+ if (autocvar_g_ca_damage2score <= 0 || frag_damage - excess == 0) return;
+
+ entity scorer = NULL;
+ float scorer_damage = 0;
+
+ if (IS_PLAYER(frag_attacker))
+ {
+ if (DIFF_TEAM(frag_target, frag_attacker))
+ scorer_damage = frag_damage - excess;
+ else // friendly fire
+ scorer_damage = -(frag_damage - excess);
+
+ scorer = frag_attacker;
+ }
+ else
+ {
+ //handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
+ //deathtypes:
+ //kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
+ //camp = campcheck, lava = lava, slime = slime
+ //team change / rebalance suicides are currently not included
+ if (frag_deathtype == DEATH_KILL.m_id ||
+ frag_deathtype == DEATH_DROWN.m_id ||
+ frag_deathtype == DEATH_HURTTRIGGER.m_id ||
+ frag_deathtype == DEATH_CAMP.m_id ||
+ frag_deathtype == DEATH_LAVA.m_id ||
+ frag_deathtype == DEATH_SLIME.m_id ||
+ frag_deathtype == DEATH_SWAMP.m_id)
+ {
+ scorer_damage = -(frag_damage - excess);
+ scorer = frag_target;
+ }
+ }
+
+ if (scorer)
+ {
+ scorer.ca_damage_counter += scorer_damage;
+ if (fabs(scorer.ca_damage_counter) < autocvar_g_ca_damage2score)
+ return;
+ // NOTE: here we are actually rounding since ca_damage_counter is
+ // initialized on player spawn to half autocvar_g_ca_damage2score
+ // Also note that this code works for subtracting score too
+ int points = floor(scorer.ca_damage_counter / autocvar_g_ca_damage2score);
+ GameRules_scoring_add(scorer, SCORE, points);
+
+ scorer.ca_damage_counter -= points * autocvar_g_ca_damage2score;
+ }