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fixed out-of-range g_maplist_position causing runaway loop
[divverent/nexuiz.git] / data / qcsrc / server / g_damage.qc
1
2 float checkrules_firstblood;
3
4 void GiveFrags (entity attacker, entity targ, float f)
5 {
6         if(gameover) return;
7
8         if(cvar("g_arena"))
9                 if(cvar("g_arena_roundbased"))
10                         return;
11
12         if(cvar("g_domination"))
13         {
14                 if(cvar("g_domination_disable_frags"))
15                         if(f > 0)
16                                 return;
17         }
18         else if(cvar("g_runematch"))
19         {
20                 if(f > 0)
21                         f = RunematchHandleFrags(attacker, targ, f);
22         }
23         else if(cvar("g_lms"))
24         {
25                 // count remaining lives, not frags in lms
26                 targ.frags -= 1;
27                 // keep track of the worst players lives
28                 if(targ.frags < lms_lowest_lives)
29                         lms_lowest_lives = targ.frags;
30                 // player has no more lives left
31                 if (!targ.frags)
32                 {
33                         lms_dead_count += 1;
34                         if(!lms_next_place)
35                                 lms_next_place = player_count;
36                         targ.frags = -lms_next_place;
37                         lms_next_place -= 1;
38                 }
39                 return;
40         }
41
42         if(f)
43                 attacker.frags = attacker.frags + f;
44 }
45
46 string AppendItemcodes(string s, entity player)
47 {
48         float w;
49         w = player.weapon;
50         //if(w == 0)
51         //      w = player.switchweapon;
52         if(w == 0)
53                 w = player.cnt; // previous weapon!
54         s = strcat(s, ftos(W_ItemCode(w)));
55         if(time < player.strength_finished)
56                 s = strcat(s, "S");
57         if(time < player.invincible_finished)
58                 s = strcat(s, "I");
59         if(player.flagcarried != world)
60                 s = strcat(s, "F");
61         if(player.runes)
62                 s = strcat(s, "|", ftos(player.runes));
63         return s;
64 }
65
66 void LogDeath(string mode, float deathtype, entity killer, entity killed)
67 {
68         string s;
69         if(!cvar("sv_eventlog"))
70                 return;
71         s = strcat(":kill:", mode);
72         s = strcat(s, ":", ftos(killer.playerid));
73         s = strcat(s, ":", ftos(killed.playerid));
74         s = strcat(s, ":type=", ftos(deathtype));
75         s = strcat(s, ":items=");
76         s = AppendItemcodes(s, killer);
77         if(killed != killer)
78         {
79                 s = strcat(s, ":victimitems=");
80                 s = AppendItemcodes(s, killed);
81         }
82         GameLogEcho(s, FALSE);
83 }
84
85 void Obituary (entity attacker, entity targ, float deathtype)
86 {
87         string  s, m;
88
89         if (targ.classname == "player" || targ.classname == "corpse")
90         {
91                 if (targ.classname == "corpse")
92                         s = "A corpse";
93                 else
94                         s = targ.netname;
95
96                 if (targ == attacker)
97                 {
98                         if (deathtype == DEATH_TEAMCHANGE)
99                         {
100                                 m = "You are now on: ";
101                                 if (targ.team == 5)
102                                         m = strcat(m, "^1Red Team");
103                                 else if (targ.team == 14)
104                                         m = strcat(m, "^4Blue Team");
105                                 else if (targ.team == 10)
106                                         m = strcat(m, "^6Pink Team");
107                                 else if (targ.team == 13)
108                                         m = strcat(m, "^3Yellow Team");
109                                 centermsg_setfor(targ, CENTERMSG_TEAMCHANGE, m);
110                         }
111                         else if (deathtype == DEATH_AUTOTEAMCHANGE)
112                         {
113                                 centermsg_setfor(targ, CENTERMSG_TEAMCHANGE, "You have been moved into a different team to improve team balance");
114                                 m = "You are now on: ";
115                                 if (targ.team == 5)
116                                         m = strcat(m, "^1Red Team");
117                                 else if (targ.team == 14)
118                                         m = strcat(m, "^4Blue Team");
119                                 else if (targ.team == 10)
120                                         m = strcat(m, "^6Pink Team");
121                                 else if (targ.team == 13)
122                                         m = strcat(m, "^3Yellow Team");
123                                 centermsg_setfor(targ, CENTERMSG_TEAMCHANGE2, m);
124                                 return;
125                         }
126                         else if (deathtype == DEATH_CAMP)
127                                 centermsg_setfor(targ, CENTERMSG_DEATH, "^1Die camper!");
128                         else if (deathtype == DEATH_NOAMMO)
129                                 centermsg_setfor(targ, CENTERMSG_DEATH, "^1You were killed for running out of ammo...");
130                         else if (deathtype == DEATH_ROT)
131                                 centermsg_setfor(targ, CENTERMSG_DEATH, "^1You grew too old without taking your medcine");
132                         else
133                                 centermsg_setfor(targ, CENTERMSG_DEATH, "^1You killed your own dumb self!");
134
135                         if (deathtype == IT_GRENADE_LAUNCHER)
136                                 bprint ("^1",s, "^1 detonated\n");
137                         else if (deathtype == IT_ELECTRO)
138                                 bprint ("^1",s, "^1 played with plasma\n");
139                         else if (deathtype == IT_ROCKET_LAUNCHER)
140                                 bprint ("^1",s, "^1 exploded\n");
141                         else if (deathtype == DEATH_KILL)
142                                 bprint ("^1",s, "^1 couldn't take it anymore\n");
143                         else if (deathtype == DEATH_ROT)
144                                 bprint ("^1",s, "^1 died\n");
145                         else if (deathtype == DEATH_NOAMMO)
146                         {
147                                 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
148                                 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
149                         }
150                         else if (deathtype == DEATH_CAMP)
151                                 bprint ("^1",s, "^1 thought he found a nice camping ground\n");
152                         else if (deathtype != DEATH_TEAMCHANGE)
153                                 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
154
155                         if(deathtype != DEATH_TEAMCHANGE)
156                                 LogDeath("suicide", deathtype, targ, targ);
157
158                         GiveFrags(attacker, targ, -1);
159                         //targ.frags = targ.frags - 1;
160                         if (targ.killcount > 2)
161                                 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
162                 }
163                 else if (teamplay && attacker.team == targ.team)
164                 {
165                         centermsg_setfor(attacker, CENTERMSG_DEATH, "^1Moron! You fragged a teammate!");
166                         bprint ("^1", attacker.netname, "^1 mows down a teammate\n");
167                         GiveFrags(attacker, targ, -1);
168                         //attacker.frags = attacker.frags - 1;
169                         if (targ.killcount > 2)
170                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
171                         if (attacker.killcount > 2)
172                                 bprint ("^1",attacker.netname,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
173                         attacker.killcount = 0;
174
175                         LogDeath("tk", deathtype, attacker, targ);
176                 }
177                 else if (attacker.classname == "player" || attacker.classname == "gib")
178                 {
179                         if (!checkrules_firstblood)
180                         {
181                                 checkrules_firstblood = TRUE;
182                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
183                                 //if (cvar("g_minstagib"))
184                                         //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
185                                 bprint("^1",attacker.netname, "^1 drew first blood", "\n");
186                         }
187
188                         centermsg_setfor(attacker, CENTERMSG_KILL, strcat("^4You fragged ^7", s));
189                         centermsg_setfor(targ, CENTERMSG_DEATH, strcat("^1You were fragged by ^7", attacker.netname));
190
191                         if (deathtype == IT_LASER)
192                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
193                         else if (deathtype == IT_UZI)
194                                 bprint ("^1",s, "^1 was riddled full of holes by ", attacker.netname, "\n");
195                         else if (deathtype == IT_SHOTGUN)
196                                 bprint ("^1",s, "^1 was gunned by ", attacker.netname, "\n");
197                         else if (deathtype == IT_GRENADE_LAUNCHER)
198                                 bprint ("^1", s, "^1 was blasted by ", attacker.netname, "\n");
199                         else if (deathtype == IT_ELECTRO)
200                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
201                         else if (deathtype == IT_CRYLINK)
202                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
203                         else if (deathtype == IT_NEX)
204                                 bprint ("^1",s, "^1 has been vaporized by ", attacker.netname, "\n");
205                         else if (deathtype == IT_HAGAR)
206                                 bprint ("^1",s, "^1 was pummeled by ", attacker.netname, "\n");
207                         else if (deathtype == IT_ROCKET_LAUNCHER)
208                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
209                         else if (deathtype == DEATH_TELEFRAG)
210                                 bprint ("^1",s, "^1 was telefragged by ", attacker.netname, "\n");
211                         else if (deathtype == DEATH_DROWN)
212                                 bprint ("^1",s, "^1 was drowned by ", attacker.netname, "\n");
213                         else if (deathtype == DEATH_SLIME)
214                                 bprint ("^1",s, "^1 was slimed by ", attacker.netname, "\n");
215                         else if (deathtype == DEATH_LAVA)
216                                 bprint ("^1",s, "^1 was cooked by ", attacker.netname, "\n");
217                         else if (deathtype == DEATH_FALL)
218                                 bprint ("^1",s, "^1 was grounded by ", attacker.netname, "\n");
219                         else if (deathtype == DEATH_SHOOTING_STAR)
220                                 bprint ("^1",s, "^1 was shot into space by ", attacker.netname, "\n");
221                         else if (deathtype == DEATH_SWAMP)
222                                 bprint ("^1",s, "^1 was conserved by ", attacker.netname, "\n");
223                         else if (deathtype == DEATH_HURTTRIGGER)
224                                 bprint ("^1",s, "^1 was thrown into a world of hurt by ", attacker.netname, "\n");
225                         else
226                                 bprint ("^1",s, "^1 was fragged by ", attacker.netname, "\n");
227
228                         GiveFrags(attacker, targ, 1);
229                         //attacker.frags = attacker.frags + 1;
230                         if (targ.killcount > 2)
231                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
232                         attacker.killcount = attacker.killcount + 1;
233                         if (attacker.killcount > 2)
234                                 bprint ("^1",attacker.netname,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
235
236                         LogDeath("frag", deathtype, attacker, targ);
237
238                         if (attacker.killcount == 3)
239                         {
240                                 bprint (attacker.netname,"^7 made a ^1TRIPLE FRAG\n");
241                                 stuffcmd(attacker, "play2 announcer/male/03kills.ogg\n");
242                         }
243                         else if (attacker.killcount == 5)
244                         {
245                                 bprint (attacker.netname,"^7 made a ^1FIVE FRAG COMBO\n");
246                                 stuffcmd(attacker, "play2 announcer/male/05kills.ogg\n");
247                         }
248                         else if (attacker.killcount == 10)
249                         {
250                                 bprint (attacker.netname,"^7 is on a ^1RAGE\n");
251                                 stuffcmd(attacker, "play2 announcer/male/10kills.ogg\n");
252                         }
253                         else if (attacker.killcount == 15)
254                         {
255                                 bprint (attacker.netname,"^7 has done a ^1MASSACRE!\n");
256                                 stuffcmd(attacker, "play2 announcer/male/15kills.ogg\n");
257                         }
258                         else if (attacker.killcount == 20)
259                         {
260                                 bprint (attacker.netname,"^7 is ^1UNHUMAN!\n");
261                                 stuffcmd(attacker, "play2 announcer/male/20kills.ogg\n");
262                         }
263                         else if (attacker.killcount == 25)
264                         {
265                                 bprint (attacker.netname,"^7 is a ^1DEATH INCARNATION!\n");
266                                 stuffcmd(attacker, "play2 announcer/male/25kills.ogg\n");
267                         }
268                         else if (attacker.killcount == 30)
269                         {
270                                 bprint (attacker.netname,"^7 is maybe a ^1AIMBOTTER?!\n");
271                                 stuffcmd(attacker, "play2 announcer/male/30kills.ogg\n");
272                         }
273                 }
274                 else
275                 {
276                         centermsg_setfor(targ, CENTERMSG_DEATH, "^1Watch your step!");
277                         if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
278                                 bprint ("^1",s, "^1 ", attacker.message, "\n");
279                         else if (deathtype == DEATH_DROWN)
280                                 bprint ("^1",s, "^1 drowned\n");
281                         else if (deathtype == DEATH_SLIME)
282                                 bprint ("^1",s, "^1 was slimed\n");
283                         else if (deathtype == DEATH_LAVA)
284                                 bprint ("^1",s, "^1 turned into hot slag\n");
285                         else if (deathtype == DEATH_FALL)
286                                 bprint ("^1",s, "^1 hit the ground with a crunch\n");
287                         else if (deathtype == DEATH_SHOOTING_STAR)
288                                 bprint ("^1",s, "^1 became a shooting star\n");
289                         else if (deathtype == DEATH_SWAMP)
290                                 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
291                         else
292                                 bprint ("^1",s, "^1 died\n");
293                         GiveFrags(targ, targ, -1);
294                         if(targ.frags == -5) {
295                                 stuffcmd(targ, "play2 announcer/male/botlike.ogg\n");
296                         }
297
298                         //targ.frags = targ.frags - 1;
299                         if (targ.killcount > 2)
300                                 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
301
302                         LogDeath("accident", deathtype, targ, targ);
303                 }
304                 targ.death_origin = targ.origin;
305                 if(targ != attacker)
306                         targ.killer_origin = attacker.origin;
307                 // FIXME: this should go in PutClientInServer
308                 if (targ.killcount)
309                         targ.killcount = 0;
310         }
311 }
312
313 // these are updated by each Damage call for use in button triggering and such
314 entity damage_targ;
315 entity damage_inflictor;
316 entity damage_attacker;
317
318 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
319 {
320         if (gameover || targ.killcount == -666)
321                 return;
322
323         local entity oldself;
324         oldself = self;
325         self = targ;
326         damage_targ = targ;
327         damage_inflictor = inflictor;
328         damage_attacker = attacker;
329         // nullify damage if teamplay is on
330         if (teamplay)
331         if (attacker.team)
332         if (attacker.team == targ.team)
333         if (teamplay == 1 || (teamplay == 3 && attacker != targ))
334                 damage = 0;
335
336         if (targ.classname == "player")
337         if (attacker.classname == "player")
338         if (!targ.isbot)
339         if (attacker.isbot)
340                 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
341
342         if(cvar("g_lms"))
343         if(targ.classname == "player")
344         if(attacker.classname == "player")
345         if(attacker != targ)
346         {
347                 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
348                 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
349         }
350
351         if(targ != attacker)
352         if(!targ.deadflag)
353         if(damage > 0)
354         if(clienttype(attacker) == CLIENTTYPE_REAL)
355         if(targ.classname == "player")
356                 stuffcmd(attacker, "play2 misc/hit.wav\n");
357
358         if (cvar("g_minstagib"))
359         {
360                 if ((deathtype == DEATH_FALL)  ||
361                     (deathtype == DEATH_DROWN) ||
362                     (deathtype == DEATH_SLIME) ||
363                     (deathtype == DEATH_LAVA))
364                         return;
365                 if (targ.extralives && (deathtype == IT_NEX) && damage)
366                 {
367                         targ.extralives -= 1;
368                         centermsg_setfor(targ, CENTERMSG_MINSTAGIB, strcat("^3Remaining extra lives: ",ftos(targ.extralives)));
369                         damage = 0;
370                         targ.armorvalue = targ.extralives;
371                         if(clienttype(targ) == CLIENTTYPE_REAL) stuffcmd(targ, "play2 misc/hit.wav\n");
372                         //stuffcmd(attacker, "play2 misc/hit.wav\n");
373                 }
374                 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
375                 {
376                         if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
377                 }
378                 if (deathtype == IT_LASER)
379                 {
380                         damage = 0;
381                         if (targ != attacker)
382                         {
383                                 if (targ.classname == "player")
384                                         centermsg_setfor(attacker, CENTERMSG_MINSTAGIB, "Secondary fire inflicts no damage!\n");
385                                 damage = 0;
386                                 force = '0 0 0';
387                                 attacker = targ;
388                         }
389                 }
390         } else {
391                 if (deathtype == IT_NEX && !(attacker.flags & FL_ONGROUND) && !(targ.flags & FL_ONGROUND) && attacker.waterlevel < 2 && targ.waterlevel < 2 && attacker.killcount != 3 && attacker.killcount != 5 && attacker.killcount != 10 && attacker.killcount != 15 && attacker.killcount != 20 && attacker.killcount != 25 && attacker.killcount != 30)
392                 {
393                         if(clienttype(attacker) == CLIENTTYPE_REAL)  stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
394                 }
395         }
396
397         // apply strength multiplier
398         if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
399         {
400                 damage = damage * cvar("g_balance_powerup_strength_damage");
401                 force = force * cvar("g_balance_powerup_strength_force");
402         }
403         // apply invincibility multiplier
404         if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
405                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
406
407
408         if(cvar("g_runematch"))
409         {
410                 // apply strength rune
411                 if (attacker.runes & RUNE_STRENGTH)
412                 {
413                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
414                         {
415                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
416                                 force = force * cvar("g_balance_rune_strength_combo_force");
417                         }
418                         else
419                         {
420                                 damage = damage * cvar("g_balance_rune_strength_damage");
421                                 force = force * cvar("g_balance_rune_strength_force");
422                         }
423                 }
424                 else if (attacker.runes & CURSE_WEAK)
425                 {
426                         damage = damage * cvar("g_balance_curse_weak_damage");
427                         force = force * cvar("g_balance_curse_weak_force");
428                 }
429
430                 // apply defense rune
431                 if (targ.runes & RUNE_DEFENSE)
432                 {
433                         if (targ.runes & CURSE_VULNER) // have both curse & rune
434                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
435                         else
436                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
437                 }
438                 else if (targ.runes & CURSE_VULNER)
439                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
440         }
441
442         // apply push
443         if (self.damageforcescale)
444         {
445                 self.velocity = self.velocity + self.damageforcescale * force;
446                 self.flags = self.flags - (self.flags & FL_ONGROUND);
447         }
448         // apply damage
449         if (self.event_damage)
450                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
451         self = oldself;
452
453         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
454         {
455                 // Savage: vampire mode
456                 if(cvar("g_vampire") && !cvar("g_minstagib"))
457                 {
458                         attacker.health += damage;
459                 }
460                 if(cvar("g_runematch"))
461                 {
462                         if (attacker.runes & RUNE_VAMPIRE)
463                         {
464                         // apply vampire rune
465                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
466                                 {
467                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
468                                         attacker.health = bound(
469                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
470                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
471                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
472                                 }
473                                 else
474                                 {
475                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
476                                         attacker.health = bound(
477                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
478                                                                                         // empathy won't let you gain health in the same way...
479                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
480                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
481                                         }
482                         }
483                         // apply empathy curse
484                         else if (attacker.runes & CURSE_EMPATHY)
485                         {
486                                 attacker.health = bound(
487                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
488                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
489                                         attacker.health);
490                         }
491                 }
492         }
493 }
494
495 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
496 {
497         entity  targ;
498         float   finaldmg;
499         float   power;
500         vector  blastorigin;
501         vector  force;
502         vector  m1;
503         vector  m2;
504         vector  nearest;
505         vector  diff;
506
507         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
508
509         targ = findradius (blastorigin, rad);
510         while (targ)
511         {
512                 if (targ != inflictor)
513                         if (ignore != targ)
514                         {
515                                 // LordHavoc: measure distance to nearest point on target (not origin)
516                                 // (this guarentees 100% damage on a touch impact)
517                                 nearest = blastorigin;
518                                 m1 = targ.origin + targ.mins;
519                                 m2 = targ.origin + targ.maxs;
520                                 if (nearest_x < m1_x) nearest_x = m1_x;
521                                 if (nearest_y < m1_y) nearest_y = m1_y;
522                                 if (nearest_z < m1_z) nearest_z = m1_z;
523                                 if (nearest_x > m2_x) nearest_x = m2_x;
524                                 if (nearest_y > m2_y) nearest_y = m2_y;
525                                 if (nearest_z > m2_z) nearest_z = m2_z;
526                                 diff = nearest - blastorigin;
527                                 // round up a little on the damage to ensure full damage on impacts
528                                 // and turn the distance into a fraction of the radius
529                                 power = 1 - ((vlen (diff) - 2) / rad);
530                                 //bprint(" ");
531                                 //bprint(ftos(power));
532                                 if (power > 0)
533                                 {
534                                         if (power > 1)
535                                                 power = 1;
536                                         finaldmg = coredamage * power + edgedamage * (1 - power);
537                                         if (finaldmg > 0)
538                                         {
539                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
540                                                 if (targ == attacker)
541                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
542                                                 // test line of sight to multiple positions on box,
543                                                 // and do damage if any of them hit
544                                                 local float c;
545                                                 c = ceil(finaldmg / 10);
546                                                 if (c > 20)
547                                                         c = 20;
548                                                 while (c > 0)
549                                                 {
550                                                         c = c - 1;
551                                                         traceline(blastorigin, nearest, TRUE, inflictor);
552                                                         if (trace_fraction == 1 || trace_ent == targ
553                                                             || cvar("g_throughfloor"))
554                                                         {
555                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
556                                                                 break;
557                                                         }
558                                                         nearest_x = m1_x + random() * targ.size_x;
559                                                         nearest_y = m1_y + random() * targ.size_y;
560                                                         nearest_z = m1_z + random() * targ.size_z;
561                                                 }
562                                         }
563                                 }
564                         }
565                 targ = targ.chain;
566         }
567 }
568
569 /*
570 entity  multi_ent;
571 float   multi_damage;
572 vector  multi_force;
573
574 void ClearMultiDamage (void)
575 {
576         multi_ent = world;
577         multi_damage = 0;
578         multi_force = '0 0 0';
579 }
580
581 void ApplyMultiDamage (void)
582 {
583         if (!multi_ent)
584                 return;
585
586         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
587 }
588
589 void AddMultiDamage (entity hit, float damage, vector force)
590 {
591         if (!hit)
592                 return;
593
594         if (hit != multi_ent)
595         {
596                 ApplyMultiDamage ();
597                 ClearMultiDamage ();
598                 multi_ent = hit;
599         }
600         multi_damage = multi_damage + damage;
601         multi_force = multi_force + force;
602 }
603
604 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
605 {
606         vector  direction;
607         vector  source;
608         vector  vel;
609         vector  org;
610
611         makevectors (self.v_angle);
612
613         source = self.origin + v_forward * 10;  // FIXME
614         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
615
616         // LordHavoc: better to use normal damage
617         //ClearMultiDamage ();
618         while (shotcount > 0)
619         {
620                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
621
622                 traceline (source, source + direction * 2048, FALSE, self);
623                 if (trace_fraction != 1.0)
624                 {
625                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
626                         vel = vel + 2 * trace_plane_normal;
627                         vel = vel * 200;
628
629                         org = trace_endpos - direction * 4;
630
631                         if (!trace_ent.takedamage)
632                                 te_gunshot (org);
633                         // LordHavoc: better to use normal damage
634                         //AddMultiDamage (trace_ent, 4, direction * 4);
635                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
636                 }
637
638                 shotcount = shotcount + 1;
639         }
640
641         // LordHavoc: better to use normal damage
642         //ApplyMultiDamage ();
643 }
644 */
645
646
647