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try player workaround on hook too
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1 #define SAFENUDGE '1 1 1'
2 #define SAFERNUDGE '8 8 8'
3
4 .vector portal_transform;
5 .vector portal_safe_origin;
6 .float portal_wants_to_vanish;
7 .float portal_activatetime;
8
9 vector Portal_Transform_Apply(vector transform, vector v)
10 {
11         fixedmakevectors(transform);
12         return v_forward * v_x
13              + v_right   * (-v_y)
14                  + v_up      * v_z;
15 }
16
17 vector Portal_Transform_Multiply(vector t1, vector t2)
18 {
19         vector m_forward, m_up;
20         fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
21         m_forward = Portal_Transform_Apply(t1, m_forward); m_up = Portal_Transform_Apply(t1, m_up);
22         return fixedvectoangles2(m_forward, m_up);
23 }
24
25 vector Portal_Transform_Invert(vector transform)
26 {
27         vector i_forward, i_up;
28         fixedmakevectors(transform);
29         // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
30         // but these are orthogonal unit vectors!
31         // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
32         // TODO is this always -transform?
33         i_forward_x = v_forward_x;
34         i_forward_y = -v_right_x;
35         i_forward_z = v_up_x;
36         i_up_x = v_forward_z;
37         i_up_y = -v_right_z;
38         i_up_z = v_up_z;
39 #ifdef DEBUG
40         vector v;
41         v = fixedvectoangles2(i_forward, i_up);
42         print("Transform: ", vtos(transform), "\n");
43         print("Inverted: ", vtos(v), "\n");
44         print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
45         fixedmakevectors(Portal_Transform_Multiply(v, transform));
46         print("Verify: ", vtos(v_forward), "\n");
47         print("Verify: ", vtos(v_right), "\n");
48         print("Verify: ", vtos(v_up), "\n");
49 #endif
50         return fixedvectoangles2(i_forward, i_up);
51 }
52
53 vector Portal_Transform_TurnDirection(vector transform)
54 {
55         // turn 180 degrees around v_up
56         // changes in-direction to out-direction
57         fixedmakevectors(transform);
58         return fixedvectoangles2(-1 * v_forward, 1 * v_up);
59 }
60
61 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
62 {
63         return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
64 }
65
66 float PlayerEdgeDistance(entity p, vector v)
67 {
68         vector vbest;
69
70         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
71         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
72         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
73
74         return vbest * v;
75 }
76
77 .vector right_vector;
78 float Portal_TeleportPlayer(entity teleporter, entity player)
79 {
80         vector from, to, safe, step, transform, ang, newvel;
81         vector new_forward, new_up;
82         vector old_forward, old_up;
83         vector new_yawforward;
84         vector old_yawforward;
85         float planeshift, s, t;
86
87         from = teleporter.origin;
88         transform = teleporter.portal_transform;
89
90         to = teleporter.enemy.origin;
91         to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
92         newvel = Portal_Transform_Apply(transform, player.velocity);
93         // this now is INSIDE the plane... can't use that
94         
95         // shift it out
96         fixedmakevectors(teleporter.enemy.angles);
97
98         // first shift it ON the plane if needed
99         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
100         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
101                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
102                 to += newvel * (planeshift / (newvel * v_forward));
103         else
104                 to += trace_plane_normal * planeshift;
105         
106         s = (to - teleporter.enemy.origin) * v_right;
107         t = (to - teleporter.enemy.origin) * v_up;
108         s = bound(-48, s, 48);
109         t = bound(-48, t, 48);
110         to = teleporter.enemy.origin
111            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
112            +     s                                        * v_right
113            +     t                                        * v_up;
114
115         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
116         step = to + ((safe - to) * v_forward) * v_forward;
117         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
118         if(trace_startsolid)
119         {
120                 print("'safe' teleport location is not safe!\n");
121                 // FAIL TODO why does this happen?
122                 return 0;
123         }
124         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
125         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
126         if(trace_startsolid)
127         {
128                 print("trace_endpos in solid, this can't be!\n");
129                 // FAIL TODO why does this happen? (reported by MrBougo)
130                 return 0;
131         }
132         to = trace_endpos + normalize(safe - trace_endpos) * 0;
133         //print(vtos(to), "\n");
134
135         // ang_x stuff works around weird quake angles
136         if(player.classname == "player")
137         {
138                 ang = player.v_angle;
139                 /*
140                 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
141                 ang = Portal_Transform_Multiply(transform, ang);
142                 */
143
144                 // PLAYERS use different math
145                 ang_x = -ang_x;
146
147                 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
148
149                 fixedmakevectors(ang);
150                 old_forward = v_forward;
151                 old_up = v_up;
152                 fixedmakevectors(ang_y * '0 1 0');
153                 old_yawforward = v_forward;
154
155                 // their aiming directions are portalled...
156                 new_forward = Portal_Transform_Apply(transform, old_forward);
157                 new_up = Portal_Transform_Apply(transform, old_up);
158                 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
159
160                 // but now find a new sense of direction
161                 // this is NOT easy!
162                 // assume new_forward points straight up.
163                 // What is our yaw?
164                 //
165                 // new_up could now point forward OR backward... which direction to choose?
166
167                 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
168                 {
169                         // new_yawforward and new_yawup define the new aiming half-circle
170                         // we "just" need to find out whether new_up or -new_up is in that half circle
171                         ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
172                         if(new_up * new_yawforward < 0)
173                                 new_up = -1 * new_up;
174                         ang_y = vectoyaw(new_up); // this vector is the yaw we want
175                         //print("UP/DOWN path: ", vtos(ang), "\n");
176                 }
177                 else
178                 {
179                         // good angles; here, "forward" suffices
180                         ang = fixedvectoangles(new_forward);
181                         //print("GOOD path: ", vtos(ang), "\n");
182                 }
183
184                 ang_x = -ang_x;
185                 ang_z = player.angles_z;
186         }
187         else
188         {
189                 ang = player.angles;
190                 ang = Portal_Transform_Multiply(transform, player.angles);
191         }
192
193         // factor -1 allows chaining portals, but may be weird
194         player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
195
196         if(player.flagcarried)
197                 DropFlag(player.flagcarried, player, world);
198         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
199
200         // reset fade counter
201         teleporter.portal_wants_to_vanish = 0;
202         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
203         teleporter.health = cvar("g_balance_portal_health");
204         teleporter.enemy.health = cvar("g_balance_portal_health");
205
206         return 1;
207 }
208
209 float Portal_FindSafeOrigin(entity portal)
210 {
211         vector o;
212         o = portal.origin;
213         portal.mins = PL_MIN - SAFERNUDGE;
214         portal.maxs = PL_MAX + SAFERNUDGE;
215         fixedmakevectors(portal.angles);
216         portal.origin += 16 * v_forward;
217         if(!move_out_of_solid(portal))
218         {
219 #ifdef DEBUG
220                 print("NO SAFE ORIGIN\n");
221 #endif
222                 return 0;
223         }
224         portal.portal_safe_origin = portal.origin;
225         setorigin(portal, o);
226         return 1;
227 }
228
229 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
230 {
231         float dist, distpersec, delta;
232         vector v;
233
234         dist = (eorg - porg) * pnorm;
235         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
236         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
237         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
238         if(dist < -1) // other side?
239                 return 0;
240         distpersec = evel * pnorm;
241         if(distpersec >= 0) // going away from the portal?
242                 return 0;
243         delta = dist / distpersec;
244         v = eorg - evel * delta - porg;
245         v = v - pnorm * (pnorm * v);
246         return vlen(v) < psize;
247 }
248
249 void Portal_Touch()
250 {
251         vector g;
252
253         // portal is being removed?
254         if(self.solid != SOLID_TRIGGER)
255                 return; // possibly engine bug
256
257         if(other.classname == "player")
258                 return; // handled by think
259         
260         if(other.classname == "grapplinghook")
261                 return; // handled by think
262         
263         if(!self.enemy)
264                 error("Portal_Touch called for a broken portal\n");
265
266         if(trace_fraction < 1)
267                 return; // only handle TouchAreaGrid ones (only these can teleport)
268                 // for some unknown reason, this also gets collisions from SV_Impact sometimes
269
270         if(other.classname == "porto")
271         {
272                 if(other.portal_id == self.portal_id)
273                         return;
274         }
275         if(time < self.portal_activatetime)
276                 if(other == self.owner)
277                 {
278                         self.portal_activatetime = time + 0.1;
279                         return;
280                 }
281         if(other != self.owner)
282                 if(other.classname == "player")
283                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
284                                 return; // cannot go through someone else's portal
285         if(other.owner != self.owner)
286                 if(other.owner.classname == "player")
287                         if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
288                                 return; // cannot go through someone else's portal
289         fixedmakevectors(self.angles);
290         g = frametime * '0 0 -1' * cvar("sv_gravity");
291         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
292                 return;
293
294         /*
295         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
296         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
297         {
298                 // can't teleport this
299                 return;
300         }
301         */
302
303         if(Portal_TeleportPlayer(self, other))
304                 if(other.classname == "porto")
305                         if(other.effects & EF_RED)
306                                 other.effects += EF_BLUE - EF_RED;
307 }
308
309 void Portal_Think();
310 void Portal_MakeBrokenPortal(entity portal)
311 {
312         portal.solid = SOLID_NOT;
313         portal.touch = SUB_Null;
314         portal.think = SUB_Null;
315         portal.effects = 0;
316         //portal.colormod = '1 1 1';
317         portal.nextthink = 0;
318         portal.takedamage = DAMAGE_NO;
319 }
320
321 void Portal_MakeWaitingPortal(entity portal)
322 {
323         portal.solid = SOLID_NOT;
324         portal.touch = SUB_Null;
325         portal.think = SUB_Null;
326         portal.effects = EF_ADDITIVE;
327         portal.colormod = '1 1 1';
328         portal.nextthink = 0;
329         portal.takedamage = DAMAGE_YES;
330 }
331
332 void Portal_MakeInPortal(entity portal)
333 {
334         portal.solid = SOLID_TRIGGER;
335         portal.touch = Portal_Touch;
336         portal.think = Portal_Think;
337         portal.effects = EF_RED;
338         portal.colormod = '1 0 0';
339         portal.nextthink = time;
340         portal.takedamage = DAMAGE_NO;
341 }
342
343 void Portal_MakeOutPortal(entity portal)
344 {
345         portal.solid = SOLID_NOT;
346         portal.touch = SUB_Null;
347         portal.think = SUB_Null;
348         portal.effects = EF_STARDUST | EF_BLUE;
349         portal.colormod = '0 0 1';
350         portal.nextthink = 0;
351         portal.takedamage = DAMAGE_YES;
352 }
353
354 void Portal_Disconnect(entity teleporter, entity destination)
355 {
356         teleporter.enemy = world;
357         destination.enemy = world;
358         Portal_MakeBrokenPortal(teleporter);
359         Portal_MakeBrokenPortal(destination);
360 }
361
362 void Portal_Connect(entity teleporter, entity destination)
363 {
364         teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
365
366 #ifdef DEBUG
367         {
368                 // let's verify the transform
369                 vector in_f, in_r, in_u;
370                 vector out_f, out_r, out_u;
371                 fixedmakevectors(teleporter.angles);
372                 in_f = v_forward;
373                 in_r = v_right;
374                 in_u = v_up;
375                 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
376                 fixedmakevectors(destination.angles);
377                 out_f = v_forward;
378                 out_r = v_right;
379                 out_u = v_up;
380                 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
381                 // INTENDED TRANSFORM:
382                 //   in_f -> -out_f
383                 //   in_r -> -out_r
384                 //   in_u -> +out_u
385                 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
386                 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
387                 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
388
389                 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
390                 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
391         }
392 #endif
393
394         teleporter.enemy = destination;
395         destination.enemy = teleporter;
396         Portal_MakeInPortal(teleporter);
397         Portal_MakeOutPortal(destination);
398         teleporter.fade_time = time + 15;
399         destination.fade_time = time + 15;
400         teleporter.portal_wants_to_vanish = 0;
401         destination.portal_wants_to_vanish = 0;
402 }
403
404 void Portal_Remove(entity portal, float killed)
405 {
406         entity e;
407         e = portal.enemy;
408
409         if(e)
410         {
411                 Portal_Disconnect(portal, e);
412                 Portal_Remove(e, killed);
413         }
414
415         if(portal == portal.owner.portal_in)
416                 portal.owner.portal_in = world;
417         if(portal == portal.owner.portal_out)
418                 portal.owner.portal_out = world;
419         //portal.owner = world;
420
421         // makes the portal vanish
422         if(killed)
423         {
424                 fixedmakevectors(portal.angles);
425                 sound(portal, CHAN_PROJECTILE, "porto/explode.ogg", VOL_BASE, ATTN_NORM);
426                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
427                 remove(portal);
428         }
429         else
430         {
431                 Portal_MakeBrokenPortal(portal);
432                 sound(portal, CHAN_PROJECTILE, "porto/expire.ogg", VOL_BASE, ATTN_NORM);
433                 SUB_SetFade(portal, time, 0.5);
434         }
435 }
436
437 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
438 {
439         if(deathtype == DEATH_TELEFRAG)
440                 return;
441         if(attacker != self.owner)
442                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
443                         return;
444         self.health -= damage;
445         if(self.health < 0)
446                 Portal_Remove(self, 1);
447 }
448
449 void Portal_Think_TryTeleportPlayer(entity e, vector g)
450 {
451         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
452                 return;
453
454         // if e would hit the portal in a frame...
455         // already teleport him
456         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
457         if(trace_ent == self)
458                 Portal_TeleportPlayer(self, e);
459 }
460
461 void Portal_Think()
462 {
463         entity e, o;
464         vector g;
465
466         // portal is being removed?
467         if(self.solid != SOLID_TRIGGER)
468                 return; // possibly engine bug
469
470         if(!self.enemy)
471                 error("Portal_Think called for a broken portal\n");
472
473         o = self.owner;
474         self.solid = SOLID_BBOX;
475         self.owner = world;
476
477         g = frametime * '0 0 -1' * cvar("sv_gravity");
478
479         fixedmakevectors(self.angles);
480
481         FOR_EACH_PLAYER(e)
482         {
483                 if(e != o)
484                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
485                                 continue; // cannot go through someone else's portal
486
487                 if(e != o || time >= self.portal_activatetime)
488                         Portal_Think_TryTeleportPlayer(e, g);
489
490                 if(e.hook)
491                         Portal_Think_TryTeleportPlayer(e.hook, g);
492         }
493         self.solid = SOLID_TRIGGER;
494         self.owner = o;
495
496         self.nextthink = time;
497
498         if(time > self.fade_time)
499                 Portal_Remove(self, 0);
500 }
501
502 float Portal_Customize()
503 {
504         if(other.classname == "spectator")
505                 other = other.enemy;
506         if(other == self.owner)
507         {
508                 self.modelindex = self.modelindex_lod0;
509         }
510         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
511         {
512                 self.modelindex = 0;
513         }
514         else
515         {
516                 self.modelindex = self.modelindex_lod0;
517         }
518         return TRUE;
519 }
520
521 // cleanup:
522 //   when creating in-portal:
523 //     disconnect
524 //     clear existing in-portal
525 //     set as in-portal
526 //     connect
527 //   when creating out-portal:
528 //     disconnect
529 //     clear existing out-portal
530 //     set as out-portal
531 //   when player dies:
532 //     disconnect portals
533 //     clear both portals
534 //   after timeout of in-portal:
535 //     disconnect portals
536 //     clear both portals
537 //   TODO: ensure only one portal shot at once
538 float Portal_SetInPortal(entity own, entity portal)
539 {
540         if(own.portal_in)
541         {
542                 if(own.portal_out)
543                         Portal_Disconnect(own.portal_in, own.portal_out);
544                 Portal_Remove(own.portal_in, 0);
545         }
546         own.portal_in = portal;
547         if(own.portal_out)
548         {
549                 own.portal_out.portal_id = portal.portal_id;
550                 Portal_Connect(own.portal_in, own.portal_out);
551         }
552         return 2;
553 }
554 float Portal_SetOutPortal(entity own, entity portal)
555 {
556         if(own.portal_out)
557         {
558                 if(own.portal_in)
559                         Portal_Disconnect(own.portal_in, own.portal_out);
560                 Portal_Remove(own.portal_out, 0);
561         }
562         own.portal_out = portal;
563         if(own.portal_in)
564         {
565                 own.portal_in.portal_id = portal.portal_id;
566                 Portal_Connect(own.portal_in, own.portal_out);
567         }
568         return 1;
569 }
570 void Portal_ClearAll_PortalsOnly(entity own)
571 {
572         if(own.portal_in)
573                 Portal_Remove(own.portal_in, 0);
574         if(own.portal_out)
575                 Portal_Remove(own.portal_out, 0);
576 }
577 void Portal_ClearAll(entity own)
578 {
579         Portal_ClearAll_PortalsOnly(own);
580         W_Porto_Remove(own);
581 }
582 void Portal_RemoveLater_Think()
583 {
584         Portal_Remove(self, self.cnt);
585 }
586 void Portal_RemoveLater(entity portal, float kill)
587 {
588         Portal_MakeBrokenPortal(portal);
589         portal.cnt = kill;
590         portal.think = Portal_RemoveLater_Think;
591         portal.nextthink = time;
592 }
593 void Portal_ClearAllLater_PortalsOnly(entity own)
594 {
595         if(own.portal_in)
596                 Portal_RemoveLater(own.portal_in, 0);
597         if(own.portal_out)
598                 Portal_RemoveLater(own.portal_out, 0);
599 }
600 void Portal_ClearAllLater(entity own)
601 {
602         Portal_ClearAllLater_PortalsOnly(own);
603         W_Porto_Remove(own);
604 }
605 void Portal_ClearWithID(entity own, float id)
606 {
607         if(own.portal_in)
608                 if(own.portal_in.portal_id == id)
609                 {
610                         if(own.portal_out)
611                                 Portal_Disconnect(own.portal_in, own.portal_out);
612                         Portal_Remove(own.portal_in, 0);
613                 }
614         if(own.portal_out)
615                 if(own.portal_out.portal_id == id)
616                 {
617                         if(own.portal_in)
618                                 Portal_Disconnect(own.portal_in, own.portal_out);
619                         Portal_Remove(own.portal_out, 0);
620                 }
621 }
622
623 entity Portal_Spawn(entity own, vector org, vector ang)
624 {
625         entity portal;
626
627         fixedmakevectors(ang);
628         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
629                 return world;
630
631         portal = spawn();
632         portal.classname = "portal";
633         portal.owner = own;
634         portal.origin = org;
635         portal.angles = ang;
636         portal.think = Portal_Think;
637         portal.nextthink = 0;
638         portal.portal_activatetime = time + 0.1;
639         portal.event_damage = Portal_Damage;
640         portal.health = 200;
641         portal.fade_time = time + cvar("g_balance_portal_lifetime");
642         portal.health = cvar("g_balance_portal_health");
643         setmodel(portal, "models/portal.md3");
644         portal.modelindex_lod0 = portal.modelindex;
645         portal.customizeentityforclient = Portal_Customize;
646
647         if(!Portal_FindSafeOrigin(portal))
648         {
649                 remove(portal);
650                 return world;
651         }
652
653         setsize(portal, '-48 -48 -48', '48 48 48');
654         Portal_MakeWaitingPortal(portal);
655
656         return portal;
657 }
658
659 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
660 {
661         entity portal;
662         vector ang;
663         vector org;
664
665         org = trace_endpos;
666         ang = fixedvectoangles2(trace_plane_normal, dir);
667         fixedmakevectors(ang);
668
669         portal = Portal_Spawn(own, org, ang);
670         if(!portal)
671         {
672                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
673                         Portal_ClearAll_PortalsOnly(own);
674                 return 0;
675         }
676
677         portal.portal_id = portal_id_val;
678         Portal_SetInPortal(own, portal);
679
680         return 1;
681 }
682
683 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
684 {
685         entity portal;
686         vector ang;
687         vector org;
688
689         org = trace_endpos;
690         ang = fixedvectoangles2(trace_plane_normal, dir);
691         fixedmakevectors(ang);
692
693         portal = Portal_Spawn(own, org, ang);
694         if(!portal)
695         {
696                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
697                         Portal_ClearAll_PortalsOnly(own);
698                 return 0;
699         }
700
701         portal.portal_id = portal_id_val;
702         Portal_SetOutPortal(own, portal);
703
704         return 1;
705 }