1082{
1084 float t;
1085 for (t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1087 o = e.fire_owner;
1088
1091 float d = e.fire_damagepersec * t;
1092
1093 float hi = e.fire_owner.hitsound_damage_dealt;
1094 float ty = e.fire_owner.typehitsound;
1095 Damage(e, e, e.fire_owner, d, e.fire_deathtype,
DMG_NOWEP, e.origin,
'0 0 0');
1096 if (e.fire_hitsound && e.fire_owner)
1097 {
1098 e.fire_owner.hitsound_damage_dealt = hi;
1099 e.fire_owner.typehitsound = ty;
1100 }
1101 e.fire_hitsound = true;
1102
1105 {
1106 if (!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it)
1107 && boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1108 {
1109 t = autocvar_g_balance_firetransfer_time * (fireendtime - time);
1110 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1111 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1112 }
1113 });
1114}
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)