1115{
1116 float t, d, hi, ty;
1118
1119 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1121 o = e.fire_owner;
1122
1125 d = e.fire_damagepersec * t;
1126
1127 hi = e.fire_owner.hitsound_damage_dealt;
1128 ty = e.fire_owner.typehitsound;
1129 Damage(e, e, e.fire_owner, d, e.fire_deathtype,
DMG_NOWEP, e.origin,
'0 0 0');
1130 if(e.fire_hitsound && e.fire_owner)
1131 {
1132 e.fire_owner.hitsound_damage_dealt = hi;
1133 e.fire_owner.typehitsound = ty;
1134 }
1135 e.fire_hitsound = true;
1136
1138 {
1140 {
1141 if(!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it))
1142 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1143 {
1144 t = autocvar_g_balance_firetransfer_time * (fireendtime - time);
1145 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1146 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1147 }
1148 });
1149 }
1150}
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)