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_RefSys_Add(player, self);
90 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
91 WarpZone_StoreProjectileData(player);
92 player.warpzone_teleport_time = time;
97 void WarpZone_Touch (void)
101 if(other.classname == "trigger_warpzone")
104 // FIXME needs a better check to know what is safe to teleport and what not
105 if(other.movetype == MOVETYPE_NONE)
108 if(WarpZoneLib_ExactTrigger_Touch())
112 if(WarpZone_Teleport(other))
114 if(self.aiment.target)
125 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
129 float WarpZone_Send(entity to, float sendflags)
131 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
133 // we need THESE to render the warpzone (and cull properly)...
134 WriteCoord(MSG_ENTITY, self.origin_x);
135 WriteCoord(MSG_ENTITY, self.origin_y);
136 WriteCoord(MSG_ENTITY, self.origin_z);
138 WriteShort(MSG_ENTITY, self.modelindex);
139 WriteCoord(MSG_ENTITY, self.mins_x);
140 WriteCoord(MSG_ENTITY, self.mins_y);
141 WriteCoord(MSG_ENTITY, self.mins_z);
142 WriteCoord(MSG_ENTITY, self.maxs_x);
143 WriteCoord(MSG_ENTITY, self.maxs_y);
144 WriteCoord(MSG_ENTITY, self.maxs_z);
146 // we need THESE to calculate the proper transform
147 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
148 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
149 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
150 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
151 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
152 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
153 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
154 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
155 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
156 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
157 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
158 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
163 void WarpZone_InitStep_SpawnFunc()
165 // warp zone entities must have:
166 // "killtarget" pointing to a target_position with a direction arrow
167 // that points AWAY from the warp zone, and that is inside
168 // the warp zone trigger
169 // "target" pointing to an identical warp zone at another place in
170 // the map, with another killtarget to designate its
175 WarpZoneLib_ExactTrigger_Init();
177 self.SendEntity = WarpZone_Send;
178 self.SendFlags = 0xFFFFFF;
179 self.effects |= EF_NODEPTHTEST;
182 void WarpZone_InitStep_FindTarget()
186 if(self.killtarget == "")
188 objerror("Warp zone with no killtarget");
191 self.aiment = find(world, targetname, self.killtarget);
192 if(self.aiment == world)
194 objerror("Warp zone with nonexisting killtarget");
198 // this way only one of the two ents needs to target
199 if(self.target != "")
201 e = find(world, targetname, self.target);
205 self.enemy.enemy = self;
210 void WarpZone_InitStep_UpdateTransform()
212 if(!self.enemy || self.enemy.enemy != self)
214 objerror("Invalid warp zone detected. Killed.");
218 WarpZone_SetUp(self, self.aiment.origin, self.aiment.angles, self.enemy.aiment.origin, self.enemy.aiment.angles);
221 self.touch = WarpZone_Touch;
223 // our mins/maxs are set to the warpzone... so all we need:
224 self.flags |= FL_CAMERA;
225 self.view_ofs = self.warpzone_targetorigin;
228 float WarpZone_CheckProjectileImpact()
230 // if self hit a warpzone, abort
234 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
241 // this approach transports the projectile at its full speed, but does
242 // not properly retain the projectile trail (but we can't retain it
243 // easily anyway without delaying the projectile by two frames, so who
245 WarpZone_trace_angles = self.angles;
246 WarpZone_trace_velocity = self.velocity;
247 WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz); // this will get us through the warpzone
248 setorigin(self, trace_endpos);
249 self.angles = WarpZone_trace_angles;
250 self.velocity = WarpZone_trace_velocity;
252 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
253 mpd = max(vlen(self.mins), vlen(self.maxs));
254 pd = WarpZone_TargetPlaneDist(wz, self.origin);
257 dpd = normalize(self.velocity) * self.warpzone_targetforward;
258 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
259 if(!WarpZoneLib_MoveOutOfSolid(self))
267 WarpZone_RefSys_Add(self, wz);
268 WarpZone_StoreProjectileData(self);
269 self.warpzone_teleport_time = time;
273 void WarpZone_StartFrame()
276 for(e = world; (e = nextent(e)); )
277 WarpZone_StoreProjectileData(e);
279 float WarpZone_Projectile_Touch()
281 if(other.classname == "trigger_warpzone")
283 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
285 if(WarpZone_CheckProjectileImpact())
287 if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
289 setorigin(self, self.warpzone_oldorigin);
290 self.velocity = self.warpzone_oldvelocity;
291 self.angles = self.warpzone_oldangles;