2 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
7 sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
8 pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
10 makevectors (to_angles);
11 pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
13 // Relocate the player
14 // assuming to allows PL_MIN to PL_MAX box and some more
15 setorigin (player, to + '0 0 1' * (1 - player.mins_z - 24));
16 player.angles = to_angles;
17 player.fixangle = TRUE;
18 player.velocity = to_velocity;
19 RemoveGrapplingHook(player);
21 // Kill anyone else in the teleporter box (NO MORE TDEATH)
22 if(player.takedamage && !g_race)
27 deathmin = player.absmin;
28 deathmax = player.absmax;
29 deathradius = max(vlen(deathmin), vlen(deathmax));
30 for(head = findradius(player.origin, deathradius); head; head = head.chain)
33 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
35 if ((player.classname == "player") && (player.health >= 1))
36 Damage (head, teleporter, player, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
37 else if (player.health < 1) // corpses gib
38 Damage (head, teleporter, player, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
39 else // dead bodies and monsters gib themselves instead of telefragging
40 Damage (player, teleporter, player, 10000, DEATH_TELEFRAG, player.origin, '0 0 0');
45 player.effects = player.effects | EF_NODRAW;
46 if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
47 player.weaponentity.flags = player.weaponentity.flags | FL_FLY;
48 player.teleport_time = time + cvar("sys_ticrate");
50 // player no longer is on ground
51 player.flags = player.flags - (player.flags & FL_ONGROUND);
53 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
54 player.oldvelocity = player.velocity;
56 // reset tracking of who pushed you into a hazard (for kill credit)
59 player.pusher = teleporter.owner;
60 player.pushltime = time + cvar("g_maxpushtime");
67 // stop player name display
71 ClearSelectedPlayer();
76 void Teleport_Touch (void)
82 if (!other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
87 makevectors(self.enemy.mangle);
88 TeleportPlayer(self, other, self.enemy.origin + '0 0 1' * (1 - other.mins_z - 24), self.enemy.mangle, v_forward * vlen(other.velocity));
100 void spawnfunc_info_teleport_destination (void)
102 self.mangle = self.angles;
103 self.angles = '0 0 0';
105 //setorigin (self, self.origin + '0 0 27'); // To fix a mappers' habit as old as Quake
106 setorigin (self, self.origin);
112 objerror ("Teleport destination without a targetname");
115 void spawnfunc_misc_teleporter_dest (void)
117 spawnfunc_info_teleport_destination();
120 void spawnfunc_target_teleporter (void)
122 spawnfunc_info_teleport_destination();
125 void teleport_findtarget (void)
128 self.touch = Teleport_Touch;
130 self.enemy = find (world, targetname, self.target);
133 objerror ("Teleporter with nonexistant target");
138 self.dest = self.enemy.origin;
139 waypoint_spawnforteleporter(self, self.dest, 0);
142 void spawnfunc_trigger_teleport (void)
144 self.angles = '0 0 0';
148 // this must be called to spawn the teleport waypoints for bots
149 InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
152 objerror ("Teleporter with no target");