--- /dev/null
- else if(SAME_TEAM(attacker, targ))
+ #include "damage.qh"
+
+ #include <common/effects/all.qh>
+ #include "bot/api.qh"
+ #include "hook.qh"
+ #include <server/client.qh>
+ #include <server/gamelog.qh>
+ #include <server/items/items.qh>
+ #include <server/mutators/_mod.qh>
+ #include <server/main.qh>
+ #include <server/world.qh>
+ #include "teamplay.qh"
+ #include "scores.qh"
+ #include "spawnpoints.qh"
+ #include "../common/state.qh"
+ #include "../common/physics/player.qh"
+ #include "resources.qh"
+ #include "../common/vehicles/all.qh"
+ #include "../common/items/_mod.qh"
+ #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+ #include "../common/mutators/mutator/instagib/sv_instagib.qh"
+ #include "../common/mutators/mutator/buffs/buffs.qh"
+ #include "weapons/accuracy.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "weapons/selection.qh"
+ #include "../common/constants.qh"
+ #include "../common/deathtypes/all.qh"
+ #include <common/mapobjects/defs.qh>
+ #include <common/mapobjects/triggers.qh>
+ #include "../common/notifications/all.qh"
+ #include "../common/physics/movetypes/movetypes.qh"
+ #include "../common/playerstats.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include <common/gamemodes/_mod.qh>
+ #include <common/gamemodes/rules.qh>
+ #include <common/weapons/_all.qh>
+ #include "../lib/csqcmodel/sv_model.qh"
+ #include "../lib/warpzone/common.qh"
+
+ void UpdateFrags(entity player, int f)
+ {
+ GameRules_scoring_add_team(player, SCORE, f);
+ }
+
+ void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
+ {
+ // TODO route through PlayerScores instead
+ if(game_stopped) return;
+
+ if(f < 0)
+ {
+ if(targ == attacker)
+ {
+ // suicide
+ GameRules_scoring_add(attacker, SUICIDES, 1);
+ }
+ else
+ {
+ // teamkill
+ GameRules_scoring_add(attacker, TEAMKILLS, 1);
+ }
+ }
+ else
+ {
+ // regular frag
+ GameRules_scoring_add(attacker, KILLS, 1);
+ if(!warmup_stage && targ.playerid)
+ PlayerStats_GameReport_Event_Player(attacker, sprintf("kills-%d", targ.playerid), 1);
+ }
+
+ GameRules_scoring_add(targ, DEATHS, 1);
+
+ // FIXME fix the mess this is (we have REAL points now!)
+ if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity)))
+ f = M_ARGV(2, float);
+
+ attacker.totalfrags += f;
+
+ if(f)
+ UpdateFrags(attacker, f);
+ }
+
+ string AppendItemcodes(string s, entity player)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ int w = player.(weaponentity).m_weapon.m_id;
+ if(w == 0)
+ w = player.(weaponentity).cnt; // previous weapon
+ if(w != 0 || slot == 0)
+ s = strcat(s, ftos(w));
+ }
+ if(time < STAT(STRENGTH_FINISHED, player))
+ s = strcat(s, "S");
+ if(time < STAT(INVINCIBLE_FINISHED, player))
+ s = strcat(s, "I");
+ if(PHYS_INPUT_BUTTON_CHAT(player))
+ s = strcat(s, "T");
+ // TODO: include these codes as a flag on the item itself
+ MUTATOR_CALLHOOK(LogDeath_AppendItemCodes, player, s);
+ s = M_ARGV(1, string);
+ return s;
+ }
+
+ void LogDeath(string mode, int deathtype, entity killer, entity killed)
+ {
+ string s;
+ if(!autocvar_sv_eventlog)
+ return;
+ s = strcat(":kill:", mode);
+ s = strcat(s, ":", ftos(killer.playerid));
+ s = strcat(s, ":", ftos(killed.playerid));
+ s = strcat(s, ":type=", Deathtype_Name(deathtype));
+ s = strcat(s, ":items=");
+ s = AppendItemcodes(s, killer);
+ if(killed != killer)
+ {
+ s = strcat(s, ":victimitems=");
+ s = AppendItemcodes(s, killed);
+ }
+ GameLogEcho(s);
+ }
+
+ void Obituary_SpecialDeath(
+ entity notif_target,
+ float murder,
+ int deathtype,
+ string s1, string s2, string s3,
+ float f1, float f2, float f3)
+ {
+ if(!DEATH_ISSPECIAL(deathtype))
+ {
+ backtrace("Obituary_SpecialDeath called without a special deathtype?\n");
+ return;
+ }
+
+ entity deathent = REGISTRY_GET(Deathtypes, deathtype - DT_FIRST);
+ if (!deathent)
+ {
+ backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n");
+ return;
+ }
+
+ if(g_cts && deathtype == DEATH_KILL.m_id)
+ return; // TODO: somehow put this in CTS gamemode file!
+
+ Notification death_message = (murder) ? deathent.death_msgmurder : deathent.death_msgself;
+ if(death_message)
+ {
+ Send_Notification_WOCOVA(
+ NOTIF_ONE,
+ notif_target,
+ MSG_MULTI,
+ death_message,
+ s1, s2, s3, "",
+ f1, f2, f3, 0
+ );
+ Send_Notification_WOCOVA(
+ NOTIF_ALL_EXCEPT,
+ notif_target,
+ MSG_INFO,
+ death_message.nent_msginfo,
+ s1, s2, s3, "",
+ f1, f2, f3, 0
+ );
+ }
+ }
+
+ float Obituary_WeaponDeath(
+ entity notif_target,
+ float murder,
+ int deathtype,
+ string s1, string s2, string s3,
+ float f1, float f2)
+ {
+ Weapon death_weapon = DEATH_WEAPONOF(deathtype);
+ if (death_weapon == WEP_Null)
+ return false;
+
+ w_deathtype = deathtype;
+ Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
+ w_deathtype = false;
+
+ if (death_message)
+ {
+ Send_Notification_WOCOVA(
+ NOTIF_ONE,
+ notif_target,
+ MSG_MULTI,
+ death_message,
+ s1, s2, s3, "",
+ f1, f2, 0, 0
+ );
+ // send the info part to everyone
+ Send_Notification_WOCOVA(
+ NOTIF_ALL_EXCEPT,
+ notif_target,
+ MSG_INFO,
+ death_message.nent_msginfo,
+ s1, s2, s3, "",
+ f1, f2, 0, 0
+ );
+ }
+ else
+ {
+ LOG_TRACEF(
+ "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %s!\n",
+ deathtype,
+ death_weapon.netname
+ );
+ }
+
+ return true;
+ }
+
+ bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target, string attacker_name)
+ {
+ if(deathtype == DEATH_FIRE.m_id)
+ {
+ Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
+ Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker_name, kill_count_to_target, GetResource(attacker, RES_HEALTH), GetResource(attacker, RES_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
+ return true;
+ }
+
+ return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
+ }
+
+ void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity)
+ {
+ // Sanity check
+ if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
+
+ // Declarations
+ float notif_firstblood = false;
+ float kill_count_to_attacker, kill_count_to_target;
+ bool notif_anonymous = false;
+ string attacker_name = attacker.netname;
+
+ // Set final information for the death
+ targ.death_origin = targ.origin;
+ string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
+
+ // Abort now if a mutator requests it
+ if (MUTATOR_CALLHOOK(ClientObituary, inflictor, attacker, targ, deathtype, attacker.(weaponentity))) { CS(targ).killcount = 0; return; }
+ notif_anonymous = M_ARGV(5, bool);
+
+ if(notif_anonymous)
+ attacker_name = "Anonymous player";
+
+ #ifdef NOTIFICATIONS_DEBUG
+ Debug_Notification(
+ sprintf(
+ "Obituary(%s, %s, %s, %s = %d);\n",
+ attacker_name,
+ inflictor.netname,
+ targ.netname,
+ Deathtype_Name(deathtype),
+ deathtype
+ )
+ );
+ #endif
+
+ // =======
+ // SUICIDE
+ // =======
+ if(targ == attacker)
+ {
+ if(DEATH_ISSPECIAL(deathtype))
+ {
+ if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
+ {
+ Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
+ }
+ else
+ {
+ switch(DEATH_ENT(deathtype))
+ {
+ case DEATH_MIRRORDAMAGE:
+ {
+ Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
+ break;
+ }
+
+ default:
+ {
+ Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
+ break;
+ }
+ }
+ }
+ }
+ else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
+ {
+ backtrace("SUICIDE: what the hell happened here?\n");
+ return;
+ }
+ LogDeath("suicide", deathtype, targ, targ);
+ if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
+ GiveFrags(attacker, targ, -1, deathtype, weaponentity);
+ }
+
+ // ======
+ // MURDER
+ // ======
+ else if(IS_PLAYER(attacker))
+ {
+ if(SAME_TEAM(attacker, targ))
+ {
+ LogDeath("tk", deathtype, attacker, targ);
+ GiveFrags(attacker, targ, -1, deathtype, weaponentity);
+
+ CS(attacker).killcount = 0;
+
+ Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
+ Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker_name);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker_name, deathlocation, CS(targ).killcount);
+
+ // In this case, the death message will ALWAYS be "foo was betrayed by bar"
+ // No need for specific death/weapon messages...
+ }
+ else
+ {
+ LogDeath("frag", deathtype, attacker, targ);
+ GiveFrags(attacker, targ, 1, deathtype, weaponentity);
+
+ CS(attacker).taunt_soundtime = time + 1;
+ CS(attacker).killcount = CS(attacker).killcount + 1;
+
+ attacker.killsound += 1;
+
+ // TODO: improve SPREE_ITEM and KILL_SPREE_LIST
+ // these 2 macros are spread over multiple files
+ #define SPREE_ITEM(counta,countb,center,normal,gentle) \
+ case counta: \
+ Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
+ if (!warmup_stage) \
+ PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
+ break;
+
+ switch(CS(attacker).killcount)
+ {
+ KILL_SPREE_LIST
+ default: break;
+ }
+ #undef SPREE_ITEM
+
+ if(!warmup_stage && !checkrules_firstblood)
+ {
+ checkrules_firstblood = true;
+ notif_firstblood = true; // modify the current messages so that they too show firstblood information
+ PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
+ PlayerStats_GameReport_Event_Player(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
+
+ // tell spree_inf and spree_cen that this is a first-blood and first-victim event
+ kill_count_to_attacker = -1;
+ kill_count_to_target = -2;
+ }
+ else
+ {
+ kill_count_to_attacker = CS(attacker).killcount;
+ kill_count_to_target = 0;
+ }
+
+ if(targ.istypefrag)
+ {
+ Send_Notification(
+ NOTIF_ONE,
+ attacker,
+ MSG_CHOICE,
+ CHOICE_TYPEFRAG,
+ targ.netname,
+ kill_count_to_attacker,
+ (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
+ );
+ Send_Notification(
+ NOTIF_ONE,
+ targ,
+ MSG_CHOICE,
+ CHOICE_TYPEFRAGGED,
+ attacker_name,
+ kill_count_to_target,
+ GetResource(attacker, RES_HEALTH),
+ GetResource(attacker, RES_ARMOR),
+ (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
+ );
+ }
+ else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target, attacker_name))
+ {
+ Send_Notification(
+ NOTIF_ONE,
+ attacker,
+ MSG_CHOICE,
+ CHOICE_FRAG,
+ targ.netname,
+ kill_count_to_attacker,
+ (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
+ );
+ Send_Notification(
+ NOTIF_ONE,
+ targ,
+ MSG_CHOICE,
+ CHOICE_FRAGGED,
+ attacker_name,
+ kill_count_to_target,
+ GetResource(attacker, RES_HEALTH),
+ GetResource(attacker, RES_ARMOR),
+ (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
+ );
+ }
+
+ int f3 = 0;
+ if(deathtype == DEATH_BUFF.m_id)
+ f3 = buff_FirstFromFlags(STAT(BUFFS, attacker)).m_id;
+
+ if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker))
+ Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
+ }
+ }
+
+ // =============
+ // ACCIDENT/TRAP
+ // =============
+ else
+ {
+ switch(DEATH_ENT(deathtype))
+ {
+ // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
+ // Later on you will only be able to make custom messages using DEATH_CUSTOM,
+ // and there will be a REAL DEATH_VOID implementation which mappers will use.
+ case DEATH_HURTTRIGGER:
+ {
+ Obituary_SpecialDeath(targ, false, deathtype,
+ targ.netname,
+ inflictor.message,
+ deathlocation,
+ CS(targ).killcount,
+ 0,
+ 0);
+ break;
+ }
+
+ case DEATH_CUSTOM:
+ {
+ Obituary_SpecialDeath(targ, false, deathtype,
+ targ.netname,
+ ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
+ deathlocation,
+ CS(targ).killcount,
+ 0,
+ 0);
+ break;
+ }
+
+ default:
+ {
+ Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
+ break;
+ }
+ }
+
+ LogDeath("accident", deathtype, targ, targ);
+ GiveFrags(targ, targ, -1, deathtype, weaponentity);
+
+ if(GameRules_scoring_add(targ, SCORE, 0) == -5)
+ {
+ Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
+ if (!warmup_stage)
+ {
+ PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
+ }
+ }
+ }
+
+ // reset target kill count
+ CS(targ).killcount = 0;
+ }
+
+ void Ice_Think(entity this)
+ {
+ if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
+ {
+ delete(this);
+ return;
+ }
+ vector ice_org = this.owner.origin - '0 0 16';
+ if (this.origin != ice_org)
+ setorigin(this, ice_org);
+ this.nextthink = time;
+ }
+
+ void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
+ {
+ if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed
+ return;
+
+ if(STAT(FROZEN, targ))
+ return;
+
+ float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
+
+ STAT(FROZEN, targ) = frozen_type;
+ STAT(REVIVE_PROGRESS, targ) = ((frozen_type == FROZEN_TEMP_DYING) ? 1 : 0);
+ SetResource(targ, RES_HEALTH, ((frozen_type == FROZEN_TEMP_DYING) ? targ_maxhealth : 1));
+ targ.revive_speed = revivespeed;
+ if(targ.bot_attack)
+ IL_REMOVE(g_bot_targets, targ);
+ targ.bot_attack = false;
+ targ.freeze_time = time;
+
+ entity ice = new(ice);
+ ice.owner = targ;
+ ice.scale = targ.scale;
+ // set_movetype(ice, MOVETYPE_FOLLOW) would rotate the ice model with the player
+ setthink(ice, Ice_Think);
+ ice.nextthink = time;
+ ice.frame = floor(random() * 21); // ice model has 20 different looking frames
+ setmodel(ice, MDL_ICE);
+ ice.alpha = 1;
+ ice.colormod = Team_ColorRGB(targ.team);
+ ice.glowmod = ice.colormod;
+ targ.iceblock = ice;
+ targ.revival_time = 0;
+
+ Ice_Think(ice);
+
+ RemoveGrapplingHooks(targ);
+
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(it.(weaponentity).hook.aiment == targ)
+ RemoveHook(it.(weaponentity).hook);
+ }
+ });
+
+ // add waypoint
+ if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
+ WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
+ }
+
+ void Unfreeze(entity targ, bool reset_health)
+ {
+ if(!STAT(FROZEN, targ))
+ return;
+
+ if (reset_health && STAT(FROZEN, targ) != FROZEN_TEMP_DYING)
+ SetResource(targ, RES_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
+
+ targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
+
+ STAT(FROZEN, targ) = 0;
+ STAT(REVIVE_PROGRESS, targ) = 0;
+ targ.revival_time = time;
+ if(!targ.bot_attack)
+ IL_PUSH(g_bot_targets, targ);
+ targ.bot_attack = true;
+
+ WaypointSprite_Kill(targ.waypointsprite_attached);
+
+ FOREACH_CLIENT(IS_PLAYER(it),
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(it.(weaponentity).hook.aiment == targ)
+ RemoveHook(it.(weaponentity).hook);
+ }
+ });
+
+ // remove the ice block
+ if(targ.iceblock)
+ delete(targ.iceblock);
+ targ.iceblock = NULL;
+
+ MUTATOR_CALLHOOK(Unfreeze, targ);
+ }
+
+ void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+ {
+ float complainteamdamage = 0;
+ float mirrordamage = 0;
+ float mirrorforce = 0;
+
+ if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
+ return;
+
+ entity attacker_save = attacker;
+
+ // special rule: gravity bombs and sound-based attacks do not affect team mates (other than for disconnecting the hook)
+ if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || (deathtype & HITTYPE_SOUND))
+ {
+ if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
+ {
+ return;
+ }
+ }
+
+ if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
+ {
+ // exit the vehicle before killing (fixes a crash)
+ if(IS_PLAYER(targ) && targ.vehicle)
+ vehicles_exit(targ.vehicle, VHEF_RELEASE);
+
+ // These are ALWAYS lethal
+ // No damage modification here
+ // Instead, prepare the victim for his death...
+ SetResourceExplicit(targ, RES_ARMOR, 0);
+ targ.spawnshieldtime = 0;
+ SetResourceExplicit(targ, RES_HEALTH, 0.9); // this is < 1
+ targ.flags -= targ.flags & FL_GODMODE;
+ damage = 100000;
+ }
+ else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
+ {
+ // no processing
+ }
+ else
+ {
+ // nullify damage if teamplay is on
+ if(deathtype != DEATH_TELEFRAG.m_id)
+ if(IS_PLAYER(attacker))
+ {
+ if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
+ {
+ damage = 0;
+ force = '0 0 0';
+ }
- if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
++ else if(!STAT(FROZEN, targ) && SAME_TEAM(attacker, targ))
+ {
+ if(autocvar_teamplay_mode == 1)
+ damage = 0;
+ else if(attacker != targ)
+ {
+ if(autocvar_teamplay_mode == 2)
+ {
+ if(IS_PLAYER(targ) && !IS_DEAD(targ))
+ {
+ attacker.dmg_team = attacker.dmg_team + damage;
+ complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
+ }
+ }
+ else if(autocvar_teamplay_mode == 3)
+ damage = 0;
+ else if(autocvar_teamplay_mode == 4)
+ {
+ if(IS_PLAYER(targ) && !IS_DEAD(targ))
+ {
+ attacker.dmg_team = attacker.dmg_team + damage;
+ complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
+ if(complainteamdamage > 0)
+ mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
+ mirrorforce = autocvar_g_mirrordamage * vlen(force);
+ damage = autocvar_g_friendlyfire * damage;
+ // mirrordamage will be used LATER
+
+ if(autocvar_g_mirrordamage_virtual)
+ {
+ vector v = healtharmor_applydamage(GetResource(attacker, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
+ attacker.dmg_take += v.x;
+ attacker.dmg_save += v.y;
+ attacker.dmg_inflictor = inflictor;
+ mirrordamage = v.z;
+ mirrorforce = 0;
+ }
+
+ if(autocvar_g_friendlyfire_virtual)
+ {
+ vector v = healtharmor_applydamage(GetResource(targ, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ targ.dmg_take += v.x;
+ targ.dmg_save += v.y;
+ targ.dmg_inflictor = inflictor;
+ damage = 0;
+ if(!autocvar_g_friendlyfire_virtual_force)
+ force = '0 0 0';
+ }
+ }
+ else if(!targ.canteamdamage)
+ damage = 0;
+ }
+ }
+ }
+ }
+
+ if (!DEATH_ISSPECIAL(deathtype))
+ {
+ damage *= autocvar_g_weapondamagefactor;
+ mirrordamage *= autocvar_g_weapondamagefactor;
+ complainteamdamage *= autocvar_g_weapondamagefactor;
+ force = force * autocvar_g_weaponforcefactor;
+ mirrorforce *= autocvar_g_weaponforcefactor;
+ }
+
+ // should this be changed at all? If so, in what way?
+ MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force, attacker.(weaponentity));
+ damage = M_ARGV(4, float);
+ mirrordamage = M_ARGV(5, float);
+ force = M_ARGV(6, vector);
+
+ if(IS_PLAYER(targ) && damage > 0 && attacker)
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity went = weaponentities[slot];
+ if(targ.(went).hook && targ.(went).hook.aiment == attacker)
+ RemoveHook(targ.(went).hook);
+ }
+ }
+
+ if(STAT(FROZEN, targ) && !ITEM_DAMAGE_NEEDKILL(deathtype)
+ && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
+ {
+ if(autocvar_g_frozen_revive_falldamage > 0 && deathtype == DEATH_FALL.m_id && damage >= autocvar_g_frozen_revive_falldamage)
+ {
+ Unfreeze(targ, false);
+ SetResource(targ, RES_HEALTH, autocvar_g_frozen_revive_falldamage_health);
+ Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
+ Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
+ }
+
+ damage = 0;
+ force *= autocvar_g_frozen_force;
+ }
+
+ if(IS_PLAYER(targ) && STAT(FROZEN, targ)
+ && ITEM_DAMAGE_NEEDKILL(deathtype) && !autocvar_g_frozen_damage_trigger)
+ {
+ Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
+
+ entity spot = SelectSpawnPoint(targ, false);
+ if(spot)
+ {
+ damage = 0;
+ targ.deadflag = DEAD_NO;
+
+ targ.angles = spot.angles;
+
+ targ.effects = 0;
+ targ.effects |= EF_TELEPORT_BIT;
+
+ targ.angles_z = 0; // never spawn tilted even if the spot says to
+ targ.fixangle = true; // turn this way immediately
+ targ.velocity = '0 0 0';
+ targ.avelocity = '0 0 0';
+ targ.punchangle = '0 0 0';
+ targ.punchvector = '0 0 0';
+ targ.oldvelocity = targ.velocity;
+
+ targ.spawnorigin = spot.origin;
+ setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
+ // don't reset back to last position, even if new position is stuck in solid
+ targ.oldorigin = targ.origin;
+
+ Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
+ }
+ }
+
+ if(!MUTATOR_IS_ENABLED(mutator_instagib))
+ {
+ // apply strength multiplier
+ if (attacker.items & ITEM_Strength.m_itemid)
+ {
+ if(targ == attacker)
+ {
+ damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+ force = force * autocvar_g_balance_powerup_strength_selfforce;
+ }
+ else
+ {
+ damage = damage * autocvar_g_balance_powerup_strength_damage;
+ force = force * autocvar_g_balance_powerup_strength_force;
+ }
+ }
+
+ // apply invincibility multiplier
+ if (targ.items & ITEM_Shield.m_itemid)
+ {
+ damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
+ if (targ != attacker)
+ {
+ force = force * autocvar_g_balance_powerup_invincible_takeforce;
+ }
+ }
+ }
+
+ if (targ == attacker)
+ damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
+
+ // count the damage
+ if(attacker)
+ if(!IS_DEAD(targ))
+ if(deathtype != DEATH_BUFF.m_id)
+ if(targ.takedamage == DAMAGE_AIM)
+ if(targ != attacker)
+ {
+ entity victim;
+ if(IS_VEHICLE(targ) && targ.owner)
+ victim = targ.owner;
+ else
+ victim = targ;
+
+ if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
+ {
- else if(IS_PLAYER(attacker))
++ if (DIFF_TEAM(victim, attacker))
+ {
+ if(damage > 0)
+ {
+ if(deathtype != DEATH_FIRE.m_id)
+ {
+ if(PHYS_INPUT_BUTTON_CHAT(victim))
+ attacker.typehitsound += 1;
+ else
+ attacker.damage_dealt += damage;
+ }
+
+ damage_goodhits += 1;
+ damage_gooddamage += damage;
+
+ if (!DEATH_ISSPECIAL(deathtype))
+ {
+ if(IS_PLAYER(targ)) // don't do this for vehicles
+ if(IsFlying(victim))
+ yoda = 1;
+ }
+ }
+ }
- // if enemy gets frozen in this frame and receives other damage don't
- // play the typehitsound e.g. when hit by multiple bullets of the shotgun
- if (deathtype != DEATH_FIRE.m_id && (!STAT(FROZEN, victim) || time > victim.freeze_time))
++ else if (IS_PLAYER(attacker) && !STAT(FROZEN, victim)) // same team
+ {
++ if (deathtype != DEATH_FIRE.m_id)
+ {
+ attacker.typehitsound += 1;
+ }
+ if(complainteamdamage > 0)
+ if(time > CS(attacker).teamkill_complain)
+ {
+ CS(attacker).teamkill_complain = time + 5;
+ CS(attacker).teamkill_soundtime = time + 0.4;
+ CS(attacker).teamkill_soundsource = targ;
+ }
+ }
+ }
+ }
+ }
+
+ // apply push
+ if (targ.damageforcescale)
+ if (force)
+ if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
+ {
+ vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
+ if(targ.move_movetype == MOVETYPE_PHYSICS)
+ {
+ entity farcent = new(farce);
+ farcent.enemy = targ;
+ farcent.movedir = farce * 10;
+ if(targ.mass)
+ farcent.movedir = farcent.movedir * targ.mass;
+ farcent.origin = hitloc;
+ farcent.forcetype = FORCETYPE_FORCEATPOS;
+ farcent.nextthink = time + 0.1;
+ setthink(farcent, SUB_Remove);
+ }
+ else if(targ.move_movetype != MOVETYPE_NOCLIP)
+ {
+ targ.velocity = targ.velocity + farce;
+ }
+ UNSET_ONGROUND(targ);
+ UpdateCSQCProjectile(targ);
+ }
+ // apply damage
+ if (damage != 0 || (targ.damageforcescale && force))
+ if (targ.event_damage)
+ targ.event_damage (targ, inflictor, attacker, damage, deathtype, weaponentity, hitloc, force);
+
+ // apply mirror damage if any
+ if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
+ if(mirrordamage > 0 || mirrorforce > 0)
+ {
+ attacker = attacker_save;
+
+ force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
+ Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, weaponentity, attacker.origin, force);
+ }
+ }
+
+ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
+ float inflictorselfdamage, float forceintensity, float forcezscale, int deathtype, .entity weaponentity, entity directhitentity)
+ // Returns total damage applies to creatures
+ {
+ entity targ;
+ vector force;
+ float total_damage_to_creatures;
+ entity next;
+ float tfloordmg;
+ float tfloorforce;
+
+ float stat_damagedone;
+
+ if(RadiusDamage_running)
+ {
+ backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
+ return 0;
+ }
+
+ RadiusDamage_running = 1;
+
+ tfloordmg = autocvar_g_throughfloor_damage;
+ tfloorforce = autocvar_g_throughfloor_force;
+
+ total_damage_to_creatures = 0;
+
+ if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
+ if(!(deathtype & HITTYPE_SOUND)) // do not send radial sound damage (bandwidth hog)
+ {
+ force = inflictorvelocity;
+ if(force == '0 0 0')
+ force = '0 0 -1';
+ else
+ force = normalize(force);
+ if(forceintensity >= 0)
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
+ else
+ Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
+ }
+
+ stat_damagedone = 0;
+
+ targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
+ while (targ)
+ {
+ next = targ.chain;
+ if ((targ != inflictor) || inflictorselfdamage)
+ if (((cantbe != targ) && !mustbe) || (mustbe == targ))
+ if (targ.takedamage)
+ {
+ vector nearest;
+ vector diff;
+ float power;
+
+ // LordHavoc: measure distance to nearest point on target (not origin)
+ // (this guarentees 100% damage on a touch impact)
+ nearest = targ.WarpZone_findradius_nearest;
+ diff = targ.WarpZone_findradius_dist;
+ // round up a little on the damage to ensure full damage on impacts
+ // and turn the distance into a fraction of the radius
+ power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+ //bprint(" ");
+ //bprint(ftos(power));
+ //if (targ == attacker)
+ // print(ftos(power), "\n");
+ if (power > 0)
+ {
+ float finaldmg;
+ if (power > 1)
+ power = 1;
+ finaldmg = coredamage * power + edgedamage * (1 - power);
+ if (finaldmg > 0)
+ {
+ float a;
+ float c;
+ vector hitloc;
+ vector myblastorigin;
+ vector center;
+
+ myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
+
+ // if it's a player, use the view origin as reference
+ center = CENTER_OR_VIEWOFS(targ);
+
+ force = normalize(center - myblastorigin);
+ force = force * (finaldmg / coredamage) * forceintensity;
+ hitloc = nearest;
+
+ // apply special scaling along the z axis if set
+ // NOTE: 0 value is not allowed for compatibility, in the case of weapon cvars not being set
+ if(forcezscale)
+ force.z *= forcezscale;
+
+ if(targ != directhitentity)
+ {
+ float hits;
+ float total;
+ float hitratio;
+ float mininv_f, mininv_d;
+
+ // test line of sight to multiple positions on box,
+ // and do damage if any of them hit
+ hits = 0;
+
+ // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
+ // so for a given max stddev:
+ // n = (1 / (2 * max stddev of hitratio))^2
+
+ mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
+ mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
+
+ if(autocvar_g_throughfloor_debug)
+ LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
+
+
+ total = 0.25 * (max(mininv_f, mininv_d) ** 2);
+
+ if(autocvar_g_throughfloor_debug)
+ LOG_INFOF(" steps=%f", total);
+
+
+ if (IS_PLAYER(targ))
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
+ else
+ total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
+
+ if(autocvar_g_throughfloor_debug)
+ LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
+
+ for(c = 0; c < total; ++c)
+ {
+ //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
+ WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
+ if (trace_fraction == 1 || trace_ent == targ)
+ {
+ ++hits;
+ if (hits > 1)
+ hitloc = hitloc + nearest;
+ else
+ hitloc = nearest;
+ }
+ nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
+ nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
+ nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
+ }
+
+ nearest = hitloc * (1 / max(1, hits));
+ hitratio = (hits / total);
+ a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
+ finaldmg = finaldmg * a;
+ a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
+ force = force * a;
+
+ if(autocvar_g_throughfloor_debug)
+ LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
+ }
+
+ //if (targ == attacker)
+ //{
+ // print("hits ", ftos(hits), " / ", ftos(total));
+ // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
+ // print(" (", ftos(a), ")\n");
+ //}
+ if(finaldmg || force)
+ {
+ if(targ.iscreature)
+ {
+ total_damage_to_creatures += finaldmg;
+
+ if(accuracy_isgooddamage(attacker, targ))
+ stat_damagedone += finaldmg;
+ }
+
+ if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
+ Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
+ else
+ Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
+ }
+ }
+ }
+ }
+ targ = next;
+ }
+
+ RadiusDamage_running = 0;
+
+ if(!DEATH_ISSPECIAL(deathtype))
+ accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
+
+ return total_damage_to_creatures;
+ }
+
+ float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+ {
+ return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad,
+ cantbe, mustbe, false, forceintensity, 1, deathtype, weaponentity, directhitentity);
+ }
+
+ bool Heal(entity targ, entity inflictor, float amount, float limit)
+ {
+ if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ))
+ return false;
+
+ bool healed = false;
+ if(targ.event_heal)
+ healed = targ.event_heal(targ, inflictor, amount, limit);
+ // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc
+ // TODO: healing fx!
+ // TODO: armor healing?
+ return healed;
+ }
+
+ float Fire_IsBurning(entity e)
+ {
+ return (time < e.fire_endtime);
+ }
+
+ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
+ {
+ float dps;
+ float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
+
+ if(IS_PLAYER(e))
+ {
+ if(IS_DEAD(e))
+ return -1;
+ }
+ else
+ {
+ if(!e.fire_burner)
+ {
+ // print("adding a fire burner to ", e.classname, "\n");
+ e.fire_burner = new(fireburner);
+ setthink(e.fire_burner, fireburner_think);
+ e.fire_burner.nextthink = time;
+ e.fire_burner.owner = e;
+ }
+ }
+
+ t = max(t, 0.1);
+ dps = d / t;
+ if(Fire_IsBurning(e))
+ {
+ mintime = e.fire_endtime - time;
+ maxtime = max(mintime, t);
+
+ mindps = e.fire_damagepersec;
+ maxdps = max(mindps, dps);
+
+ if(maxtime > mintime || maxdps > mindps)
+ {
+ // Constraints:
+
+ // damage we have right now
+ mindamage = mindps * mintime;
+
+ // damage we want to get
+ maxdamage = mindamage + d;
+
+ // but we can't exceed maxtime * maxdps!
+ totaldamage = min(maxdamage, maxtime * maxdps);
+
+ // LEMMA:
+ // Look at:
+ // totaldamage = min(mindamage + d, maxtime * maxdps)
+ // We see:
+ // totaldamage <= maxtime * maxdps
+ // ==> totaldamage / maxdps <= maxtime.
+ // We also see:
+ // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
+ // >= min(mintime, maxtime)
+ // ==> totaldamage / maxdps >= mintime.
+
+ /*
+ // how long do we damage then?
+ // at least as long as before
+ // but, never exceed maxdps
+ totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
+ */
+
+ // alternate:
+ // at most as long as maximum allowed
+ // but, never below mindps
+ totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
+
+ // assuming t > mintime, dps > mindps:
+ // we get d = t * dps = maxtime * maxdps
+ // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
+ // totaldamage / maxdps = maxtime
+ // totaldamage / mindps > totaldamage / maxdps = maxtime
+ // FROM THIS:
+ // a) totaltime = max(mintime, maxtime) = maxtime
+ // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
+
+ // assuming t <= mintime:
+ // we get maxtime = mintime
+ // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
+ // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
+
+ // assuming dps <= mindps:
+ // we get mindps = maxdps.
+ // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
+ // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
+ // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
+
+ e.fire_damagepersec = totaldamage / totaltime;
+ e.fire_endtime = time + totaltime;
+ if(totaldamage > 1.2 * mindamage)
+ {
+ e.fire_deathtype = dt;
+ if(e.fire_owner != o)
+ {
+ e.fire_owner = o;
+ e.fire_hitsound = false;
+ }
+ }
+ if(accuracy_isgooddamage(o, e))
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
+ return max(0, totaldamage - mindamage); // can never be negative, but to make sure
+ }
+ else
+ return 0;
+ }
+ else
+ {
+ e.fire_damagepersec = dps;
+ e.fire_endtime = time + t;
+ e.fire_deathtype = dt;
+ e.fire_owner = o;
+ e.fire_hitsound = false;
+ if(accuracy_isgooddamage(o, e))
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
+ return d;
+ }
+ }
+
+ void Fire_ApplyDamage(entity e)
+ {
+ float t, d, hi, ty;
+ entity o;
+
+ if (!Fire_IsBurning(e))
+ return;
+
+ for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
+ if(IS_NOT_A_CLIENT(o))
+ o = e.fire_owner;
+
+ // water and slime stop fire
+ if(e.waterlevel)
+ if(e.watertype != CONTENT_LAVA)
+ e.fire_endtime = 0;
+
+ // ice stops fire
+ if(STAT(FROZEN, e))
+ e.fire_endtime = 0;
+
+ t = min(frametime, e.fire_endtime - time);
+ d = e.fire_damagepersec * t;
+
+ hi = e.fire_owner.damage_dealt;
+ ty = e.fire_owner.typehitsound;
+ Damage(e, e, e.fire_owner, d, e.fire_deathtype, DMG_NOWEP, e.origin, '0 0 0');
+ if(e.fire_hitsound && e.fire_owner)
+ {
+ e.fire_owner.damage_dealt = hi;
+ e.fire_owner.typehitsound = ty;
+ }
+ e.fire_hitsound = true;
+
+ if(!IS_INDEPENDENT_PLAYER(e) && !STAT(FROZEN, e))
+ {
+ IL_EACH(g_damagedbycontents, it.damagedbycontents && it != e,
+ {
+ if(!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it))
+ if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
+ {
+ t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
+ d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
+ Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
+ }
+ });
+ }
+ }
+
+ void Fire_ApplyEffect(entity e)
+ {
+ if(Fire_IsBurning(e))
+ e.effects |= EF_FLAME;
+ else
+ e.effects &= ~EF_FLAME;
+ }
+
+ void fireburner_think(entity this)
+ {
+ // for players, this is done in the regular loop
+ if(wasfreed(this.owner))
+ {
+ delete(this);
+ return;
+ }
+ Fire_ApplyEffect(this.owner);
+ if(!Fire_IsBurning(this.owner))
+ {
+ this.owner.fire_burner = NULL;
+ delete(this);
+ return;
+ }
+ Fire_ApplyDamage(this.owner);
+ this.nextthink = time;
+ }