1073{
1075 float t;
1076 for (t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1078 o = e.fire_owner;
1079
1082 float d = e.fire_damagepersec * t;
1083
1084 float hi = e.fire_owner.hitsound_damage_dealt;
1085 float ty = e.fire_owner.typehitsound;
1086 Damage(e, e, e.fire_owner, d, e.fire_deathtype,
DMG_NOWEP, e.origin,
'0 0 0');
1087 if (e.fire_hitsound && e.fire_owner)
1088 {
1089 e.fire_owner.hitsound_damage_dealt = hi;
1090 e.fire_owner.typehitsound = ty;
1091 }
1092 e.fire_hitsound = true;
1093
1096 {
1097 if (!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it)
1098 && boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1099 {
1100 t = autocvar_g_balance_firetransfer_time * (fireendtime - time);
1101 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1102 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1103 }
1104 });
1105}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define IS_NOT_A_CLIENT(s)
void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
IntrusiveList g_damagedbycontents
#define IL_EACH(this, cond, body)
#define IS_INDEPENDENT_PLAYER(e)
float StatusEffects_gettime(StatusEffect this, entity actor)
bool StatusEffects_active(StatusEffect this, entity actor)