attacker.killcount = 0;
393 LogDeath("tk", deathtype, attacker, targ);
397 if (!checkrules_firstblood)
399 checkrules_firstblood = TRUE;
400 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
401 // TODO: make these print a newline if they dont
402 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
403 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
404 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
405 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
408 if(targ.BUTTON_CHAT) {
409 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
410 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
412 Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
413 Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
416 attacker.taunt_soundtime = time + 1;
419 if (deathtype == DEATH_CUSTOM)
422 msg = inflictor.message2;
424 if(strstrofs(msg, "%", 0) < 0)
425 msg = strcat("%s ", msg, " by %s");
427 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
429 if(g_ctf && targ.flagcarried)
431 UpdateFrags(attacker, ctf_score_value("score_kill"));
432 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
433 GiveFrags(attacker, targ, 0, deathtype); // for logging
436 GiveFrags(attacker, targ, 1, deathtype);
438 if (targ.killcount > 2) {
439 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
442 attacker.killcount = attacker.killcount + 1;
444 if (attacker.killcount > 2) {
445 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
447 else if (attacker.killcount == 3)
449 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
450 AnnounceTo(attacker, "03kills");
451 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
453 else if (attacker.killcount == 5)
455 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
456 AnnounceTo(attacker, "05kills");
457 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
459 else if (attacker.killcount == 10)
461 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
462 AnnounceTo(attacker, "10kills");
463 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
465 else if (attacker.killcount == 15)
467 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
468 AnnounceTo(attacker, "15kills");
469 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
471 else if (attacker.killcount == 20)
473 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
474 AnnounceTo(attacker, "20kills");
475 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
477 else if (attacker.killcount == 25)
479 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
480 AnnounceTo(attacker, "25kills");
481 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
483 else if (attacker.killcount == 30)
485 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
486 AnnounceTo(attacker, "30kills");
487 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
489 LogDeath("frag", deathtype, attacker, targ);
494 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
495 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
496 msg = inflictor.message;
497 else if (deathtype == DEATH_CUSTOM)
499 if(strstrofs(msg, "%", 0) < 0)
500 msg = strcat("%s ", msg);
502 GiveFrags(targ, targ, -1, deathtype);
503 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
504 AnnounceTo(targ, "botlike");
505 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
507 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
509 if (targ.killcount > 2)
510 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
512 LogDeath("accident", deathtype, targ, targ);
515 targ.death_origin = targ.origin;
517 targ.killer_origin = attacker.origin;
519 // FIXME: this should go in PutClientInServer
525 // these are updated by each Damage call for use in button triggering and such
527 entity damage_inflictor;
528 entity damage_attacker;
530 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
535 entity attacker_save;
539 if (gameover || targ.killcount == -666)
546 damage_inflictor = inflictor;
547 damage_attacker = attacker;
548 attacker_save = attacker;
550 if(targ.classname == "player")
553 if(targ.hook.aiment == attacker)
554 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
556 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
557 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
559 if(targ.classname == "player")
560 if not(IsDifferentTeam(targ, attacker))
567 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
569 // These are ALWAYS lethal
570 // No damage modification here
571 // Instead, prepare the victim for his death...
573 targ.spawnshieldtime = 0;
574 targ.health = 0.9; // this is < 1
575 targ.flags -= targ.flags & FL_GODMODE;
578 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
585 skill based bot damage? gtfo. (tZork)
586 if (targ.classname == "player")
587 if (attacker.classname == "player")
590 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
593 // nullify damage if teamplay is on
594 if(deathtype != DEATH_TELEFRAG)
595 if(attacker.classname == "player")
597 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
602 else if(!IsDifferentTeam(attacker, targ))
604 if(autocvar_teamplay_mode == 1)
606 else if(attacker != targ)
608 if(autocvar_teamplay_mode == 3)
610 else if(autocvar_teamplay_mode == 4)
612 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
614 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
615 attacker.dmg_team = attacker.dmg_team + damage;
616 if(attacker.dmg_team > teamdamage0 && !g_ca)
617 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
618 mirrorforce = autocvar_g_mirrordamage * vlen(force);
621 if(autocvar_g_friendlyfire == 0)
627 damage = autocvar_g_friendlyfire * damage;
628 // mirrordamage will be used LATER
630 if(autocvar_g_mirrordamage_virtual)
633 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
634 v_z = 0; // fteqcc sucks
635 attacker.dmg_take += v_x;
636 attacker.dmg_save += v_y;
637 attacker.dmg_inflictor = inflictor;
642 if(autocvar_g_friendlyfire_virtual)
645 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
646 v_z = 0; // fteqcc sucks
647 targ.dmg_take += v_x;
648 targ.dmg_save += v_y;
649 targ.dmg_inflictor = inflictor;
651 if(!autocvar_g_friendlyfire_virtual_force)
662 if(targ.classname == "player")
663 if(attacker.classname == "player")
666 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
667 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
670 if(targ.classname == "player")
673 if ((deathtype == DEATH_FALL) ||
674 (deathtype == DEATH_DROWN) ||
675 (deathtype == DEATH_SLIME) ||
676 (deathtype == DEATH_LAVA) ||
677 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
684 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
686 targ.armorvalue -= 1;
687 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
690 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
692 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
696 if (targ != attacker)
698 if ((targ.health >= 1) && (targ.classname == "player"))
699 centerprint(attacker, "Secondary fire inflicts no damage!");
707 if not(DEATH_ISSPECIAL(deathtype))
709 damage *= g_weapondamagefactor;
710 mirrordamage *= g_weapondamagefactor;
711 force = force * g_weaponforcefactor;
712 mirrorforce *= g_weaponforcefactor;
715 // should this be changed at all? If so, in what way?
716 frag_attacker = attacker;
718 frag_damage = damage;
720 frag_deathtype = deathtype;
721 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
722 damage = frag_damage;
725 // apply strength multiplier
726 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
730 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
731 force = force * autocvar_g_balance_powerup_strength_selfforce;
735 damage = damage * autocvar_g_balance_powerup_strength_damage;
736 force = force * autocvar_g_balance_powerup_strength_force;
740 // apply invincibility multiplier
741 if (targ.items & IT_INVINCIBLE && !g_minstagib)
742 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
744 if (targ == attacker)
746 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
749 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
752 // CTF: reduce damage/force
757 damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
758 force = force * autocvar_g_ctf_flagcarrier_selfforce;
763 // apply strength rune
764 if (attacker.runes & RUNE_STRENGTH)
766 if(attacker.runes & CURSE_WEAK) // have both curse & rune
768 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
769 force = force * autocvar_g_balance_rune_strength_combo_force;
773 damage = damage * autocvar_g_balance_rune_strength_damage;
774 force = force * autocvar_g_balance_rune_strength_force;
777 else if (attacker.runes & CURSE_WEAK)
779 damage = damage * autocvar_g_balance_curse_weak_damage;
780 force = force * autocvar_g_balance_curse_weak_force;
783 // apply defense rune
784 if (targ.runes & RUNE_DEFENSE)
786 if (targ.runes & CURSE_VULNER) // have both curse & rune
787 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
789 damage = damage * autocvar_g_balance_rune_defense_takedamage;
791 else if (targ.runes & CURSE_VULNER)
792 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
798 if(targ.takedamage == DAMAGE_AIM)
801 if(damage_headshotbonus > 0)
803 if(targ.classname == "player")
806 // find height of hit on player axis
807 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
808 vector headmins, headmaxs, org;
809 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
810 headmins = org + GetHeadshotMins(targ);
811 headmaxs = org + GetHeadshotMaxs(targ);
812 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
814 deathtype |= HITTYPE_HEADSHOT;
817 else if(targ.classname == "turret_head")
819 deathtype |= HITTYPE_HEADSHOT;
821 if(deathtype & HITTYPE_HEADSHOT)
822 damage *= 1 + damage_headshotbonus;
826 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
831 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
833 if(IsDifferentTeam(victim, attacker))
837 if(deathtype != DEATH_FIRE)
839 if(victim.BUTTON_CHAT)
840 attacker.typehitsound += 1;
842 attacker.hitsound += 1;
845 damage_goodhits += 1;
846 damage_gooddamage += damage;
848 if not(DEATH_ISSPECIAL(deathtype))
850 if(targ.classname == "player") // don't do this for vehicles
856 if(victim.items & IT_STRENGTH)
859 if(deathtype & HITTYPE_HEADSHOT)
863 PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
868 if(deathtype != DEATH_FIRE)
870 attacker.typehitsound += 1;
873 if(time > attacker.teamkill_complain)
875 attacker.teamkill_complain = time + 5;
876 attacker.teamkill_soundtime = time + 0.4;
877 attacker.teamkill_soundsource = targ;
885 if (self.damageforcescale)
887 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
889 self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
890 self.flags &~= FL_ONGROUND;
891 UpdateCSQCProjectile(self);
894 if (damage != 0 || (self.damageforcescale && vlen(force)))
895 if (self.event_damage)
896 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
899 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
903 if (attacker.runes & RUNE_VAMPIRE)
905 // apply vampire rune
906 if (attacker.runes & CURSE_EMPATHY) // have the curse too
908 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
909 attacker.health = bound(
910 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
911 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
912 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
916 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
917 attacker.health = bound(
918 attacker.health, // LA: was 3, but changed so that you can't lose health
919 // empathy won't let you gain health in the same way...
920 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
921 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
924 // apply empathy curse
925 else if (attacker.runes & CURSE_EMPATHY)
927 attacker.health = bound(
928 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
929 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
935 // apply mirror damage if any
936 if(mirrordamage > 0 || mirrorforce > 0)
938 attacker = attacker_save;
942 // just lose extra LIVES, don't kill the player for mirror damage
943 if(attacker.armorvalue > 0)
945 attacker.armorvalue = attacker.armorvalue - 1;
946 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
947 attacker.hitsound += 1;
952 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
953 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
957 float RadiusDamage_running;
958 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
959 // Returns total damage applies to creatures
969 float total_damage_to_creatures;
974 float stat_damagedone;
976 if(RadiusDamage_running)
978 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
982 RadiusDamage_running = 1;
984 tfloordmg = autocvar_g_throughfloor_damage;
985 tfloorforce = autocvar_g_throughfloor_force;
987 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
988 total_damage_to_creatures = 0;
990 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
991 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
993 force = inflictor.velocity;
997 force = normalize(force);
998 if(forceintensity >= 0)
999 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
1001 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
1004 stat_damagedone = 0;
1006 targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
1010 if (targ != inflictor)
1011 if (ignore != targ) if(targ.takedamage)
1013 // LordHavoc: measure distance to nearest point on target (not origin)
1014 // (this guarentees 100% damage on a touch impact)
1015 nearest = targ.WarpZone_findradius_nearest;
1016 diff = targ.WarpZone_findradius_dist;
1017 // round up a little on the damage to ensure full damage on impacts
1018 // and turn the distance into a fraction of the radius
1019 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1021 //bprint(ftos(power));
1022 //if (targ == attacker)
1023 // print(ftos(power), "\n");
1028 finaldmg = coredamage * power + edgedamage * (1 - power);
1037 vector myblastorigin;
1038 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1039 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1040 // if it's a player, use the view origin as reference
1041 if (targ.classname == "player")
1042 center = targ.origin + targ.view_ofs;
1043 force = normalize(center - myblastorigin);
1044 force = force * (finaldmg / coredamage) * forceintensity;
1045 // test line of sight to multiple positions on box,
1046 // and do damage if any of them hit
1048 if (targ.classname == "player")
1049 total = ceil(bound(1, finaldmg, 50));
1051 total = ceil(bound(1, finaldmg/10, 5));
1056 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1057 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1058 if (trace_fraction == 1 || trace_ent == targ)
1062 hitloc = hitloc + nearest;
1066 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1067 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1068 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1071 nearest = hitloc * (1 / max(1, hits));
1072 hitratio = (hits / total);
1073 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1074 finaldmg = finaldmg * a;
1075 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1078 // laser force adjustments :P
1079 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1081 if (targ == attacker)
1086 float force_velocitybiasramp;
1087 float force_velocitybias;
1089 force_velocitybiasramp = autocvar_sv_maxspeed;
1090 if(deathtype & HITTYPE_SECONDARY)
1092 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1093 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1097 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1098 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1101 vel = targ.velocity;
1103 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1107 normalize(normalize(force) + vel);
1109 force_z *= force_zscale;
1113 if(deathtype & HITTYPE_SECONDARY)
1115 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1119 force *= autocvar_g_balance_laser_primary_force_other_scale;
1124 //if (targ == attacker)
1126 // print("hits ", ftos(hits), " / ", ftos(total));
1127 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1128 // print(" (", ftos(a), ")\n");
1130 if(hits || tfloordmg || tfloorforce)
1134 total_damage_to_creatures += finaldmg;
1136 if(accuracy_isgooddamage(attacker, targ))
1137 stat_damagedone += finaldmg;
1140 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1141 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1143 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1151 RadiusDamage_running = 0;
1153 if(!DEATH_ISSPECIAL(deathtype))
1154 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1156 return total_damage_to_creatures;
1159 .float fire_damagepersec;
1160 .float fire_endtime;
1161 .float fire_deathtype;
1163 .float fire_hitsound;
1164 .entity fire_burner;
1166 void fireburner_think();
1168 float Fire_IsBurning(entity e)
1170 return (time < e.fire_endtime);
1173 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1176 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1178 if(e.classname == "player")
1187 // print("adding a fire burner to ", e.classname, "\n");
1188 e.fire_burner = spawn();
1189 e.fire_burner.classname = "fireburner";
1190 e.fire_burner.think = fireburner_think;
1191 e.fire_burner.nextthink = time;
1192 e.fire_burner.owner = e;
1198 if(Fire_IsBurning(e))
1200 mintime = e.fire_endtime - time;
1201 maxtime = max(mintime, t);
1203 mindps = e.fire_damagepersec;
1204 maxdps = max(mindps, dps);
1206 if(maxtime > mintime || maxdps > mindps)
1208 mindamage = mindps * mintime;
1209 maxdamage = mindamage + d;
1211 // interval [mintime, maxtime] * [mindps, maxdps]
1213 // [mindamage, maxdamage]
1216 if(maxdamage >= maxtime * maxdps)
1218 totaltime = maxtime;
1219 totaldamage = maxtime * maxdps;
1221 // this branch increases totaldamage if either t > mintime, or dps > mindps
1225 // maxdamage is inside the interval!
1226 // first, try to use mindps; only if this fails, increase dps as needed
1227 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1228 totaldamage = maxdamage;
1229 // can totaldamage / totaltime be >= maxdps?
1230 // max(mindps, maxdamage / maxtime) >= maxdps?
1231 // we know maxdamage < maxtime * maxdps
1234 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1237 // total conditions for increasing:
1238 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1240 // if maxtime = mintime, maxdps = mindps
1242 // maxdamage = mindamage + d
1243 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1244 // so the last condition is not needed
1246 e.fire_damagepersec = totaldamage / totaltime;
1247 e.fire_endtime = time + totaltime;
1248 if(totaldamage > 1.2 * mindamage)
1250 e.fire_deathtype = dt;
1251 if(e.fire_owner != o)
1254 e.fire_hitsound = FALSE;
1257 if(accuracy_isgooddamage(o, e))
1258 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1259 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1266 e.fire_damagepersec = dps;
1267 e.fire_endtime = time + t;
1268 e.fire_deathtype = dt;
1270 e.fire_hitsound = FALSE;
1271 if(accuracy_isgooddamage(o, e))
1272 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1277 void Fire_ApplyDamage(entity e)
1282 if not(Fire_IsBurning(e))
1285 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1286 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1289 // water and slime stop fire
1291 if(e.watertype != CONTENT_LAVA)
1295 if(e.freezetag_frozen)
1298 t = min(frametime, e.fire_endtime - time);
1299 d = e.fire_damagepersec * t;
1301 hi = e.fire_owner.hitsound;
1302 ty = e.fire_owner.typehitsound;
1303 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1304 if(e.fire_hitsound && e.fire_owner)
1306 e.fire_owner.hitsound = hi;
1307 e.fire_owner.typehitsound = ty;
1309 e.fire_hitsound = TRUE;
1311 if not(IS_INDEPENDENT_PLAYER(e))
1312 FOR_EACH_PLAYER(other) if(e != other)
1314 if(other.classname == "player")
1315 if(other.deadflag == DEAD_NO)
1316 if not(IS_INDEPENDENT_PLAYER(other))
1317 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1319 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1320 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1321 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1326 void Fire_ApplyEffect(entity e)
1328 if(Fire_IsBurning(e))
1329 e.effects |= EF_FLAME;
1331 e.effects &~= EF_FLAME;
1334 void fireburner_think()
1336 // for players, this is done in the regular loop
1337 if(wasfreed(self.owner))
1342 Fire_ApplyEffect(self.owner);
1343 if(!Fire_IsBurning(self.owner))
1345 self.owner.fire_burner = world;
1349 Fire_ApplyDamage(self.owner);
1350 self.nextthink = time;