1 void Damage (entity targ, entity inflictor, entity attacker, float
2 damage, float deathtype, vector hitloc, vector force);
6 if (other == self.owner)
8 // so teleporting shots etc can't telefrag
9 if (!self.owner.takedamage)
11 if (!other.takedamage)
14 if ((self.owner.classname == "player") && (self.owner.health >= 1))
15 Damage (other, self, self.owner, 10000, DEATH_TELEFRAG, other.origin, '0 0 0');
16 else if (other.health < 1) // corpses gib
17 Damage (other, self, self.owner, 10000, DEATH_TELEFRAG, other.origin, '0 0 0');
18 else // dead bodies and monsters gib themselves instead of telefragging
19 Damage (self.owner, self, self.owner, 10000, DEATH_TELEFRAG, self.owner.origin, '0 0 0');
26 self.owner.effects = self.owner.effects - (self.owner.effects & EF_NODRAW);
27 if (self.owner.weaponentity)
28 self.owner.weaponentity.flags = self.owner.weaponentity.flags - (self.owner.weaponentity.flags & FL_FLY);
33 // org2 is where they will return to if the teleport fails
34 void(vector org, entity death_owner, vector org2) spawn_tdeath =
39 // death.classname = "teledeath";
40 death.movetype = MOVETYPE_NONE;
41 death.solid = SOLID_TRIGGER;
42 death.angles = '0 0 0';
44 setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
45 setorigin (death, org);
46 death.touch = tdeath_touch;
47 death.nextthink = time + 0.2;
48 death.think = tdeath_remove;
49 death.owner = death_owner;
51 // hide entity to avoid "ghosts" between teleporter and destination caused by clientside interpolation
52 death.owner.effects = death.owner.effects | EF_NODRAW;
53 if (death.owner.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
54 death.owner.weaponentity.flags = death.owner.weaponentity.flags | FL_FLY;
56 force_retouch = 2; // make sure even still objects get hit
59 void Teleport_Touch (void)
65 if (!other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
68 // Make teleport effect where the player left
69 sound (other, CHAN_ITEM, "misc/teleport.wav", 1, ATTN_NORM);
70 pointparticles(particleeffectnum("teleport"), other.origin, '0 0 0', 1);
72 // Make teleport effect where the player arrived
73 sound (other, CHAN_ITEM, "misc/teleport.wav", 1, ATTN_NORM);
74 makevectors (self.enemy.mangle);
75 pointparticles(particleeffectnum("teleport"), self.enemy.origin + v_forward * 32, '0 0 0', 1);
77 // Relocate the player
78 setorigin (other, self.enemy.origin + '0 0 1' * (1 - other.mins_z - 24));
79 other.angles = self.enemy.mangle;
80 other.fixangle = TRUE;
81 other.velocity = v_forward * vlen(other.velocity);
83 // Kill anyone else in the teleporter box (NO MORE TDEATH)
89 deathmin = other.absmin;
90 deathmax = other.absmax;
91 deathradius = max(vlen(deathmin), vlen(deathmax));
92 for(head = findradius(other.origin, deathradius); head; head = head.chain)
95 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
97 if ((other.classname == "player") && (other.health >= 1))
98 Damage (head, self, other, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
99 else if (other.health < 1) // corpses gib
100 Damage (head, self, other, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
101 else // dead bodies and monsters gib themselves instead of telefragging
102 Damage (other, self, other, 10000, DEATH_TELEFRAG, other.origin, '0 0 0');
107 other.effects = other.effects | EF_NODRAW;
108 if (other.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
109 other.weaponentity.flags = other.weaponentity.flags | FL_FLY;
110 other.teleport_time = time + cvar("sys_ticrate");
112 other.flags = other.flags - (other.flags & FL_ONGROUND);
113 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
114 other.oldvelocity = other.velocity;
115 // reset tracking of who pushed you into a hazard (for kill credit)
118 // stop player name display
123 ClearSelectedPlayer();
128 void info_teleport_destination (void)
130 self.mangle = self.angles;
131 self.angles = '0 0 0';
133 //setorigin (self, self.origin + '0 0 27'); // To fix a mappers' habit as old as Quake
134 setorigin (self, self.origin);
136 if (!self.targetname)
137 objerror ("Teleport destination without a targetname");
140 void misc_teleporter_dest (void)
142 info_teleport_destination();
145 void target_teleporter (void)
147 info_teleport_destination();
150 void teleport_findtarget (void)
153 self.touch = Teleport_Touch;
155 self.enemy = find (world, targetname, self.target);
158 objerror ("Teleporter with nonexistant target");
163 self.dest = self.enemy.origin;
164 waypoint_spawnforteleporter(self, self.dest, 0);
167 void trigger_teleport (void)
169 self.angles = '0 0 0';
171 self.solid = SOLID_TRIGGER;
172 self.movetype = MOVETYPE_NONE;
174 setmodel (self, self.model); // no precision needed
179 self.think = teleport_findtarget;
180 self.nextthink = time + 0.2;
183 objerror ("Teleporter with no target");