1 void trigger_teleport_use()
4 self.team = activator.team;
8 void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax)
14 deathmin = player.absmin;
15 deathmax = player.absmax;
16 if(telefragmin != telefragmax)
18 if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x;
19 if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y;
20 if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z;
21 if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x;
22 if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y;
23 if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z;
25 deathradius = max(vlen(deathmin), vlen(deathmax));
26 for(head = findradius(player.origin, deathradius); head; head = head.chain)
29 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
31 if ((player.classname == "player") && (player.health >= 1))
33 if(head.classname == "player")
36 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
38 else if (telefragger.health < 1) // corpses gib
39 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
40 else // dead bodies and monsters gib themselves instead of telefragging
41 Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0');
45 void spawn_tdeath(vector v0, entity e, vector v)
47 tdeath(e, e, e, '0 0 0', '0 0 0');
51 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax)
58 telefragger = teleporter.owner;
62 makevectors (to_angles);
64 if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
66 sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
67 pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
68 pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
69 self.pushltime = time + 0.2;
72 // Relocate the player
73 // assuming to allows PL_MIN to PL_MAX box and some more
75 setorigin (player, to);
76 player.oldorigin = to; // don't undo the teleport by unsticking
77 player.angles = to_angles;
78 player.fixangle = TRUE;
79 player.velocity = to_velocity;
80 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
82 UpdateCSQCProjectile(player);
84 if(player.classname == "player")
86 if(player.takedamage && player.deadflag == DEAD_NO && !g_race && !g_cts && cvar("g_telefrags"))
87 tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
89 // player no longer is on ground
90 player.flags &~= FL_ONGROUND;
92 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
93 player.oldvelocity = player.velocity;
95 // reset tracking of who pushed you into a hazard (for kill credit)
98 player.pusher = teleporter.owner;
99 player.pushltime = time + cvar("g_maxpushtime");
103 player.pushltime = 0;
107 player.lastteleporttime = time;
109 // stop player name display
113 ClearSelectedPlayer();
119 void Teleport_Touch (void)
123 if (other.health < 1)
125 if not(other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
129 if((self.spawnflags & 4 == 0) == (self.team != other.team))
134 makevectors(self.enemy.mangle);
136 if(other.classname == "player")
137 RemoveGrapplingHook(other);
145 RandomSelection_Init();
146 for(e = world; (e = find(e, targetname, self.target)); )
149 RandomSelection_Add(e, 0, string_null, e.cnt, 0);
151 RandomSelection_Add(e, 0, string_null, 1, 0);
153 e = RandomSelection_chosen_ent;
158 sprint(other, "Teleport destination vanished. Sorry... please complain to the mapper.\n");
162 if(vlen(other.velocity) > e.speed)
163 other.velocity = normalize(other.velocity) * max(0, e.speed);
165 TeleportPlayer(self, other, e.origin + '0 0 1' * (1 - other.mins_z - 24), e.mangle, v_forward * vlen(other.velocity), '0 0 0', '0 0 0');
177 void spawnfunc_info_teleport_destination (void)
179 self.classname = "info_teleport_destination";
181 self.mangle = self.angles;
182 self.angles = '0 0 0';
184 //setorigin (self, self.origin + '0 0 27'); // To fix a mappers' habit as old as Quake
185 setorigin (self, self.origin);
191 objerror ("^3Teleport destination without a targetname");
194 void spawnfunc_misc_teleporter_dest (void)
196 spawnfunc_info_teleport_destination();
199 void spawnfunc_target_teleporter (void)
201 spawnfunc_info_teleport_destination();
204 void teleport_findtarget (void)
210 for(e = world; (e = find(e, targetname, self.target)); )
213 if(e.movetype == MOVETYPE_NONE)
214 waypoint_spawnforteleporter(self, e.origin, 0);
215 if(e.classname != "info_teleport_destination")
216 print("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
222 objerror ("Teleporter with nonexistant target");
227 // exactly one dest - bots love that
228 self.enemy = find(e, targetname, self.target);
229 self.dest = self.enemy.origin;
233 // have to use random selection every single time
238 self.touch = Teleport_Touch;
241 void spawnfunc_trigger_teleport (void)
243 self.angles = '0 0 0';
247 self.use = trigger_teleport_use;
249 // this must be called to spawn the teleport waypoints for bots
250 InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
254 objerror ("Teleporter with no target");