1 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
3 e.warpzone_transform = AnglesTransform_Divide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
4 e.warpzone_origin = my_org;
5 e.warpzone_targetorigin = other_org;
6 e.warpzone_angles = my_ang;
7 e.warpzone_targetangles = other_ang;
8 fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
9 fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
14 vector WarpZoneLib_BoxTouchesBrush_mins;
15 vector WarpZoneLib_BoxTouchesBrush_maxs;
16 entity WarpZoneLib_BoxTouchesBrush_ent;
17 entity WarpZoneLib_BoxTouchesBrush_ignore;
18 float WarpZoneLib_BoxTouchesBrush_Recurse()
24 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
26 if (trace_networkentity)
28 dprint("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush\n");
29 // we cannot continue, as a player blocks us...
36 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
44 f = WarpZoneLib_BoxTouchesBrush_Recurse();
50 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
59 WarpZoneLib_BoxTouchesBrush_mins = mi;
60 WarpZoneLib_BoxTouchesBrush_maxs = ma;
61 WarpZoneLib_BoxTouchesBrush_ent = e;
62 WarpZoneLib_BoxTouchesBrush_ignore = ig;
63 f = WarpZoneLib_BoxTouchesBrush_Recurse();
69 entity WarpZone_Find(vector mi, vector ma)
71 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
73 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
74 if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
79 void WarpZone_MakeAllSolid()
82 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
86 void WarpZone_MakeAllOther()
89 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
90 e.solid = SOLID_TRIGGER;
93 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
101 WarpZone_MakeAllSolid();
108 tracebox(org, mi, ma, end, nomonsters, forent);
109 if(WarpZone_trace_callback)
110 WarpZone_trace_callback();
112 sol = trace_startsolid;
113 if(trace_fraction >= 1)
115 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
116 if(trace_ent.classname != "trigger_warpzone")
118 // we hit a warpzone... so, let's perform the trace after the warp again
119 org = WarpZone_TransformOrigin(trace_ent, trace_endpos);
120 end = WarpZone_TransformOrigin(trace_ent, end);
121 WarpZone_trace_velocity = WarpZone_TransformVelocity(trace_ent, WarpZone_trace_velocity);
122 WarpZone_trace_angles = WarpZone_TransformAngles(trace_ent, WarpZone_trace_angles);
123 WarpZone_trace_v_angle = WarpZone_TransformVAngles(trace_ent, WarpZone_trace_v_angle);
125 WarpZone_MakeAllOther();
126 trace_startsolid = sol;
127 WarpZone_trace_endpos = o0 + (e0 - o0) * trace_fraction;
133 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
135 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
138 void WarpZone_TraceToss(entity e, entity forent)
141 vector vf, vr, vu, v0, o0;
145 WarpZone_MakeAllSolid();
146 g = cvar("sv_gravity") * e.gravity;
147 WarpZone_tracetoss_time = 0;
152 tracetoss(e, forent);
153 if(WarpZone_trace_callback)
154 WarpZone_trace_callback();
155 e.origin = trace_endpos;
156 dt = vlen(e.origin - o0) / vlen(e.velocity);
157 WarpZone_tracetoss_time += dt;
158 e.velocity_z -= WarpZone_tracetoss_time * g;
159 if(trace_fraction >= 1)
161 if(trace_ent.classname != "trigger_warpzone")
163 // we hit a warpzone... so, let's perform the trace after the warp again
164 e.origin = WarpZone_TransformOrigin(trace_ent, e.origin);
165 e.velocity = WarpZone_TransformVelocity(trace_ent, e.velocity);
167 WarpZone_MakeAllOther();
171 WarpZone_tracetoss_velocity = e.velocity;
174 WarpZone_trace_endpos = e.origin + e.velocity * WarpZone_tracetoss_time;
175 WarpZone_trace_endpos_z -= 0.5 * g * WarpZone_tracetoss_time * WarpZone_tracetoss_time;
178 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
185 WarpZone_MakeAllSolid();
189 traceline(org, end, MOVE_NOMONSTERS, world);
190 //print(vtos(org), " to ", vtos(trace_endpos), "\n");
191 trailparticles(own, eff, org, trace_endpos);
192 if(trace_fraction >= 1)
194 if(trace_ent.classname != "trigger_warpzone")
196 // we hit a warpzone... so, let's perform the trace after the warp again
197 org = WarpZone_TransformOrigin(trace_ent, trace_endpos);
198 end = WarpZone_TransformOrigin(trace_ent, end);
200 WarpZone_MakeAllOther();
206 float WarpZone_PlaneDist(entity wz, vector v)
208 return (v - wz.warpzone_origin) * wz.warpzone_forward;
211 float WarpZone_TargetPlaneDist(entity wz, vector v)
213 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
216 vector WarpZone_TransformOrigin(entity wz, vector v)
218 return wz.enemy.warpzone_origin + AnglesTransform_Apply(wz.warpzone_transform, v - wz.warpzone_origin);
221 vector WarpZone_TransformVelocity(entity wz, vector v)
223 return AnglesTransform_Apply(wz.warpzone_transform, v);
226 vector WarpZone_TransformAngles(entity wz, vector v)
228 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
231 vector WarpZone_TransformVAngles(entity wz, vector ang)
238 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
239 ang = AnglesTransform_Normalize(ang, TRUE);
240 ang = AnglesTransform_CancelRoll(ang);