1 void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax)
7 deathmin = player.absmin;
8 deathmax = player.absmax;
9 if(telefragmin != telefragmax)
11 if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x;
12 if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y;
13 if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z;
14 if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x;
15 if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y;
16 if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z;
18 deathradius = max(vlen(deathmin), vlen(deathmax));
19 for(head = findradius(player.origin, deathradius); head; head = head.chain)
22 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
24 if ((player.classname == "player") && (player.health >= 1))
25 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
26 else if (telefragger.health < 1) // corpses gib
27 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
28 else // dead bodies and monsters gib themselves instead of telefragging
29 Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0');
33 void spawn_tdeath(vector v0, entity e, vector v)
35 tdeath(e, e, e, '0 0 0', '0 0 0');
39 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax)
46 telefragger = teleporter.owner;
50 makevectors (to_angles);
52 if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
54 sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
55 pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
56 pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
57 self.pushltime = time + 0.2;
60 // Relocate the player
61 // assuming to allows PL_MIN to PL_MAX box and some more
63 setorigin (player, to);
64 player.angles = to_angles;
65 player.fixangle = TRUE;
66 player.velocity = to_velocity;
68 UpdateCSQCProjectile(player);
70 if(player.classname == "player")
72 if(player.takedamage && player.deadflag == DEAD_NO && !g_race)
73 tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
76 player.effects = player.effects | EF_NODRAW;
77 if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
78 player.weaponentity.flags = player.weaponentity.flags | FL_FLY;
79 player.teleport_time = time + cvar("sys_ticrate");
81 // player no longer is on ground
82 player.flags = player.flags - (player.flags & FL_ONGROUND);
84 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
85 player.oldvelocity = player.velocity;
87 // reset tracking of who pushed you into a hazard (for kill credit)
90 player.pusher = teleporter.owner;
91 player.pushltime = time + cvar("g_maxpushtime");
98 // stop player name display
102 ClearSelectedPlayer();
108 void Teleport_Touch (void)
112 if (other.health < 1)
114 if (!other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
119 makevectors(self.enemy.mangle);
121 if(other.classname == "player")
122 RemoveGrapplingHook(other);
130 RandomSelection_Init();
131 for(e = world; (e = find(e, targetname, self.target)); )
134 RandomSelection_Add(e, 0, e.cnt, 0);
136 RandomSelection_Add(e, 0, 1, 0);
138 e = RandomSelection_chosen_ent;
143 sprint(other, "Teleport destination vanished. Sorry... please complain to the mapper.\n");
146 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');
158 void spawnfunc_info_teleport_destination (void)
160 self.classname = "info_teleport_destination";
162 self.mangle = self.angles;
163 self.angles = '0 0 0';
165 //setorigin (self, self.origin + '0 0 27'); // To fix a mappers' habit as old as Quake
166 setorigin (self, self.origin);
172 objerror ("^3Teleport destination without a targetname");
175 void spawnfunc_misc_teleporter_dest (void)
177 spawnfunc_info_teleport_destination();
180 void spawnfunc_target_teleporter (void)
182 spawnfunc_info_teleport_destination();
185 void teleport_findtarget (void)
191 for(e = world; (e = find(e, targetname, self.target)); )
194 if(e.movetype == MOVETYPE_NONE)
195 waypoint_spawnforteleporter(self, e.origin, 0);
196 if(e.classname != "info_teleport_destination")
197 print("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
203 objerror ("Teleporter with nonexistant target");
208 // exactly one dest - bots love that
209 self.enemy = find(e, targetname, self.target);
210 self.dest = self.enemy.origin;
214 // have to use random selection every single time
219 self.touch = Teleport_Touch;
222 void spawnfunc_trigger_teleport (void)
224 self.angles = '0 0 0';
228 // this must be called to spawn the teleport waypoints for bots
229 InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
233 objerror ("Teleporter with no target");