Replaced trunk's centerprint system by the simpler one in branch; this is to
[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                         if(!lms_next_place)
34                                 lms_next_place = player_count;
35                         targ.frags = -lms_next_place;
36                         lms_next_place -= 1;
37                 }
38                 return;
39         }
40
41         if(f)
42                 attacker.frags = attacker.frags + f;
43 }
44
45 string AppendItemcodes(string s, entity player)
46 {
47         float w;
48         w = player.weapon;
49         //if(w == 0)
50         //      w = player.switchweapon;
51         if(w == 0)
52                 w = player.cnt; // previous weapon!
53         s = strcat(s, ftos(W_ItemCode(w)));
54         if(time < player.strength_finished)
55                 s = strcat(s, "S");
56         if(time < player.invincible_finished)
57                 s = strcat(s, "I");
58         if(player.flagcarried != world)
59                 s = strcat(s, "F");
60         if(player.buttonchat)
61                 s = strcat(s, "T");
62         if(player.runes)
63                 s = strcat(s, "|", ftos(player.runes));
64         return s;
65 }
66
67 void LogDeath(string mode, float deathtype, entity killer, entity killed)
68 {
69         string s;
70         if(!cvar("sv_eventlog"))
71                 return;
72         s = strcat(":kill:", mode);
73         s = strcat(s, ":", ftos(killer.playerid));
74         s = strcat(s, ":", ftos(killed.playerid));
75         s = strcat(s, ":type=", ftos(deathtype));
76         s = strcat(s, ":items=");
77         s = AppendItemcodes(s, killer);
78         if(killed != killer)
79         {
80                 s = strcat(s, ":victimitems=");
81                 s = AppendItemcodes(s, killed);
82         }
83         GameLogEcho(s, FALSE);
84 }
85
86 void Obituary (entity attacker, entity targ, float deathtype)
87 {
88         string  s, m;
89
90         if (targ.classname == "player" || targ.classname == "corpse")
91         {
92                 if (targ.classname == "corpse")
93                         s = "A corpse";
94                 else
95                         s = targ.netname;
96
97                 if (targ == attacker)
98                 {
99                         if (deathtype == DEATH_TEAMCHANGE)
100                         {
101                                 m = "You are now on: ";
102                                 if (targ.team == 5)
103                                         m = strcat(m, "^1Red Team");
104                                 else if (targ.team == 14)
105                                         m = strcat(m, "^4Blue Team");
106                                 else if (targ.team == 10)
107                                         m = strcat(m, "^6Pink Team");
108                                 else if (targ.team == 13)
109                                         m = strcat(m, "^3Yellow Team");
110                                 centerprint(targ, m);
111                         }
112                         else if (deathtype == DEATH_AUTOTEAMCHANGE)
113                         {
114                                 m = "You have been moved into a different team to improve team balance\nYou 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                                 centerprint(targ, m);
124                                 return;
125                         }
126                         else if (deathtype == DEATH_CAMP)
127                                 centerprint(targ, strcat("^1Die camper!\n\n\n"));
128                         else if (deathtype == DEATH_NOAMMO)
129                                 centerprint(targ, strcat("^1You were killed for running out of ammo...\n\n\n"));
130                         else if (deathtype == DEATH_ROT)
131                                 centerprint(targ, strcat("^1You grew too old without taking your medicine\n\n\n"));
132                         else if (deathtype == DEATH_MIRRORDAMAGE)
133                                 centerprint(targ, strcat("^1Don't shoot your team mates!\n\n\n"));
134                         else
135                                 centerprint(targ, strcat("^1You killed your own dumb self!\n\n\n"));
136
137                         if (deathtype == IT_GRENADE_LAUNCHER)
138                                 bprint ("^1",s, "^1 detonated\n");
139                         else if (deathtype == IT_ELECTRO)
140                                 bprint ("^1",s, "^1 played with plasma\n");
141                         else if (deathtype == IT_ROCKET_LAUNCHER)
142                                 bprint ("^1",s, "^1 exploded\n");
143                         else if (deathtype == DEATH_KILL)
144                                 bprint ("^1",s, "^1 couldn't take it anymore\n");
145                         else if (deathtype == DEATH_ROT)
146                                 bprint ("^1",s, "^1 died\n");
147                         else if (deathtype == DEATH_NOAMMO)
148                         {
149                                 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
150                                 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
151                         }
152                         else if (deathtype == DEATH_CAMP)
153                                 bprint ("^1",s, "^1 thought he found a nice camping ground\n");
154                         else if (deathtype == DEATH_MIRRORDAMAGE)
155                                 bprint ("^1",s, "^1 didn't become friends with the Lord of Teamplay\n");
156                         else if (deathtype != DEATH_TEAMCHANGE)
157                                 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
158
159                         if(deathtype != DEATH_TEAMCHANGE)
160                         {
161                                 LogDeath("suicide", deathtype, targ, targ);
162                                 GiveFrags(attacker, targ, -1);
163                         }
164                         //targ.frags = targ.frags - 1;
165                         if (targ.killcount > 2)
166                                 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
167                 }
168                 else if (teamplay && attacker.team == targ.team)
169                 {
170                         centerprint(attacker, strcat("^1Moron! You fragged a teammate!\n\n\n"));
171                         bprint ("^1", attacker.netname, "^1 mows down a teammate\n");
172                         GiveFrags(attacker, targ, -1);
173                         //attacker.frags = attacker.frags - 1;
174                         if (targ.killcount > 2)
175                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was ended by a teammate!\n");
176                         if (attacker.killcount > 2)
177                                 bprint ("^1",attacker.netname,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
178                         attacker.killcount = 0;
179
180                         LogDeath("tk", deathtype, attacker, targ);
181                 }
182                 else if (attacker.classname == "player" || attacker.classname == "gib")
183                 {
184                         if (!checkrules_firstblood)
185                         {
186                                 checkrules_firstblood = TRUE;
187                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
188                                 //if (cvar("g_minstagib"))
189                                         //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
190                                 bprint("^1",attacker.netname, "^1 drew first blood", "\n");
191                         }
192
193                         centerprint(attacker, strcat("^4You fragged ^7", s, "\n\n\n"));
194                         centerprint(targ, strcat("^1You were fragged by ^7", attacker.netname, "\n\n\n"));
195
196                         if (deathtype == IT_LASER)
197                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
198                         else if (deathtype == IT_UZI)
199                                 bprint ("^1",s, "^1 was riddled full of holes by ", attacker.netname, "\n");
200                         else if (deathtype == IT_SHOTGUN)
201                                 bprint ("^1",s, "^1 was gunned by ", attacker.netname, "\n");
202                         else if (deathtype == IT_GRENADE_LAUNCHER)
203                                 bprint ("^1", s, "^1 was blasted by ", attacker.netname, "\n");
204                         else if (deathtype == IT_ELECTRO)
205                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
206                         else if (deathtype == IT_CRYLINK)
207                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
208                         else if (deathtype == IT_NEX)
209                                 bprint ("^1",s, "^1 has been vaporized by ", attacker.netname, "\n");
210                         else if (deathtype == IT_HAGAR)
211                                 bprint ("^1",s, "^1 was pummeled by ", attacker.netname, "\n");
212                         else if (deathtype == IT_ROCKET_LAUNCHER)
213                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
214                         else if (deathtype == DEATH_TELEFRAG)
215                                 bprint ("^1",s, "^1 was telefragged by ", attacker.netname, "\n");
216                         else if (deathtype == DEATH_DROWN)
217                                 bprint ("^1",s, "^1 was drowned by ", attacker.netname, "\n");
218                         else if (deathtype == DEATH_SLIME)
219                                 bprint ("^1",s, "^1 was slimed by ", attacker.netname, "\n");
220                         else if (deathtype == DEATH_LAVA)
221                                 bprint ("^1",s, "^1 was cooked by ", attacker.netname, "\n");
222                         else if (deathtype == DEATH_FALL)
223                                 bprint ("^1",s, "^1 was grounded by ", attacker.netname, "\n");
224                         else if (deathtype == DEATH_SHOOTING_STAR)
225                                 bprint ("^1",s, "^1 was shot into space by ", attacker.netname, "\n");
226                         else if (deathtype == DEATH_SWAMP)
227                                 bprint ("^1",s, "^1 was conserved by ", attacker.netname, "\n");
228                         else if (deathtype == DEATH_HURTTRIGGER)
229                                 bprint ("^1",s, "^1 was thrown into a world of hurt by ", attacker.netname, "\n");
230                         else
231                                 bprint ("^1",s, "^1 was fragged by ", attacker.netname, "\n");
232
233                         GiveFrags(attacker, targ, 1);
234                         //attacker.frags = attacker.frags + 1;
235                         if (targ.killcount > 2)
236                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
237                         attacker.killcount = attacker.killcount + 1;
238                         if (attacker.killcount > 2)
239                                 bprint ("^1",attacker.netname,"^1 has ",ftos(attacker.killcount)," frags in a row\n");
240
241                         LogDeath("frag", deathtype, attacker, targ);
242
243                         if (attacker.killcount == 3)
244                         {
245                                 bprint (attacker.netname,"^7 made a ^1TRIPLE FRAG\n");
246                                 stuffcmd(attacker, "play2 announcer/male/03kills.ogg\n");
247                         }
248                         else if (attacker.killcount == 5)
249                         {
250                                 bprint (attacker.netname,"^7 made a ^1FIVE FRAG COMBO\n");
251                                 stuffcmd(attacker, "play2 announcer/male/05kills.ogg\n");
252                         }
253                         else if (attacker.killcount == 10)
254                         {
255                                 bprint (attacker.netname,"^7 is on a ^1RAGE\n");
256                                 stuffcmd(attacker, "play2 announcer/male/10kills.ogg\n");
257                         }
258                         else if (attacker.killcount == 15)
259                         {
260                                 bprint (attacker.netname,"^7 has done a ^1MASSACRE!\n");
261                                 stuffcmd(attacker, "play2 announcer/male/15kills.ogg\n");
262                         }
263                         else if (attacker.killcount == 20)
264                         {
265                                 bprint (attacker.netname,"^7 is ^1UNHUMAN!\n");
266                                 stuffcmd(attacker, "play2 announcer/male/20kills.ogg\n");
267                         }
268                         else if (attacker.killcount == 25)
269                         {
270                                 bprint (attacker.netname,"^7 is a ^1DEATH INCARNATION!\n");
271                                 stuffcmd(attacker, "play2 announcer/male/25kills.ogg\n");
272                         }
273                         else if (attacker.killcount == 30)
274                         {
275                                 bprint (attacker.netname,"^7 is maybe a ^1AIMBOTTER?!\n");
276                                 stuffcmd(attacker, "play2 announcer/male/30kills.ogg\n");
277                         }
278                 }
279                 else
280                 {
281                         centerprint(targ, strcat("^1Watch your step!\n\n\n"));
282                         if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
283                                 bprint ("^1",s, "^1 ", attacker.message, "\n");
284                         else if (deathtype == DEATH_DROWN)
285                                 bprint ("^1",s, "^1 drowned\n");
286                         else if (deathtype == DEATH_SLIME)
287                                 bprint ("^1",s, "^1 was slimed\n");
288                         else if (deathtype == DEATH_LAVA)
289                                 bprint ("^1",s, "^1 turned into hot slag\n");
290                         else if (deathtype == DEATH_FALL)
291                                 bprint ("^1",s, "^1 hit the ground with a crunch\n");
292                         else if (deathtype == DEATH_SHOOTING_STAR)
293                                 bprint ("^1",s, "^1 became a shooting star\n");
294                         else if (deathtype == DEATH_SWAMP)
295                                 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
296                         else
297                                 bprint ("^1",s, "^1 died\n");
298                         GiveFrags(targ, targ, -1);
299                         if(targ.frags == -5) {
300                                 stuffcmd(targ, "play2 announcer/male/botlike.ogg\n");
301                         }
302
303                         //targ.frags = targ.frags - 1;
304                         if (targ.killcount > 2)
305                                 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
306
307                         LogDeath("accident", deathtype, targ, targ);
308                 }
309                 targ.death_origin = targ.origin;
310                 if(targ != attacker)
311                         targ.killer_origin = attacker.origin;
312                 // FIXME: this should go in PutClientInServer
313                 if (targ.killcount)
314                         targ.killcount = 0;
315         }
316 }
317
318 // these are updated by each Damage call for use in button triggering and such
319 entity damage_targ;
320 entity damage_inflictor;
321 entity damage_attacker;
322
323 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
324 {
325         float mirrordamage;
326         float mirrorforce;
327         entity attacker_save;
328         mirrordamage = 0;
329         mirrorforce = 0;
330
331         if (gameover || targ.killcount == -666)
332                 return;
333
334         local entity oldself;
335         oldself = self;
336         self = targ;
337         damage_targ = targ;
338         damage_inflictor = inflictor;
339         damage_attacker = attacker;
340                 attacker_save = attacker;
341
342         if (targ.classname == "player")
343         if (attacker.classname == "player")
344         if (!targ.isbot)
345         if (attacker.isbot)
346                 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
347
348         // nullify damage if teamplay is on
349         if(deathtype != DEATH_TELEFRAG)
350         {
351                 if(teamplay == 1)
352                         if(attacker.team)
353                                 if(attacker.team == targ.team)
354                                         damage = 0;
355                 if(teamplay == 3)
356                         if(attacker != targ)
357                                 if(attacker.team)
358                                         if(attacker.team == targ.team)
359                                                 damage = 0;
360                 if(teamplay == 4)
361                         if(attacker != targ)
362                                 if(attacker.team == targ.team)
363                                         if(attacker.classname == "player")
364                                                 if(targ.classname == "player")
365                                                 {
366                                                         mirrordamage = cvar("g_mirrordamage") * damage;
367                                                         mirrorforce = cvar("g_mirrordamage") * vlen(force);
368                                                         if(cvar("g_minstagib"))
369                                                         {
370                                                                 if(cvar("g_friendlyfire") == 0)
371                                                                         damage = 0;
372                                                         }
373                                                         else
374                                                                 damage = cvar("g_friendlyfire") * damage;
375                                                         // mirrordamage will be used LATER
376                                                 }
377         }
378
379         if(cvar("g_lms"))
380         if(targ.classname == "player")
381         if(attacker.classname == "player")
382         if(attacker != targ)
383         {
384                 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
385                 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
386         }
387
388         if(targ != attacker)
389         if(!targ.deadflag)
390         if(damage > 0)
391         if(clienttype(attacker) == CLIENTTYPE_REAL)
392         if(targ.classname == "player")
393                 stuffcmd(attacker, "play2 misc/hit.wav\n");
394
395         if (cvar("g_minstagib"))
396         {
397                 if ((deathtype == DEATH_FALL)  ||
398                     (deathtype == DEATH_DROWN) ||
399                     (deathtype == DEATH_SLIME) ||
400                     (deathtype == DEATH_LAVA))
401                         return;
402                 if (targ.armorvalue && (deathtype == IT_NEX) && damage)
403                 {
404                         targ.armorvalue -= 1;
405                         centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue),"\n"));
406                         damage = 0;
407                         if(clienttype(targ) == CLIENTTYPE_REAL) stuffcmd(targ, "play2 misc/hit.wav\n");
408                         //stuffcmd(attacker, "play2 misc/hit.wav\n");
409                 }
410                 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
411                 {
412                         if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
413                 }
414                 if (deathtype == IT_LASER)
415                 {
416                         damage = 0;
417                         if (targ != attacker)
418                         {
419                                 if (targ.classname == "player")
420                                         centerprint(attacker, "Secondary fire inflicts no damage!\n");
421                                 damage = 0;
422                                 mirrordamage = 0;
423                                 force = '0 0 0';
424                                 // keep mirrorforce
425                                 attacker = targ;
426                         }
427                 }
428         } else {
429                 if (deathtype == IT_NEX && !targ.deadflag && !(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)
430                 {
431                         if(clienttype(attacker) == CLIENTTYPE_REAL)  stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
432                 }
433         }
434
435         // apply strength multiplier
436         if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
437         {
438                 damage = damage * cvar("g_balance_powerup_strength_damage");
439                 force = force * cvar("g_balance_powerup_strength_force");
440         }
441         // apply invincibility multiplier
442         if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
443                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
444
445
446         if(cvar("g_runematch"))
447         {
448                 // apply strength rune
449                 if (attacker.runes & RUNE_STRENGTH)
450                 {
451                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
452                         {
453                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
454                                 force = force * cvar("g_balance_rune_strength_combo_force");
455                         }
456                         else
457                         {
458                                 damage = damage * cvar("g_balance_rune_strength_damage");
459                                 force = force * cvar("g_balance_rune_strength_force");
460                         }
461                 }
462                 else if (attacker.runes & CURSE_WEAK)
463                 {
464                         damage = damage * cvar("g_balance_curse_weak_damage");
465                         force = force * cvar("g_balance_curse_weak_force");
466                 }
467
468                 // apply defense rune
469                 if (targ.runes & RUNE_DEFENSE)
470                 {
471                         if (targ.runes & CURSE_VULNER) // have both curse & rune
472                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
473                         else
474                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
475                 }
476                 else if (targ.runes & CURSE_VULNER)
477                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
478         }
479
480         // apply push
481         if (self.damageforcescale)
482         {
483                 self.velocity = self.velocity + self.damageforcescale * force;
484                 self.flags = self.flags - (self.flags & FL_ONGROUND);
485         }
486         // apply damage
487         if (self.event_damage)
488                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
489         self = oldself;
490
491         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
492         {
493                 // Savage: vampire mode
494                 if(cvar("g_vampire") && !cvar("g_minstagib"))
495                 {
496                         attacker.health += damage;
497                 }
498                 if(cvar("g_runematch"))
499                 {
500                         if (attacker.runes & RUNE_VAMPIRE)
501                         {
502                         // apply vampire rune
503                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
504                                 {
505                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
506                                         attacker.health = bound(
507                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
508                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
509                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
510                                 }
511                                 else
512                                 {
513                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
514                                         attacker.health = bound(
515                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
516                                                                                         // empathy won't let you gain health in the same way...
517                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
518                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
519                                         }
520                         }
521                         // apply empathy curse
522                         else if (attacker.runes & CURSE_EMPATHY)
523                         {
524                                 attacker.health = bound(
525                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
526                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
527                                         attacker.health);
528                         }
529                 }
530         }
531
532         // apply mirror damage if any
533         if(mirrordamage > 0 || mirrorforce > 0)
534         {
535                 attacker = attacker_save;
536                 if(cvar("g_minstagib"))
537                         if(mirrordamage > 0)
538                         {
539                                 // just lose extra LIVES, don't kill the player for mirror damage
540                                 if(attacker.armorvalue > 0)
541                                 {
542                                         attacker.armorvalue = attacker.armorvalue - 1;
543                                         centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue),"\n"));
544                                         if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 misc/hit.wav\n");
545                                 }
546                                 mirrordamage = 0;
547                         }
548                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
549                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
550         }
551 }
552
553 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
554 {
555         entity  targ;
556         float   finaldmg;
557         float   power;
558         vector  blastorigin;
559         vector  force;
560         vector  m1;
561         vector  m2;
562         vector  nearest;
563         vector  diff;
564
565         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
566
567         targ = findradius (blastorigin, rad);
568         while (targ)
569         {
570                 if (targ != inflictor)
571                         if (ignore != targ)
572                         {
573                                 // LordHavoc: measure distance to nearest point on target (not origin)
574                                 // (this guarentees 100% damage on a touch impact)
575                                 nearest = blastorigin;
576                                 m1 = targ.origin + targ.mins;
577                                 m2 = targ.origin + targ.maxs;
578                                 if (nearest_x < m1_x) nearest_x = m1_x;
579                                 if (nearest_y < m1_y) nearest_y = m1_y;
580                                 if (nearest_z < m1_z) nearest_z = m1_z;
581                                 if (nearest_x > m2_x) nearest_x = m2_x;
582                                 if (nearest_y > m2_y) nearest_y = m2_y;
583                                 if (nearest_z > m2_z) nearest_z = m2_z;
584                                 diff = nearest - blastorigin;
585                                 // round up a little on the damage to ensure full damage on impacts
586                                 // and turn the distance into a fraction of the radius
587                                 power = 1 - ((vlen (diff) - 2) / rad);
588                                 //bprint(" ");
589                                 //bprint(ftos(power));
590                                 if (power > 0)
591                                 {
592                                         if (power > 1)
593                                                 power = 1;
594                                         finaldmg = coredamage * power + edgedamage * (1 - power);
595                                         if (finaldmg > 0)
596                                         {
597                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
598                                                 if (targ == attacker)
599                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
600                                                 // test line of sight to multiple positions on box,
601                                                 // and do damage if any of them hit
602                                                 local float c;
603                                                 c = ceil(finaldmg / 10);
604                                                 if (c > 20)
605                                                         c = 20;
606                                                 while (c > 0)
607                                                 {
608                                                         c = c - 1;
609                                                         traceline(blastorigin, nearest, TRUE, inflictor);
610                                                         if (trace_fraction == 1 || trace_ent == targ
611                                                             || cvar("g_throughfloor"))
612                                                         {
613                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
614                                                                 break;
615                                                         }
616                                                         nearest_x = m1_x + random() * targ.size_x;
617                                                         nearest_y = m1_y + random() * targ.size_y;
618                                                         nearest_z = m1_z + random() * targ.size_z;
619                                                 }
620                                         }
621                                 }
622                         }
623                 targ = targ.chain;
624         }
625 }
626
627 /*
628 entity  multi_ent;
629 float   multi_damage;
630 vector  multi_force;
631
632 void ClearMultiDamage (void)
633 {
634         multi_ent = world;
635         multi_damage = 0;
636         multi_force = '0 0 0';
637 }
638
639 void ApplyMultiDamage (void)
640 {
641         if (!multi_ent)
642                 return;
643
644         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
645 }
646
647 void AddMultiDamage (entity hit, float damage, vector force)
648 {
649         if (!hit)
650                 return;
651
652         if (hit != multi_ent)
653         {
654                 ApplyMultiDamage ();
655                 ClearMultiDamage ();
656                 multi_ent = hit;
657         }
658         multi_damage = multi_damage + damage;
659         multi_force = multi_force + force;
660 }
661
662 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
663 {
664         vector  direction;
665         vector  source;
666         vector  vel;
667         vector  org;
668
669         makevectors (self.v_angle);
670
671         source = self.origin + v_forward * 10;  // FIXME
672         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
673
674         // LordHavoc: better to use normal damage
675         //ClearMultiDamage ();
676         while (shotcount > 0)
677         {
678                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
679
680                 traceline (source, source + direction * 2048, FALSE, self);
681                 if (trace_fraction != 1.0)
682                 {
683                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
684                         vel = vel + 2 * trace_plane_normal;
685                         vel = vel * 200;
686
687                         org = trace_endpos - direction * 4;
688
689                         if (!trace_ent.takedamage)
690                                 te_gunshot (org);
691                         // LordHavoc: better to use normal damage
692                         //AddMultiDamage (trace_ent, 4, direction * 4);
693                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
694                 }
695
696                 shotcount = shotcount + 1;
697         }
698
699         // LordHavoc: better to use normal damage
700         //ApplyMultiDamage ();
701 }
702 */
703
704
705