1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
4 void WarpZone_StoreProjectileData(entity e)
6 e.warpzone_oldorigin = e.origin;
7 e.warpzone_oldvelocity = e.velocity;
8 e.warpzone_oldangles = e.angles;
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
15 makevectors (to_angles);
18 setorigin (player, to);
19 player.oldorigin = to; // for DP's unsticking
20 player.angles = to_angles;
21 player.fixangle = TRUE;
22 player.velocity = to_velocity;
24 if(player.effects & EF_TELEPORT_BIT)
25 player.effects &~= EF_TELEPORT_BIT;
27 player.effects |= EF_TELEPORT_BIT;
29 if(player.classname == "player")
30 player.flags &~= FL_ONGROUND;
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleport(entity player)
37 vector o0, a0, v0, o1, a1, v1;
39 o0 = player.origin + player.view_ofs;
43 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the portal
45 // no failure, we simply don't want to teleport yet; TODO in
46 // this situation we may want to create a temporary clone
47 // entity of the player to fix graphics glitch
49 o1 = WarpZone_TransformOrigin(self, o0);
50 v1 = WarpZone_TransformVelocity(self, v0);
51 if(player.classname == "player")
52 a1 = WarpZone_TransformVAngles(self, player.v_angle);
54 a1 = WarpZone_TransformAngles(self, a0);
56 // put him inside solid
57 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
63 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64 setorigin(player, o1);
65 if(WarpZoneLib_MoveOutOfSolid(player))
68 setsize(player, mi, ma);
69 setorigin(player, o0);
73 print("would have to put player in solid, won't do that\n");
74 setsize(player, mi, ma);
75 setorigin(player, o0 - player.view_ofs);
76 return 0; // cannot fix
80 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
82 print("inconsistent warp zones or evil roundoff error\n");
86 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
89 WarpZone_TeleportPlayer(self, other, o1 - player.view_ofs, a1, v1);
90 WarpZone_StoreProjectileData(player);
91 player.warpzone_teleport_time = time;
96 void WarpZone_Touch (void)
100 if(other.classname == "trigger_warpzone")
103 // FIXME needs a better check to know what is safe to teleport and what not
104 if(other.movetype == MOVETYPE_NONE)
107 if(WarpZoneLib_ExactTrigger_Touch())
111 if(WarpZone_Teleport(other))
113 if(self.aiment.target)
124 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
128 float WarpZone_Send(entity to, float sendflags)
130 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
132 // we need THESE to render the warpzone (and cull properly)...
133 WriteCoord(MSG_ENTITY, self.origin_x);
134 WriteCoord(MSG_ENTITY, self.origin_y);
135 WriteCoord(MSG_ENTITY, self.origin_z);
137 WriteShort(MSG_ENTITY, self.modelindex);
138 WriteCoord(MSG_ENTITY, self.mins_x);
139 WriteCoord(MSG_ENTITY, self.mins_y);
140 WriteCoord(MSG_ENTITY, self.mins_z);
141 WriteCoord(MSG_ENTITY, self.maxs_x);
142 WriteCoord(MSG_ENTITY, self.maxs_y);
143 WriteCoord(MSG_ENTITY, self.maxs_z);
145 // we need THESE to calculate the proper transform
146 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
147 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
148 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
149 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
150 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
151 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
152 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
153 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
154 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
155 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
156 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
157 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
162 void WarpZone_InitStep_SpawnFunc()
164 // warp zone entities must have:
165 // "killtarget" pointing to a target_position with a direction arrow
166 // that points AWAY from the warp zone, and that is inside
167 // the warp zone trigger
168 // "target" pointing to an identical warp zone at another place in
169 // the map, with another killtarget to designate its
174 WarpZoneLib_ExactTrigger_Init();
176 self.SendEntity = WarpZone_Send;
177 self.SendFlags = 0xFFFFFF;
178 self.effects |= EF_NODEPTHTEST;
181 void WarpZone_InitStep_FindTarget()
185 if(self.killtarget == "")
187 objerror("Warp zone with no killtarget");
190 self.aiment = find(world, targetname, self.killtarget);
191 if(self.aiment == world)
193 objerror("Warp zone with nonexisting killtarget");
197 // this way only one of the two ents needs to target
198 if(self.target != "")
200 e = find(world, targetname, self.target);
204 self.enemy.enemy = self;
209 void WarpZone_InitStep_UpdateTransform()
211 if(!self.enemy || self.enemy.enemy != self)
213 objerror("Invalid warp zone detected. Killed.");
217 WarpZone_SetUp(self, self.aiment.origin, self.aiment.angles, self.enemy.aiment.origin, self.enemy.aiment.angles);
220 self.touch = WarpZone_Touch;
222 // our mins/maxs are set to the warpzone... so all we need:
223 self.flags |= FL_CAMERA;
224 self.view_ofs = self.warpzone_targetorigin;
227 float WarpZone_CheckProjectileImpact()
229 // if self hit a warpzone, abort
233 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
240 // this approach transports the projectile at its full speed, but does
241 // not properly retain the projectile trail (but we can't retain it
242 // easily anyway without delaying the projectile by two frames, so who
244 WarpZone_trace_angles = self.angles;
245 WarpZone_trace_velocity = self.velocity;
246 WarpZone_TraceBox(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self); // this will get us through the warpzone
247 setorigin(self, trace_endpos);
248 self.angles = WarpZone_trace_angles;
249 self.velocity = WarpZone_trace_velocity;
251 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
252 mpd = max(vlen(self.mins), vlen(self.maxs));
253 pd = WarpZone_TargetPlaneDist(wz, self.origin);
256 dpd = normalize(self.velocity) * self.warpzone_targetforward;
257 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
258 if(!WarpZoneLib_MoveOutOfSolid(self))
266 WarpZone_StoreProjectileData(self);
267 self.warpzone_teleport_time = time;
271 void WarpZone_StartFrame()
274 for(e = world; (e = nextent(e)); )
275 WarpZone_StoreProjectileData(e);
277 float WarpZone_Projectile_Touch()
279 if(other.classname == "trigger_warpzone")
281 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
283 if(WarpZone_CheckProjectileImpact())
285 if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
287 setorigin(self, self.warpzone_oldorigin);
288 self.velocity = self.warpzone_oldvelocity;
289 self.angles = self.warpzone_oldangles;