]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/g_damage.qc
if you have strength, the second Damage() call will take care of it anyway
[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 became 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         mirrordamage = 0;
327         mirrorforce = 0;
328
329         if (gameover || targ.killcount == -666)
330                 return;
331
332         local entity oldself;
333         oldself = self;
334         self = targ;
335         damage_targ = targ;
336         damage_inflictor = inflictor;
337         damage_attacker = attacker;
338
339         if (targ.classname == "player")
340         if (attacker.classname == "player")
341         if (!targ.isbot)
342         if (attacker.isbot)
343                 damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
344
345         // nullify damage if teamplay is on
346         if(teamplay == 1)
347                 if(attacker.team)
348                         if(attacker.team == targ.team)
349                                 damage = 0;
350         if(teamplay == 3)
351                 if(attacker != targ)
352                         if(attacker.team)
353                                 if(attacker.team == targ.team)
354                                         damage = 0;
355         if(teamplay == 4)
356                 if(attacker != targ)
357                         if(attacker.team == targ.team)
358                                 if(attacker.classname == "player")
359                                         if(targ.classname == "player")
360                                         {
361                                                 mirrordamage = cvar("g_mirrordamage") * damage;
362                                                 mirrorforce = cvar("g_mirrordamage") * vlen(force);
363                                                 damage = cvar("g_friendlyfire") * damage;
364                                                 // mirrordamage will be used LATER
365                                         }
366
367         if(cvar("g_lms"))
368         if(targ.classname == "player")
369         if(attacker.classname == "player")
370         if(attacker != targ)
371         {
372                 targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
373                 attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
374         }
375
376         if(targ != attacker)
377         if(!targ.deadflag)
378         if(damage > 0)
379         if(clienttype(attacker) == CLIENTTYPE_REAL)
380         if(targ.classname == "player")
381                 stuffcmd(attacker, "play2 misc/hit.wav\n");
382
383         if (cvar("g_minstagib"))
384         {
385                 if ((deathtype == DEATH_FALL)  ||
386                     (deathtype == DEATH_DROWN) ||
387                     (deathtype == DEATH_SLIME) ||
388                     (deathtype == DEATH_LAVA))
389                         return;
390                 if (targ.extralives && (deathtype == IT_NEX) && damage)
391                 {
392                         targ.extralives -= 1;
393                         centermsg_setfor(targ, CENTERMSG_MINSTAGIB, strcat("^3Remaining extra lives: ",ftos(targ.extralives)));
394                         damage = 0;
395                         targ.armorvalue = targ.extralives;
396                         if(clienttype(targ) == CLIENTTYPE_REAL) stuffcmd(targ, "play2 misc/hit.wav\n");
397                         //stuffcmd(attacker, "play2 misc/hit.wav\n");
398                 }
399                 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
400                 {
401                         if(clienttype(attacker) == CLIENTTYPE_REAL) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
402                 }
403                 if (deathtype == IT_LASER)
404                 {
405                         damage = 0;
406                         if (targ != attacker)
407                         {
408                                 if (targ.classname == "player")
409                                         centermsg_setfor(attacker, CENTERMSG_MINSTAGIB, "Secondary fire inflicts no damage!\n");
410                                 damage = 0;
411                                 force = '0 0 0';
412                                 attacker = targ;
413                         }
414                 }
415         } else {
416                 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)
417                 {
418                         if(clienttype(attacker) == CLIENTTYPE_REAL)  stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
419                 }
420         }
421
422         // apply strength multiplier
423         if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
424         {
425                 damage = damage * cvar("g_balance_powerup_strength_damage");
426                 force = force * cvar("g_balance_powerup_strength_force");
427         }
428         // apply invincibility multiplier
429         if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
430                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
431
432
433         if(cvar("g_runematch"))
434         {
435                 // apply strength rune
436                 if (attacker.runes & RUNE_STRENGTH)
437                 {
438                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
439                         {
440                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
441                                 force = force * cvar("g_balance_rune_strength_combo_force");
442                         }
443                         else
444                         {
445                                 damage = damage * cvar("g_balance_rune_strength_damage");
446                                 force = force * cvar("g_balance_rune_strength_force");
447                         }
448                 }
449                 else if (attacker.runes & CURSE_WEAK)
450                 {
451                         damage = damage * cvar("g_balance_curse_weak_damage");
452                         force = force * cvar("g_balance_curse_weak_force");
453                 }
454
455                 // apply defense rune
456                 if (targ.runes & RUNE_DEFENSE)
457                 {
458                         if (targ.runes & CURSE_VULNER) // have both curse & rune
459                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
460                         else
461                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
462                 }
463                 else if (targ.runes & CURSE_VULNER)
464                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
465         }
466
467         // apply push
468         if (self.damageforcescale)
469         {
470                 self.velocity = self.velocity + self.damageforcescale * force;
471                 self.flags = self.flags - (self.flags & FL_ONGROUND);
472         }
473         // apply damage
474         if (self.event_damage)
475                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
476         self = oldself;
477
478         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
479         {
480                 // Savage: vampire mode
481                 if(cvar("g_vampire") && !cvar("g_minstagib"))
482                 {
483                         attacker.health += damage;
484                 }
485                 if(cvar("g_runematch"))
486                 {
487                         if (attacker.runes & RUNE_VAMPIRE)
488                         {
489                         // apply vampire rune
490                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
491                                 {
492                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
493                                         attacker.health = bound(
494                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
495                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
496                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
497                                 }
498                                 else
499                                 {
500                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
501                                         attacker.health = bound(
502                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
503                                                                                         // empathy won't let you gain health in the same way...
504                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
505                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
506                                         }
507                         }
508                         // apply empathy curse
509                         else if (attacker.runes & CURSE_EMPATHY)
510                         {
511                                 attacker.health = bound(
512                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
513                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
514                                         attacker.health);
515                         }
516                 }
517         }
518
519         // apply mirror damage if any
520         if(mirrordamage > 0 || mirrorforce > 0)
521         {
522                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
523                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
524         }
525 }
526
527 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
528 {
529         entity  targ;
530         float   finaldmg;
531         float   power;
532         vector  blastorigin;
533         vector  force;
534         vector  m1;
535         vector  m2;
536         vector  nearest;
537         vector  diff;
538
539         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
540
541         targ = findradius (blastorigin, rad);
542         while (targ)
543         {
544                 if (targ != inflictor)
545                         if (ignore != targ)
546                         {
547                                 // LordHavoc: measure distance to nearest point on target (not origin)
548                                 // (this guarentees 100% damage on a touch impact)
549                                 nearest = blastorigin;
550                                 m1 = targ.origin + targ.mins;
551                                 m2 = targ.origin + targ.maxs;
552                                 if (nearest_x < m1_x) nearest_x = m1_x;
553                                 if (nearest_y < m1_y) nearest_y = m1_y;
554                                 if (nearest_z < m1_z) nearest_z = m1_z;
555                                 if (nearest_x > m2_x) nearest_x = m2_x;
556                                 if (nearest_y > m2_y) nearest_y = m2_y;
557                                 if (nearest_z > m2_z) nearest_z = m2_z;
558                                 diff = nearest - blastorigin;
559                                 // round up a little on the damage to ensure full damage on impacts
560                                 // and turn the distance into a fraction of the radius
561                                 power = 1 - ((vlen (diff) - 2) / rad);
562                                 //bprint(" ");
563                                 //bprint(ftos(power));
564                                 if (power > 0)
565                                 {
566                                         if (power > 1)
567                                                 power = 1;
568                                         finaldmg = coredamage * power + edgedamage * (1 - power);
569                                         if (finaldmg > 0)
570                                         {
571                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
572                                                 if (targ == attacker)
573                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
574                                                 // test line of sight to multiple positions on box,
575                                                 // and do damage if any of them hit
576                                                 local float c;
577                                                 c = ceil(finaldmg / 10);
578                                                 if (c > 20)
579                                                         c = 20;
580                                                 while (c > 0)
581                                                 {
582                                                         c = c - 1;
583                                                         traceline(blastorigin, nearest, TRUE, inflictor);
584                                                         if (trace_fraction == 1 || trace_ent == targ
585                                                             || cvar("g_throughfloor"))
586                                                         {
587                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
588                                                                 break;
589                                                         }
590                                                         nearest_x = m1_x + random() * targ.size_x;
591                                                         nearest_y = m1_y + random() * targ.size_y;
592                                                         nearest_z = m1_z + random() * targ.size_z;
593                                                 }
594                                         }
595                                 }
596                         }
597                 targ = targ.chain;
598         }
599 }
600
601 /*
602 entity  multi_ent;
603 float   multi_damage;
604 vector  multi_force;
605
606 void ClearMultiDamage (void)
607 {
608         multi_ent = world;
609         multi_damage = 0;
610         multi_force = '0 0 0';
611 }
612
613 void ApplyMultiDamage (void)
614 {
615         if (!multi_ent)
616                 return;
617
618         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
619 }
620
621 void AddMultiDamage (entity hit, float damage, vector force)
622 {
623         if (!hit)
624                 return;
625
626         if (hit != multi_ent)
627         {
628                 ApplyMultiDamage ();
629                 ClearMultiDamage ();
630                 multi_ent = hit;
631         }
632         multi_damage = multi_damage + damage;
633         multi_force = multi_force + force;
634 }
635
636 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
637 {
638         vector  direction;
639         vector  source;
640         vector  vel;
641         vector  org;
642
643         makevectors (self.v_angle);
644
645         source = self.origin + v_forward * 10;  // FIXME
646         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
647
648         // LordHavoc: better to use normal damage
649         //ClearMultiDamage ();
650         while (shotcount > 0)
651         {
652                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
653
654                 traceline (source, source + direction * 2048, FALSE, self);
655                 if (trace_fraction != 1.0)
656                 {
657                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
658                         vel = vel + 2 * trace_plane_normal;
659                         vel = vel * 200;
660
661                         org = trace_endpos - direction * 4;
662
663                         if (!trace_ent.takedamage)
664                                 te_gunshot (org);
665                         // LordHavoc: better to use normal damage
666                         //AddMultiDamage (trace_ent, 4, direction * 4);
667                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
668                 }
669
670                 shotcount = shotcount + 1;
671         }
672
673         // LordHavoc: better to use normal damage
674         //ApplyMultiDamage ();
675 }
676 */
677
678
679