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 AppendItemcodes(string s, entity player)
229 // w = player.switchweapon;
231 w = player.cnt; // previous weapon!
232 s = strcat(s, ftos(w));
233 if(time < player.strength_finished)
235 if(time < player.invincible_finished)
237 if(player.flagcarried != world)
239 if(player.BUTTON_CHAT)
244 s = strcat(s, "|", ftos(player.runes));
248 void LogDeath(string mode, float deathtype, entity killer, entity killed)
251 if(!autocvar_sv_eventlog)
253 s = strcat(":kill:", mode);
254 s = strcat(s, ":", ftos(killer.playerid));
255 s = strcat(s, ":", ftos(killed.playerid));
256 s = strcat(s, ":type=", ftos(deathtype));
257 s = strcat(s, ":items=");
258 s = AppendItemcodes(s, killer);
261 s = strcat(s, ":victimitems=");
262 s = AppendItemcodes(s, killed);
267 void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
269 WriteByte(MSG_ALL, SVC_TEMPENTITY);
270 WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
271 WriteString(MSG_ALL, s1);
272 WriteString(MSG_ALL, s2);
273 WriteString(MSG_ALL, s3);
274 WriteShort(MSG_ALL, msg);
275 WriteByte(MSG_ALL, type);
278 // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
279 void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
281 if (clienttype(e) == CLIENTTYPE_REAL)
284 WRITESPECTATABLE_MSG_ONE({
285 WriteByte(MSG_ONE, SVC_TEMPENTITY);
286 WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
287 WriteString(MSG_ONE, s1);
288 WriteString(MSG_ONE, s2);
289 WriteShort(MSG_ONE, msg);
290 WriteByte(MSG_ONE, type);
295 void Obituary (entity attacker, entity inflictor, entity targ, float deathtype)
300 if (targ.classname == "player")
303 a = attacker.netname;
305 if (targ == attacker) // suicides
307 if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
308 msg = ColoredTeamName(targ.team); // TODO: check if needed?
309 if(!g_cts) // no "killed your own dumb self" message in CTS
310 Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
312 if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
314 LogDeath("suicide", deathtype, targ, targ);
315 GiveFrags(attacker, targ, -1, deathtype);
318 if (targ.killcount > 2)
319 msg = ftos(targ.killcount);
320 if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
322 if(attacker.team == COLOR_TEAM1)
323 deathtype = KILL_TEAM_RED;
325 deathtype = KILL_TEAM_BLUE;
328 Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
330 else if (attacker.classname == "player")
332 if(teamplay && attacker.team == targ.team)
334 if(attacker.team == COLOR_TEAM1)
335 type = KILL_TEAM_RED;
337 type = KILL_TEAM_BLUE;
339 GiveFrags(attacker, targ, -1, deathtype);
341 Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
343 if (targ.killcount > 2) {
344 msg = ftos(targ.killcount);
347 if (attacker.killcount > 2) {
348 msg = ftos(attacker.killcount);
349 type = KILL_TEAM_SPREE;
351 Send_KillNotification(a, s, msg, type, MSG_KILL);
353 attacker.killcount = 0;
355 LogDeath("tk", deathtype, attacker, targ);
359 if (!checkrules_firstblood)
361 checkrules_firstblood = TRUE;
362 Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
363 // TODO: make these print a newline if they dont
364 Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
365 Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
366 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
367 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
370 if((autocvar_sv_fragmessage_information_typefrag) && (targ.BUTTON_CHAT)) {
371 Send_CSQC_KillCenterprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
372 Send_CSQC_KillCenterprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
374 Send_CSQC_KillCenterprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
375 Send_CSQC_KillCenterprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
378 attacker.taunt_soundtime = time + 1;
381 if (deathtype == DEATH_CUSTOM)
384 msg = inflictor.message2;
386 if(strstrofs(msg, "%", 0) < 0)
387 msg = strcat("%s ", msg, " by %s");
389 Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
391 if(g_ctf && targ.flagcarried)
393 UpdateFrags(attacker, ctf_score_value("score_kill"));
394 PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
395 GiveFrags(attacker, targ, 0, deathtype); // for logging
398 GiveFrags(attacker, targ, 1, deathtype);
400 if (targ.killcount > 2) {
401 Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
404 attacker.killcount = attacker.killcount + 1;
406 if (attacker.killcount > 2) {
407 Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
409 else if (attacker.killcount == 3)
411 Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
412 AnnounceTo(attacker, "03kills");
413 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
415 else if (attacker.killcount == 5)
417 Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
418 AnnounceTo(attacker, "05kills");
419 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
421 else if (attacker.killcount == 10)
423 Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
424 AnnounceTo(attacker, "10kills");
425 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
427 else if (attacker.killcount == 15)
429 Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
430 AnnounceTo(attacker, "15kills");
431 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
433 else if (attacker.killcount == 20)
435 Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
436 AnnounceTo(attacker, "20kills");
437 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
439 else if (attacker.killcount == 25)
441 Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
442 AnnounceTo(attacker, "25kills");
443 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
445 else if (attacker.killcount == 30)
447 Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
448 AnnounceTo(attacker, "30kills");
449 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
451 LogDeath("frag", deathtype, attacker, targ);
456 Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
457 if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
458 msg = inflictor.message;
459 else if (deathtype == DEATH_CUSTOM)
461 if(strstrofs(msg, "%", 0) < 0)
462 msg = strcat("%s ", msg);
464 GiveFrags(targ, targ, -1, deathtype);
465 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
466 AnnounceTo(targ, "botlike");
467 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
469 Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
471 if (targ.killcount > 2)
472 Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
474 LogDeath("accident", deathtype, targ, targ);
477 targ.death_origin = targ.origin;
479 targ.killer_origin = attacker.origin;
481 // FIXME: this should go in PutClientInServer
487 // these are updated by each Damage call for use in button triggering and such
489 entity damage_inflictor;
490 entity damage_attacker;
492 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
494 // if the target is a player or dead body, activate damage effects
495 if(targ.classname == "player" || targ.classname == "body")
496 Violence_DamageEffect(targ, damage, DEATH_WEAPONOF(deathtype));
501 entity attacker_save;
505 if (gameover || targ.killcount == -666)
512 damage_inflictor = inflictor;
513 damage_attacker = attacker;
514 attacker_save = attacker;
516 if(targ.classname == "player")
519 if(targ.hook.aiment == attacker)
520 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
522 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
523 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
525 if(targ.classname == "player")
526 if not(IsDifferentTeam(targ, attacker))
533 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE || deathtype == DEATH_QUIET)
535 // These are ALWAYS lethal
536 // No damage modification here
537 // Instead, prepare the victim for his death...
539 targ.spawnshieldtime = 0;
540 targ.health = 0.9; // this is < 1
541 targ.flags -= targ.flags & FL_GODMODE;
544 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
551 skill based bot damage? gtfo. (tZork)
552 if (targ.classname == "player")
553 if (attacker.classname == "player")
556 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
559 // nullify damage if teamplay is on
560 if(deathtype != DEATH_TELEFRAG)
561 if(attacker.classname == "player")
563 if(targ.classname == "player" && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
568 else if(teamplay && attacker.team == targ.team)
570 if(autocvar_teamplay_mode == 1)
572 else if(attacker != targ)
574 if(autocvar_teamplay_mode == 3)
576 else if(autocvar_teamplay_mode == 4)
578 if(targ.classname == "player" && targ.deadflag == DEAD_NO)
580 teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
581 attacker.dmg_team = attacker.dmg_team + damage;
582 if(attacker.dmg_team > teamdamage0 && !g_ca)
583 mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
584 mirrorforce = autocvar_g_mirrordamage * vlen(force);
587 if(autocvar_g_friendlyfire == 0)
593 damage = autocvar_g_friendlyfire * damage;
594 // mirrordamage will be used LATER
596 if(autocvar_g_mirrordamage_virtual)
599 v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
600 attacker.dmg_take += v_x;
601 attacker.dmg_save += v_y;
602 attacker.dmg_inflictor = inflictor;
607 if(autocvar_g_friendlyfire_virtual)
610 v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
611 targ.dmg_take += v_x;
612 targ.dmg_save += v_y;
613 targ.dmg_inflictor = inflictor;
615 if(!autocvar_g_friendlyfire_virtual_force)
626 if(targ.classname == "player")
627 if(attacker.classname == "player")
630 targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
631 attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
634 if(targ.classname == "player")
637 if ((deathtype == DEATH_FALL) ||
638 (deathtype == DEATH_DROWN) ||
639 (deathtype == DEATH_SLIME) ||
640 (deathtype == DEATH_LAVA) ||
641 (!DEATH_ISWEAPON(deathtype, WEP_LASER) && damage > 0 && damage < 100))
648 if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
650 targ.armorvalue -= 1;
651 centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
654 attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
656 if (DEATH_ISWEAPON(deathtype, WEP_LASER))
660 if (targ != attacker)
662 if ((targ.health >= 1) && (targ.classname == "player"))
663 centerprint(attacker, "Secondary fire inflicts no damage!");
671 if not(DEATH_ISSPECIAL(deathtype))
673 damage *= g_weapondamagefactor;
674 mirrordamage *= g_weapondamagefactor;
675 force = force * g_weaponforcefactor;
676 mirrorforce *= g_weaponforcefactor;
679 // should this be changed at all? If so, in what way?
680 frag_attacker = attacker;
682 frag_damage = damage;
684 frag_deathtype = deathtype;
685 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
686 damage = frag_damage;
689 // apply strength multiplier
690 if ((attacker.items & IT_STRENGTH) && !g_minstagib)
694 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
695 force = force * autocvar_g_balance_powerup_strength_selfforce;
699 damage = damage * autocvar_g_balance_powerup_strength_damage;
700 force = force * autocvar_g_balance_powerup_strength_force;
704 // apply invincibility multiplier
705 if (targ.items & IT_INVINCIBLE && !g_minstagib)
706 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
708 if (targ == attacker)
710 if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
713 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
716 // CTF: reduce damage/force
721 damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
722 force = force * autocvar_g_ctf_flagcarrier_selfforce;
727 // apply strength rune
728 if (attacker.runes & RUNE_STRENGTH)
730 if(attacker.runes & CURSE_WEAK) // have both curse & rune
732 damage = damage * autocvar_g_balance_rune_strength_combo_damage;
733 force = force * autocvar_g_balance_rune_strength_combo_force;
737 damage = damage * autocvar_g_balance_rune_strength_damage;
738 force = force * autocvar_g_balance_rune_strength_force;
741 else if (attacker.runes & CURSE_WEAK)
743 damage = damage * autocvar_g_balance_curse_weak_damage;
744 force = force * autocvar_g_balance_curse_weak_force;
747 // apply defense rune
748 if (targ.runes & RUNE_DEFENSE)
750 if (targ.runes & CURSE_VULNER) // have both curse & rune
751 damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
753 damage = damage * autocvar_g_balance_rune_defense_takedamage;
755 else if (targ.runes & CURSE_VULNER)
756 damage = damage * autocvar_g_balance_curse_vulner_takedamage;
762 if(targ.takedamage == DAMAGE_AIM)
765 if(damage_headshotbonus > 0)
767 if(targ.classname == "player")
770 // find height of hit on player axis
771 // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
772 vector headmins, headmaxs, org;
773 org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
774 headmins = org + GetHeadshotMins(targ);
775 headmaxs = org + GetHeadshotMaxs(targ);
776 if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
778 deathtype |= HITTYPE_HEADSHOT;
781 else if(targ.classname == "turret_head")
783 deathtype |= HITTYPE_HEADSHOT;
785 if(deathtype & HITTYPE_HEADSHOT)
786 damage *= 1 + damage_headshotbonus;
790 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
795 if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
797 if(IsDifferentTeam(victim, attacker))
801 if(deathtype != DEATH_FIRE)
803 if(victim.BUTTON_CHAT)
804 attacker.typehitsound += 1;
806 attacker.hitsound += 1;
809 damage_goodhits += 1;
810 damage_gooddamage += damage;
812 if not(DEATH_ISSPECIAL(deathtype))
814 if(targ.classname == "player") // don't do this for vehicles
820 if(victim.items & IT_STRENGTH)
823 if(deathtype & HITTYPE_HEADSHOT)
827 PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
832 if(deathtype != DEATH_FIRE)
834 attacker.typehitsound += 1;
837 if(time > attacker.teamkill_complain)
839 attacker.teamkill_complain = time + 5;
840 attacker.teamkill_soundtime = time + 0.4;
841 attacker.teamkill_soundsource = targ;
849 if (self.damageforcescale)
851 if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
853 self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
854 self.flags &~= FL_ONGROUND;
855 UpdateCSQCProjectile(self);
858 if (damage != 0 || (self.damageforcescale && vlen(force)))
859 if (self.event_damage)
860 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
863 if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
867 if (attacker.runes & RUNE_VAMPIRE)
869 // apply vampire rune
870 if (attacker.runes & CURSE_EMPATHY) // have the curse too
872 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
873 attacker.health = bound(
874 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
875 attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
876 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
880 //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
881 attacker.health = bound(
882 attacker.health, // LA: was 3, but changed so that you can't lose health
883 // empathy won't let you gain health in the same way...
884 attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
885 autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
888 // apply empathy curse
889 else if (attacker.runes & CURSE_EMPATHY)
891 attacker.health = bound(
892 autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
893 attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
899 // apply mirror damage if any
900 if(mirrordamage > 0 || mirrorforce > 0)
902 attacker = attacker_save;
906 // just lose extra LIVES, don't kill the player for mirror damage
907 if(attacker.armorvalue > 0)
909 attacker.armorvalue = attacker.armorvalue - 1;
910 centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
911 attacker.hitsound += 1;
916 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
917 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
921 float RadiusDamage_running;
922 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
923 // Returns total damage applies to creatures
933 float total_damage_to_creatures;
938 float stat_damagedone;
940 if(RadiusDamage_running)
942 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
946 RadiusDamage_running = 1;
948 tfloordmg = autocvar_g_throughfloor_damage;
949 tfloorforce = autocvar_g_throughfloor_force;
951 blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
952 total_damage_to_creatures = 0;
954 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
955 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
957 force = inflictor.velocity;
961 force = normalize(force);
962 if(forceintensity >= 0)
963 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
965 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
970 targ = WarpZone_FindRadius (blastorigin, rad, FALSE);
974 if (targ != inflictor)
975 if (ignore != targ) if(targ.takedamage)
977 // LordHavoc: measure distance to nearest point on target (not origin)
978 // (this guarentees 100% damage on a touch impact)
979 nearest = targ.WarpZone_findradius_nearest;
980 diff = targ.WarpZone_findradius_dist;
981 // round up a little on the damage to ensure full damage on impacts
982 // and turn the distance into a fraction of the radius
983 power = 1 - ((vlen (diff) - 2) / rad);
985 //bprint(ftos(power));
986 //if (targ == attacker)
987 // print(ftos(power), "\n");
992 finaldmg = coredamage * power + edgedamage * (1 - power);
1001 vector myblastorigin;
1002 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
1003 center = targ.origin + (targ.mins + targ.maxs) * 0.5;
1004 // if it's a player, use the view origin as reference
1005 if (targ.classname == "player")
1006 center = targ.origin + targ.view_ofs;
1007 force = normalize(center - myblastorigin);
1008 force = force * (finaldmg / coredamage) * forceintensity;
1009 // test line of sight to multiple positions on box,
1010 // and do damage if any of them hit
1012 if (targ.classname == "player")
1013 total = ceil(bound(1, finaldmg, 50));
1015 total = ceil(bound(1, finaldmg/10, 5));
1020 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1021 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1022 if (trace_fraction == 1 || trace_ent == targ)
1026 hitloc = hitloc + nearest;
1030 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
1031 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
1032 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
1035 nearest = hitloc * (1 / max(1, hits));
1036 hitratio = (hits / total);
1037 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1038 finaldmg = finaldmg * a;
1039 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1042 // laser force adjustments :P
1043 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
1045 if (targ == attacker)
1050 float force_velocitybiasramp;
1051 float force_velocitybias;
1053 force_velocitybiasramp = autocvar_sv_maxspeed;
1054 if(deathtype & HITTYPE_SECONDARY)
1056 force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
1057 force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
1061 force_zscale = autocvar_g_balance_laser_primary_force_zscale;
1062 force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
1065 vel = targ.velocity;
1067 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
1071 normalize(normalize(force) + vel);
1073 force_z *= force_zscale;
1077 if(deathtype & HITTYPE_SECONDARY)
1079 force *= autocvar_g_balance_laser_secondary_force_other_scale;
1083 force *= autocvar_g_balance_laser_primary_force_other_scale;
1088 //if (targ == attacker)
1090 // print("hits ", ftos(hits), " / ", ftos(total));
1091 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1092 // print(" (", ftos(a), ")\n");
1094 if(hits || tfloordmg || tfloorforce)
1098 total_damage_to_creatures += finaldmg;
1100 if(accuracy_isgooddamage(attacker, targ))
1101 stat_damagedone += finaldmg;
1104 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1105 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1107 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1115 RadiusDamage_running = 0;
1117 if(!DEATH_ISSPECIAL(deathtype))
1118 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1120 return total_damage_to_creatures;
1123 .float fire_damagepersec;
1124 .float fire_endtime;
1125 .float fire_deathtype;
1127 .float fire_hitsound;
1128 .entity fire_burner;
1130 void fireburner_think();
1132 float Fire_IsBurning(entity e)
1134 return (time < e.fire_endtime);
1137 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1140 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1142 if(e.classname == "player")
1151 // print("adding a fire burner to ", e.classname, "\n");
1152 e.fire_burner = spawn();
1153 e.fire_burner.classname = "fireburner";
1154 e.fire_burner.think = fireburner_think;
1155 e.fire_burner.nextthink = time;
1156 e.fire_burner.owner = e;
1162 if(Fire_IsBurning(e))
1164 mintime = e.fire_endtime - time;
1165 maxtime = max(mintime, t);
1167 mindps = e.fire_damagepersec;
1168 maxdps = max(mindps, dps);
1170 if(maxtime > mintime || maxdps > mindps)
1172 mindamage = mindps * mintime;
1173 maxdamage = mindamage + d;
1175 // interval [mintime, maxtime] * [mindps, maxdps]
1177 // [mindamage, maxdamage]
1180 if(maxdamage >= maxtime * maxdps)
1182 totaltime = maxtime;
1183 totaldamage = maxtime * maxdps;
1185 // this branch increases totaldamage if either t > mintime, or dps > mindps
1189 // maxdamage is inside the interval!
1190 // first, try to use mindps; only if this fails, increase dps as needed
1191 totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime
1192 totaldamage = maxdamage;
1193 // can totaldamage / totaltime be >= maxdps?
1194 // max(mindps, maxdamage / maxtime) >= maxdps?
1195 // we know maxdamage < maxtime * maxdps
1198 // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps
1201 // total conditions for increasing:
1202 // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage
1204 // if maxtime = mintime, maxdps = mindps
1206 // maxdamage = mindamage + d
1207 // mindamage = mindps * mintime = maxdps * maxtime < maxdamage!
1208 // so the last condition is not needed
1210 e.fire_damagepersec = totaldamage / totaltime;
1211 e.fire_endtime = time + totaltime;
1212 if(totaldamage > 1.2 * mindamage)
1214 e.fire_deathtype = dt;
1215 if(e.fire_owner != o)
1218 e.fire_hitsound = FALSE;
1221 if(accuracy_isgooddamage(o, e))
1222 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1223 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1230 e.fire_damagepersec = dps;
1231 e.fire_endtime = time + t;
1232 e.fire_deathtype = dt;
1234 e.fire_hitsound = FALSE;
1235 if(accuracy_isgooddamage(o, e))
1236 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1241 void Fire_ApplyDamage(entity e)
1246 if not(Fire_IsBurning(e))
1249 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1250 if(clienttype(o) == CLIENTTYPE_NOTACLIENT)
1253 // water and slime stop fire
1255 if(e.watertype != CONTENT_LAVA)
1259 if(e.freezetag_frozen)
1262 t = min(frametime, e.fire_endtime - time);
1263 d = e.fire_damagepersec * t;
1265 hi = e.fire_owner.hitsound;
1266 ty = e.fire_owner.typehitsound;
1267 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1268 if(e.fire_hitsound && e.fire_owner)
1270 e.fire_owner.hitsound = hi;
1271 e.fire_owner.typehitsound = ty;
1273 e.fire_hitsound = TRUE;
1275 if not(IS_INDEPENDENT_PLAYER(e))
1276 FOR_EACH_PLAYER(other) if(e != other)
1278 if(other.classname == "player")
1279 if(other.deadflag == DEAD_NO)
1280 if not(IS_INDEPENDENT_PLAYER(other))
1281 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1283 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1284 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1285 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1290 void Fire_ApplyEffect(entity e)
1292 if(Fire_IsBurning(e))
1293 e.effects |= EF_FLAME;
1295 e.effects &~= EF_FLAME;
1298 void fireburner_think()
1300 // for players, this is done in the regular loop
1301 if(wasfreed(self.owner))
1306 Fire_ApplyEffect(self.owner);
1307 if(!Fire_IsBurning(self.owner))
1309 self.owner.fire_burner = world;
1313 Fire_ApplyDamage(self.owner);
1314 self.nextthink = time;