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