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1 #define SAFENUDGE '1 1 1'
2 #define SAFERNUDGE '8 8 8'
3
4 .vector portal_transform;
5 .vector portal_safe_origin;
6 .float portal_wants_to_vanish;
7 .float portal_activatetime;
8
9 vector Portal_Transform_Apply(vector transform, vector v)
10 {
11         fixedmakevectors(transform);
12         return v_forward * v_x
13              + v_right   * (-v_y)
14                  + v_up      * v_z;
15 }
16
17 vector Portal_Transform_Multiply(vector t1, vector t2)
18 {
19         vector m_forward, m_up;
20         fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
21         m_forward = Portal_Transform_Apply(t1, m_forward); m_up = Portal_Transform_Apply(t1, m_up);
22         return fixedvectoangles2(m_forward, m_up);
23 }
24
25 vector Portal_Transform_Invert(vector transform)
26 {
27         vector i_forward, i_up;
28         fixedmakevectors(transform);
29         // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
30         // but these are orthogonal unit vectors!
31         // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
32         // TODO is this always -transform?
33         i_forward_x = v_forward_x;
34         i_forward_y = -v_right_x;
35         i_forward_z = v_up_x;
36         i_up_x = v_forward_z;
37         i_up_y = -v_right_z;
38         i_up_z = v_up_z;
39 #ifdef DEBUG
40         vector v;
41         v = fixedvectoangles2(i_forward, i_up);
42         print("Transform: ", vtos(transform), "\n");
43         print("Inverted: ", vtos(v), "\n");
44         print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
45         fixedmakevectors(Portal_Transform_Multiply(v, transform));
46         print("Verify: ", vtos(v_forward), "\n");
47         print("Verify: ", vtos(v_right), "\n");
48         print("Verify: ", vtos(v_up), "\n");
49 #endif
50         return fixedvectoangles2(i_forward, i_up);
51 }
52
53 vector Portal_Transform_TurnDirection(vector transform)
54 {
55         // turn 180 degrees around v_up
56         // changes in-direction to out-direction
57         fixedmakevectors(transform);
58         return fixedvectoangles2(-1 * v_forward, 1 * v_up);
59 }
60
61 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
62 {
63         return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
64 }
65
66 float PlayerEdgeDistance(entity p, vector v)
67 {
68         vector vbest;
69
70         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
71         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
72         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
73
74         return vbest * v;
75 }
76
77 .vector right_vector;
78 float Portal_TeleportPlayer(entity teleporter, entity player)
79 {
80         vector from, to, safe, step, transform, ang, newvel;
81         vector new_forward, new_up;
82         vector old_forward, old_up;
83         vector new_yawforward;
84         vector old_yawforward;
85         float planeshift, s, t;
86
87         from = teleporter.origin;
88         transform = teleporter.portal_transform;
89
90         to = teleporter.enemy.origin;
91         to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
92         newvel = Portal_Transform_Apply(transform, player.velocity);
93         // this now is INSIDE the plane... can't use that
94         
95         // shift it out
96         fixedmakevectors(teleporter.enemy.angles);
97
98         // first shift it ON the plane if needed
99         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
100         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
101                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
102                 to += newvel * (planeshift / (newvel * v_forward));
103         else
104                 to += trace_plane_normal * planeshift;
105         
106         s = (to - teleporter.enemy.origin) * v_right;
107         t = (to - teleporter.enemy.origin) * v_up;
108         s = bound(-48, s, 48);
109         t = bound(-48, t, 48);
110         to = teleporter.enemy.origin
111            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
112            +     s                                        * v_right
113            +     t                                        * v_up;
114
115         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
116         step = to + ((safe - to) * v_forward) * v_forward;
117         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
118         if(trace_startsolid)
119         {
120                 print("'safe' teleport location is not safe!\n");
121                 // FAIL TODO why does this happen?
122                 return 0;
123         }
124         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
125         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
126         if(trace_startsolid)
127         {
128                 print("trace_endpos in solid, this can't be!\n");
129                 // FAIL TODO why does this happen? (reported by MrBougo)
130                 return 0;
131         }
132         to = trace_endpos + normalize(safe - trace_endpos) * 0;
133         //print(vtos(to), "\n");
134
135         // ang_x stuff works around weird quake angles
136         if(player.classname == "player")
137         {
138                 ang = player.v_angle;
139                 /*
140                 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
141                 ang = Portal_Transform_Multiply(transform, ang);
142                 */
143
144                 // PLAYERS use different math
145                 ang_x = -ang_x;
146
147                 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
148
149                 fixedmakevectors(ang);
150                 old_forward = v_forward;
151                 old_up = v_up;
152                 fixedmakevectors(ang_y * '0 1 0');
153                 old_yawforward = v_forward;
154
155                 // their aiming directions are portalled...
156                 new_forward = Portal_Transform_Apply(transform, old_forward);
157                 new_up = Portal_Transform_Apply(transform, old_up);
158                 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
159
160                 // but now find a new sense of direction
161                 // this is NOT easy!
162                 // assume new_forward points straight up.
163                 // What is our yaw?
164                 //
165                 // new_up could now point forward OR backward... which direction to choose?
166
167                 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
168                 {
169                         // new_yawforward and new_yawup define the new aiming half-circle
170                         // we "just" need to find out whether new_up or -new_up is in that half circle
171                         ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
172                         if(new_up * new_yawforward < 0)
173                                 new_up = -1 * new_up;
174                         ang_y = vectoyaw(new_up); // this vector is the yaw we want
175                         //print("UP/DOWN path: ", vtos(ang), "\n");
176                 }
177                 else
178                 {
179                         // good angles; here, "forward" suffices
180                         ang = fixedvectoangles(new_forward);
181                         //print("GOOD path: ", vtos(ang), "\n");
182                 }
183
184                 ang_x = -ang_x;
185                 ang_z = player.angles_z;
186         }
187         else
188         {
189                 ang = player.angles;
190                 ang = Portal_Transform_Multiply(transform, player.angles);
191         }
192
193         // factor -1 allows chaining portals, but may be weird
194         player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
195
196         if(player.flagcarried)
197                 DropFlag(player.flagcarried, player, world);
198         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
199
200         // reset fade counter
201         teleporter.portal_wants_to_vanish = 0;
202         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
203         teleporter.health = cvar("g_balance_portal_health");
204         teleporter.enemy.health = cvar("g_balance_portal_health");
205
206         return 1;
207 }
208
209 float Portal_FindSafeOrigin(entity portal)
210 {
211         vector o;
212         o = portal.origin;
213         portal.mins = PL_MIN - SAFERNUDGE;
214         portal.maxs = PL_MAX + SAFERNUDGE;
215         fixedmakevectors(portal.angles);
216         portal.origin += 16 * v_forward;
217         if(!move_out_of_solid(portal))
218         {
219 #ifdef DEBUG
220                 print("NO SAFE ORIGIN\n");
221 #endif
222                 return 0;
223         }
224         portal.portal_safe_origin = portal.origin;
225         setorigin(portal, o);
226         return 1;
227 }
228
229 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
230 {
231         float dist, distpersec, delta;
232         vector v;
233
234         dist = (eorg - porg) * pnorm;
235         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
236         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
237         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
238         if(dist < -1) // other side?
239                 return 0;
240         distpersec = evel * pnorm;
241         if(distpersec >= 0) // going away from the portal?
242                 return 0;
243         delta = dist / distpersec;
244         v = eorg - evel * delta - porg;
245         v = v - pnorm * (pnorm * v);
246         return vlen(v) < psize;
247 }
248
249 void Portal_Touch()
250 {
251         vector g;
252
253         // portal is being removed?
254         if(self.solid != SOLID_TRIGGER)
255                 return; // possibly engine bug
256
257         if(other.classname == "player")
258                 return; // handled by think
259
260         if(other.classname == "item_flag_team")
261                 return; // never portal these
262         
263         if(other.classname == "grapplinghook")
264                 return; // handled by think
265         
266         if(!self.enemy)
267                 error("Portal_Touch called for a broken portal\n");
268
269         if(trace_fraction < 1)
270                 return; // only handle TouchAreaGrid ones (only these can teleport)
271                 // for some unknown reason, this also gets collisions from SV_Impact sometimes
272
273         if(other.classname == "porto")
274         {
275                 if(other.portal_id == self.portal_id)
276                         return;
277         }
278         if(time < self.portal_activatetime)
279                 if(other == self.owner)
280                 {
281                         self.portal_activatetime = time + 0.1;
282                         return;
283                 }
284         if(other != self.owner)
285                 if(other.classname == "player")
286                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
287                                 return; // cannot go through someone else's portal
288         if(other.owner != self.owner)
289                 if(other.owner.classname == "player")
290                         if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
291                                 return; // cannot go through someone else's portal
292         fixedmakevectors(self.angles);
293         g = frametime * '0 0 -1' * cvar("sv_gravity");
294         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
295                 return;
296
297         /*
298         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
299         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
300         {
301                 // can't teleport this
302                 return;
303         }
304         */
305
306         if(Portal_TeleportPlayer(self, other))
307                 if(other.classname == "porto")
308                         if(other.effects & EF_RED)
309                                 other.effects += EF_BLUE - EF_RED;
310 }
311
312 void Portal_Think();
313 void Portal_MakeBrokenPortal(entity portal)
314 {
315         portal.skin = 2;
316         portal.solid = SOLID_NOT;
317         portal.touch = SUB_Null;
318         portal.think = SUB_Null;
319         portal.effects = 0;
320         portal.nextthink = 0;
321         portal.takedamage = DAMAGE_NO;
322 }
323
324 void Portal_MakeWaitingPortal(entity portal)
325 {
326         portal.skin = 2;
327         portal.solid = SOLID_NOT;
328         portal.touch = SUB_Null;
329         portal.think = SUB_Null;
330         portal.effects = EF_ADDITIVE;
331         portal.nextthink = 0;
332         portal.takedamage = DAMAGE_YES;
333 }
334
335 void Portal_MakeInPortal(entity portal)
336 {
337         portal.skin = 0;
338         portal.solid = SOLID_TRIGGER;
339         portal.touch = Portal_Touch;
340         portal.think = Portal_Think;
341         portal.effects = EF_RED;
342         portal.nextthink = time;
343         portal.takedamage = DAMAGE_NO;
344 }
345
346 void Portal_MakeOutPortal(entity portal)
347 {
348         portal.skin = 1;
349         portal.solid = SOLID_NOT;
350         portal.touch = SUB_Null;
351         portal.think = SUB_Null;
352         portal.effects = EF_STARDUST | EF_BLUE;
353         portal.nextthink = 0;
354         portal.takedamage = DAMAGE_YES;
355 }
356
357 void Portal_Disconnect(entity teleporter, entity destination)
358 {
359         teleporter.enemy = world;
360         destination.enemy = world;
361         Portal_MakeBrokenPortal(teleporter);
362         Portal_MakeBrokenPortal(destination);
363 }
364
365 void Portal_Connect(entity teleporter, entity destination)
366 {
367         teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
368
369 #ifdef DEBUG
370         {
371                 // let's verify the transform
372                 vector in_f, in_r, in_u;
373                 vector out_f, out_r, out_u;
374                 fixedmakevectors(teleporter.angles);
375                 in_f = v_forward;
376                 in_r = v_right;
377                 in_u = v_up;
378                 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
379                 fixedmakevectors(destination.angles);
380                 out_f = v_forward;
381                 out_r = v_right;
382                 out_u = v_up;
383                 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
384                 // INTENDED TRANSFORM:
385                 //   in_f -> -out_f
386                 //   in_r -> -out_r
387                 //   in_u -> +out_u
388                 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
389                 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
390                 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
391
392                 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
393                 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
394         }
395 #endif
396
397         teleporter.enemy = destination;
398         destination.enemy = teleporter;
399         Portal_MakeInPortal(teleporter);
400         Portal_MakeOutPortal(destination);
401         teleporter.fade_time = time + 15;
402         destination.fade_time = time + 15;
403         teleporter.portal_wants_to_vanish = 0;
404         destination.portal_wants_to_vanish = 0;
405 }
406
407 void Portal_Remove(entity portal, float killed)
408 {
409         entity e;
410         e = portal.enemy;
411
412         if(e)
413         {
414                 Portal_Disconnect(portal, e);
415                 Portal_Remove(e, killed);
416         }
417
418         if(portal == portal.owner.portal_in)
419                 portal.owner.portal_in = world;
420         if(portal == portal.owner.portal_out)
421                 portal.owner.portal_out = world;
422         //portal.owner = world;
423
424         // makes the portal vanish
425         if(killed)
426         {
427                 fixedmakevectors(portal.angles);
428                 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
429                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
430                 remove(portal);
431         }
432         else
433         {
434                 Portal_MakeBrokenPortal(portal);
435                 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
436                 SUB_SetFade(portal, time, 0.5);
437         }
438 }
439
440 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
441 {
442         if(deathtype == DEATH_TELEFRAG)
443                 return;
444         if(attacker != self.owner)
445                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
446                         return;
447         self.health -= damage;
448         if(self.health < 0)
449                 Portal_Remove(self, 1);
450 }
451
452 void Portal_Think_TryTeleportPlayer(entity e, vector g)
453 {
454         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
455                 return;
456
457         // if e would hit the portal in a frame...
458         // already teleport him
459         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
460         if(trace_ent == self)
461                 Portal_TeleportPlayer(self, e);
462 }
463
464 void Portal_Think()
465 {
466         entity e, o;
467         vector g;
468
469         // portal is being removed?
470         if(self.solid != SOLID_TRIGGER)
471                 return; // possibly engine bug
472
473         if(!self.enemy)
474                 error("Portal_Think called for a broken portal\n");
475
476         o = self.owner;
477         self.solid = SOLID_BBOX;
478         self.owner = world;
479
480         g = frametime * '0 0 -1' * cvar("sv_gravity");
481
482         fixedmakevectors(self.angles);
483
484         FOR_EACH_PLAYER(e)
485         {
486                 if(e != o)
487                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
488                                 continue; // cannot go through someone else's portal
489
490                 if(e != o || time >= self.portal_activatetime)
491                         Portal_Think_TryTeleportPlayer(e, g);
492
493                 if(e.hook)
494                         Portal_Think_TryTeleportPlayer(e.hook, g);
495         }
496         self.solid = SOLID_TRIGGER;
497         self.owner = o;
498
499         self.nextthink = time;
500
501         if(time > self.fade_time)
502                 Portal_Remove(self, 0);
503 }
504
505 float Portal_Customize()
506 {
507         if(other.classname == "spectator")
508                 other = other.enemy;
509         if(other == self.owner)
510         {
511                 self.modelindex = self.modelindex_lod0;
512         }
513         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
514         {
515                 self.modelindex = 0;
516         }
517         else
518         {
519                 self.modelindex = self.modelindex_lod0;
520         }
521         return TRUE;
522 }
523
524 // cleanup:
525 //   when creating in-portal:
526 //     disconnect
527 //     clear existing in-portal
528 //     set as in-portal
529 //     connect
530 //   when creating out-portal:
531 //     disconnect
532 //     clear existing out-portal
533 //     set as out-portal
534 //   when player dies:
535 //     disconnect portals
536 //     clear both portals
537 //   after timeout of in-portal:
538 //     disconnect portals
539 //     clear both portals
540 //   TODO: ensure only one portal shot at once
541 float Portal_SetInPortal(entity own, entity portal)
542 {
543         if(own.portal_in)
544         {
545                 if(own.portal_out)
546                         Portal_Disconnect(own.portal_in, own.portal_out);
547                 Portal_Remove(own.portal_in, 0);
548         }
549         own.portal_in = portal;
550         if(own.portal_out)
551         {
552                 own.portal_out.portal_id = portal.portal_id;
553                 Portal_Connect(own.portal_in, own.portal_out);
554         }
555         return 2;
556 }
557 float Portal_SetOutPortal(entity own, entity portal)
558 {
559         if(own.portal_out)
560         {
561                 if(own.portal_in)
562                         Portal_Disconnect(own.portal_in, own.portal_out);
563                 Portal_Remove(own.portal_out, 0);
564         }
565         own.portal_out = portal;
566         if(own.portal_in)
567         {
568                 own.portal_in.portal_id = portal.portal_id;
569                 Portal_Connect(own.portal_in, own.portal_out);
570         }
571         return 1;
572 }
573 void Portal_ClearAll_PortalsOnly(entity own)
574 {
575         if(own.portal_in)
576                 Portal_Remove(own.portal_in, 0);
577         if(own.portal_out)
578                 Portal_Remove(own.portal_out, 0);
579 }
580 void Portal_ClearAll(entity own)
581 {
582         Portal_ClearAll_PortalsOnly(own);
583         W_Porto_Remove(own);
584 }
585 void Portal_RemoveLater_Think()
586 {
587         Portal_Remove(self, self.cnt);
588 }
589 void Portal_RemoveLater(entity portal, float kill)
590 {
591         Portal_MakeBrokenPortal(portal);
592         portal.cnt = kill;
593         portal.think = Portal_RemoveLater_Think;
594         portal.nextthink = time;
595 }
596 void Portal_ClearAllLater_PortalsOnly(entity own)
597 {
598         if(own.portal_in)
599                 Portal_RemoveLater(own.portal_in, 0);
600         if(own.portal_out)
601                 Portal_RemoveLater(own.portal_out, 0);
602 }
603 void Portal_ClearAllLater(entity own)
604 {
605         Portal_ClearAllLater_PortalsOnly(own);
606         W_Porto_Remove(own);
607 }
608 void Portal_ClearWithID(entity own, float id)
609 {
610         if(own.portal_in)
611                 if(own.portal_in.portal_id == id)
612                 {
613                         if(own.portal_out)
614                                 Portal_Disconnect(own.portal_in, own.portal_out);
615                         Portal_Remove(own.portal_in, 0);
616                 }
617         if(own.portal_out)
618                 if(own.portal_out.portal_id == id)
619                 {
620                         if(own.portal_in)
621                                 Portal_Disconnect(own.portal_in, own.portal_out);
622                         Portal_Remove(own.portal_out, 0);
623                 }
624 }
625
626 entity Portal_Spawn(entity own, vector org, vector ang)
627 {
628         entity portal;
629
630         fixedmakevectors(ang);
631         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
632                 return world;
633
634         portal = spawn();
635         portal.classname = "portal";
636         portal.owner = own;
637         portal.origin = org;
638         portal.angles = ang;
639         portal.think = Portal_Think;
640         portal.nextthink = 0;
641         portal.portal_activatetime = time + 0.1;
642         portal.event_damage = Portal_Damage;
643         portal.health = 200;
644         portal.fade_time = time + cvar("g_balance_portal_lifetime");
645         portal.health = cvar("g_balance_portal_health");
646         setmodel(portal, "models/portal.md3");
647         portal.modelindex_lod0 = portal.modelindex;
648         portal.customizeentityforclient = Portal_Customize;
649
650         if(!Portal_FindSafeOrigin(portal))
651         {
652                 remove(portal);
653                 return world;
654         }
655
656         setsize(portal, '-48 -48 -48', '48 48 48');
657         Portal_MakeWaitingPortal(portal);
658
659         return portal;
660 }
661
662 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
663 {
664         entity portal;
665         vector ang;
666         vector org;
667
668         org = trace_endpos;
669         ang = fixedvectoangles2(trace_plane_normal, dir);
670         fixedmakevectors(ang);
671
672         portal = Portal_Spawn(own, org, ang);
673         if(!portal)
674         {
675                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
676                         Portal_ClearAll_PortalsOnly(own);
677                 return 0;
678         }
679
680         portal.portal_id = portal_id_val;
681         Portal_SetInPortal(own, portal);
682
683         return 1;
684 }
685
686 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
687 {
688         entity portal;
689         vector ang;
690         vector org;
691
692         org = trace_endpos;
693         ang = fixedvectoangles2(trace_plane_normal, dir);
694         fixedmakevectors(ang);
695
696         portal = Portal_Spawn(own, org, ang);
697         if(!portal)
698         {
699                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
700                         Portal_ClearAll_PortalsOnly(own);
701                 return 0;
702         }
703
704         portal.portal_id = portal_id_val;
705         Portal_SetOutPortal(own, portal);
706
707         return 1;
708 }