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use less bytes; add a .void() reset to all entities for later use by ready-restart
[divverent/nexuiz.git] / data / qcsrc / server / portals.qc
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         if not(teleporter.enemy)
88         {
89                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
90                 return 0;
91         }
92
93         from = teleporter.origin;
94         transform = teleporter.portal_transform;
95
96         to = teleporter.enemy.origin;
97         to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
98         newvel = Portal_Transform_Apply(transform, player.velocity);
99         // this now is INSIDE the plane... can't use that
100         
101         // shift it out
102         fixedmakevectors(teleporter.enemy.angles);
103
104         // first shift it ON the plane if needed
105         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
106         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
107                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
108                 to += newvel * (planeshift / (newvel * v_forward));
109         else
110                 to += trace_plane_normal * planeshift;
111         
112         s = (to - teleporter.enemy.origin) * v_right;
113         t = (to - teleporter.enemy.origin) * v_up;
114         s = bound(-48, s, 48);
115         t = bound(-48, t, 48);
116         to = teleporter.enemy.origin
117            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
118            +     s                                        * v_right
119            +     t                                        * v_up;
120
121         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
122         step = to + ((safe - to) * v_forward) * v_forward;
123         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
124         if(trace_startsolid)
125         {
126                 print("'safe' teleport location is not safe!\n");
127                 // FAIL TODO why does this happen?
128                 return 0;
129         }
130         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
131         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
132         if(trace_startsolid)
133         {
134                 print("trace_endpos in solid, this can't be!\n");
135                 // FAIL TODO why does this happen? (reported by MrBougo)
136                 return 0;
137         }
138         to = trace_endpos + normalize(safe - trace_endpos) * 0;
139         //print(vtos(to), "\n");
140
141         // ang_x stuff works around weird quake angles
142         if(player.classname == "player")
143         {
144                 ang = player.v_angle;
145                 /*
146                 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
147                 ang = Portal_Transform_Multiply(transform, ang);
148                 */
149
150                 // PLAYERS use different math
151                 ang_x = -ang_x;
152
153                 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
154
155                 fixedmakevectors(ang);
156                 old_forward = v_forward;
157                 old_up = v_up;
158                 fixedmakevectors(ang_y * '0 1 0');
159                 old_yawforward = v_forward;
160
161                 // their aiming directions are portalled...
162                 new_forward = Portal_Transform_Apply(transform, old_forward);
163                 new_up = Portal_Transform_Apply(transform, old_up);
164                 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
165
166                 // but now find a new sense of direction
167                 // this is NOT easy!
168                 // assume new_forward points straight up.
169                 // What is our yaw?
170                 //
171                 // new_up could now point forward OR backward... which direction to choose?
172
173                 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
174                 {
175                         // new_yawforward and new_yawup define the new aiming half-circle
176                         // we "just" need to find out whether new_up or -new_up is in that half circle
177                         ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
178                         if(new_up * new_yawforward < 0)
179                                 new_up = -1 * new_up;
180                         ang_y = vectoyaw(new_up); // this vector is the yaw we want
181                         //print("UP/DOWN path: ", vtos(ang), "\n");
182                 }
183                 else
184                 {
185                         // good angles; here, "forward" suffices
186                         ang = fixedvectoangles(new_forward);
187                         //print("GOOD path: ", vtos(ang), "\n");
188                 }
189
190                 ang_x = -ang_x;
191                 ang_z = player.angles_z;
192         }
193         else
194         {
195                 ang = player.angles;
196                 ang = Portal_Transform_Multiply(transform, player.angles);
197         }
198
199         // factor -1 allows chaining portals, but may be weird
200         player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
201
202         if(player.flagcarried)
203                 DropFlag(player.flagcarried, player, world);
204
205         if not(teleporter.enemy)
206         {
207                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
208                 return 0;
209         }
210
211         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
212
213         if not(teleporter.enemy)
214         {
215                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
216                 return 0;
217         }
218
219         // reset fade counter
220         teleporter.portal_wants_to_vanish = 0;
221         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
222         teleporter.health = cvar("g_balance_portal_health");
223         teleporter.enemy.health = cvar("g_balance_portal_health");
224
225         return 1;
226 }
227
228 float Portal_FindSafeOrigin(entity portal)
229 {
230         vector o;
231         o = portal.origin;
232         portal.mins = PL_MIN - SAFERNUDGE;
233         portal.maxs = PL_MAX + SAFERNUDGE;
234         fixedmakevectors(portal.angles);
235         portal.origin += 16 * v_forward;
236         if(!move_out_of_solid(portal))
237         {
238 #ifdef DEBUG
239                 print("NO SAFE ORIGIN\n");
240 #endif
241                 return 0;
242         }
243         portal.portal_safe_origin = portal.origin;
244         setorigin(portal, o);
245         return 1;
246 }
247
248 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
249 {
250         float dist, distpersec, delta;
251         vector v;
252
253         dist = (eorg - porg) * pnorm;
254         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
255         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
256         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
257         if(dist < -1) // other side?
258                 return 0;
259         distpersec = evel * pnorm;
260         if(distpersec >= 0) // going away from the portal?
261                 return 0;
262         delta = dist / distpersec;
263         v = eorg - evel * delta - porg;
264         v = v - pnorm * (pnorm * v);
265         return vlen(v) < psize;
266 }
267
268 void Portal_Touch()
269 {
270         vector g;
271
272         // portal is being removed?
273         if(self.solid != SOLID_TRIGGER)
274                 return; // possibly engine bug
275
276         if(other.classname == "player")
277                 return; // handled by think
278
279         if(other.classname == "item_flag_team")
280                 return; // never portal these
281         
282         if(other.classname == "grapplinghook")
283                 return; // handled by think
284         
285         if(!self.enemy)
286                 error("Portal_Touch called for a broken portal\n");
287
288         if(trace_fraction < 1)
289                 return; // only handle TouchAreaGrid ones (only these can teleport)
290                 // for some unknown reason, this also gets collisions from SV_Impact sometimes
291
292         if(other.classname == "porto")
293         {
294                 if(other.portal_id == self.portal_id)
295                         return;
296         }
297         if(time < self.portal_activatetime)
298                 if(other == self.owner)
299                 {
300                         self.portal_activatetime = time + 0.1;
301                         return;
302                 }
303         if(other != self.owner)
304                 if(other.classname == "player")
305                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
306                                 return; // cannot go through someone else's portal
307         if(other.owner != self.owner)
308                 if(other.owner.classname == "player")
309                         if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
310                                 return; // cannot go through someone else's portal
311         fixedmakevectors(self.angles);
312         g = frametime * '0 0 -1' * cvar("sv_gravity");
313         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
314                 return;
315
316         /*
317         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
318         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
319         {
320                 // can't teleport this
321                 return;
322         }
323         */
324
325         if(Portal_TeleportPlayer(self, other))
326                 if(other.classname == "porto")
327                         if(other.effects & EF_RED)
328                                 other.effects += EF_BLUE - EF_RED;
329 }
330
331 void Portal_Think();
332 void Portal_MakeBrokenPortal(entity portal)
333 {
334         portal.skin = 2;
335         portal.solid = SOLID_NOT;
336         portal.touch = SUB_Null;
337         portal.think = SUB_Null;
338         portal.effects = 0;
339         portal.nextthink = 0;
340         portal.takedamage = DAMAGE_NO;
341 }
342
343 void Portal_MakeWaitingPortal(entity portal)
344 {
345         portal.skin = 2;
346         portal.solid = SOLID_NOT;
347         portal.touch = SUB_Null;
348         portal.think = SUB_Null;
349         portal.effects = EF_ADDITIVE;
350         portal.nextthink = 0;
351         portal.takedamage = DAMAGE_YES;
352 }
353
354 void Portal_MakeInPortal(entity portal)
355 {
356         portal.skin = 0;
357         portal.solid = SOLID_TRIGGER;
358         portal.touch = Portal_Touch;
359         portal.think = Portal_Think;
360         portal.effects = EF_RED;
361         portal.nextthink = time;
362         portal.takedamage = DAMAGE_NO;
363 }
364
365 void Portal_MakeOutPortal(entity portal)
366 {
367         portal.skin = 1;
368         portal.solid = SOLID_NOT;
369         portal.touch = SUB_Null;
370         portal.think = SUB_Null;
371         portal.effects = EF_STARDUST | EF_BLUE;
372         portal.nextthink = 0;
373         portal.takedamage = DAMAGE_YES;
374 }
375
376 void Portal_Disconnect(entity teleporter, entity destination)
377 {
378         teleporter.enemy = world;
379         destination.enemy = world;
380         Portal_MakeBrokenPortal(teleporter);
381         Portal_MakeBrokenPortal(destination);
382 }
383
384 void Portal_Connect(entity teleporter, entity destination)
385 {
386         teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
387
388 #ifdef DEBUG
389         {
390                 // let's verify the transform
391                 vector in_f, in_r, in_u;
392                 vector out_f, out_r, out_u;
393                 fixedmakevectors(teleporter.angles);
394                 in_f = v_forward;
395                 in_r = v_right;
396                 in_u = v_up;
397                 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
398                 fixedmakevectors(destination.angles);
399                 out_f = v_forward;
400                 out_r = v_right;
401                 out_u = v_up;
402                 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
403                 // INTENDED TRANSFORM:
404                 //   in_f -> -out_f
405                 //   in_r -> -out_r
406                 //   in_u -> +out_u
407                 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
408                 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
409                 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
410
411                 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
412                 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
413         }
414 #endif
415
416         teleporter.enemy = destination;
417         destination.enemy = teleporter;
418         Portal_MakeInPortal(teleporter);
419         Portal_MakeOutPortal(destination);
420         teleporter.fade_time = time + 15;
421         destination.fade_time = time + 15;
422         teleporter.portal_wants_to_vanish = 0;
423         destination.portal_wants_to_vanish = 0;
424 }
425
426 void Portal_Remove(entity portal, float killed)
427 {
428         entity e;
429         e = portal.enemy;
430
431         if(e)
432         {
433                 Portal_Disconnect(portal, e);
434                 Portal_Remove(e, killed);
435         }
436
437         if(portal == portal.owner.portal_in)
438                 portal.owner.portal_in = world;
439         if(portal == portal.owner.portal_out)
440                 portal.owner.portal_out = world;
441         //portal.owner = world;
442
443         // makes the portal vanish
444         if(killed)
445         {
446                 fixedmakevectors(portal.angles);
447                 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
448                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
449                 remove(portal);
450         }
451         else
452         {
453                 Portal_MakeBrokenPortal(portal);
454                 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
455                 SUB_SetFade(portal, time, 0.5);
456         }
457 }
458
459 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
460 {
461         if(deathtype == DEATH_TELEFRAG)
462                 return;
463         if(attacker != self.owner)
464                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
465                         return;
466         self.health -= damage;
467         if(self.health < 0)
468                 Portal_Remove(self, 1);
469 }
470
471 void Portal_Think_TryTeleportPlayer(entity e, vector g)
472 {
473         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
474                 return;
475
476         // if e would hit the portal in a frame...
477         // already teleport him
478         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
479         if(trace_ent == self)
480                 Portal_TeleportPlayer(self, e);
481 }
482
483 void Portal_Think()
484 {
485         entity e, o;
486         vector g;
487
488         // portal is being removed?
489         if(self.solid != SOLID_TRIGGER)
490                 return; // possibly engine bug
491
492         if(!self.enemy)
493                 error("Portal_Think called for a broken portal\n");
494
495         o = self.owner;
496         self.solid = SOLID_BBOX;
497         self.owner = world;
498
499         g = frametime * '0 0 -1' * cvar("sv_gravity");
500
501         fixedmakevectors(self.angles);
502
503         FOR_EACH_PLAYER(e)
504         {
505                 if(e != o)
506                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
507                                 continue; // cannot go through someone else's portal
508
509                 if(e != o || time >= self.portal_activatetime)
510                         Portal_Think_TryTeleportPlayer(e, g);
511
512                 if(e.hook)
513                         Portal_Think_TryTeleportPlayer(e.hook, g);
514         }
515         self.solid = SOLID_TRIGGER;
516         self.owner = o;
517
518         self.nextthink = time;
519
520         if(time > self.fade_time)
521                 Portal_Remove(self, 0);
522 }
523
524 float Portal_Customize()
525 {
526         if(other.classname == "spectator")
527                 other = other.enemy;
528         if(other == self.owner)
529         {
530                 self.modelindex = self.modelindex_lod0;
531         }
532         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
533         {
534                 self.modelindex = 0;
535         }
536         else
537         {
538                 self.modelindex = self.modelindex_lod0;
539         }
540         return TRUE;
541 }
542
543 // cleanup:
544 //   when creating in-portal:
545 //     disconnect
546 //     clear existing in-portal
547 //     set as in-portal
548 //     connect
549 //   when creating out-portal:
550 //     disconnect
551 //     clear existing out-portal
552 //     set as out-portal
553 //   when player dies:
554 //     disconnect portals
555 //     clear both portals
556 //   after timeout of in-portal:
557 //     disconnect portals
558 //     clear both portals
559 //   TODO: ensure only one portal shot at once
560 float Portal_SetInPortal(entity own, entity portal)
561 {
562         if(own.portal_in)
563         {
564                 if(own.portal_out)
565                         Portal_Disconnect(own.portal_in, own.portal_out);
566                 Portal_Remove(own.portal_in, 0);
567         }
568         own.portal_in = portal;
569         if(own.portal_out)
570         {
571                 own.portal_out.portal_id = portal.portal_id;
572                 Portal_Connect(own.portal_in, own.portal_out);
573         }
574         return 2;
575 }
576 float Portal_SetOutPortal(entity own, entity portal)
577 {
578         if(own.portal_out)
579         {
580                 if(own.portal_in)
581                         Portal_Disconnect(own.portal_in, own.portal_out);
582                 Portal_Remove(own.portal_out, 0);
583         }
584         own.portal_out = portal;
585         if(own.portal_in)
586         {
587                 own.portal_in.portal_id = portal.portal_id;
588                 Portal_Connect(own.portal_in, own.portal_out);
589         }
590         return 1;
591 }
592 void Portal_ClearAll_PortalsOnly(entity own)
593 {
594         if(own.portal_in)
595                 Portal_Remove(own.portal_in, 0);
596         if(own.portal_out)
597                 Portal_Remove(own.portal_out, 0);
598 }
599 void Portal_ClearAll(entity own)
600 {
601         Portal_ClearAll_PortalsOnly(own);
602         W_Porto_Remove(own);
603 }
604 void Portal_RemoveLater_Think()
605 {
606         Portal_Remove(self, self.cnt);
607 }
608 void Portal_RemoveLater(entity portal, float kill)
609 {
610         Portal_MakeBrokenPortal(portal);
611         portal.cnt = kill;
612         portal.think = Portal_RemoveLater_Think;
613         portal.nextthink = time;
614 }
615 void Portal_ClearAllLater_PortalsOnly(entity own)
616 {
617         if(own.portal_in)
618                 Portal_RemoveLater(own.portal_in, 0);
619         if(own.portal_out)
620                 Portal_RemoveLater(own.portal_out, 0);
621 }
622 void Portal_ClearAllLater(entity own)
623 {
624         Portal_ClearAllLater_PortalsOnly(own);
625         W_Porto_Remove(own);
626 }
627 void Portal_ClearWithID(entity own, float id)
628 {
629         if(own.portal_in)
630                 if(own.portal_in.portal_id == id)
631                 {
632                         if(own.portal_out)
633                                 Portal_Disconnect(own.portal_in, own.portal_out);
634                         Portal_Remove(own.portal_in, 0);
635                 }
636         if(own.portal_out)
637                 if(own.portal_out.portal_id == id)
638                 {
639                         if(own.portal_in)
640                                 Portal_Disconnect(own.portal_in, own.portal_out);
641                         Portal_Remove(own.portal_out, 0);
642                 }
643 }
644
645 entity Portal_Spawn(entity own, vector org, vector ang)
646 {
647         entity portal;
648
649         fixedmakevectors(ang);
650         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
651                 return world;
652
653         portal = spawn();
654         portal.classname = "portal";
655         portal.owner = own;
656         portal.origin = org;
657         portal.angles = ang;
658         portal.think = Portal_Think;
659         portal.nextthink = 0;
660         portal.portal_activatetime = time + 0.1;
661         portal.event_damage = Portal_Damage;
662         portal.health = 200;
663         portal.fade_time = time + cvar("g_balance_portal_lifetime");
664         portal.health = cvar("g_balance_portal_health");
665         setmodel(portal, "models/portal.md3");
666         portal.modelindex_lod0 = portal.modelindex;
667         portal.customizeentityforclient = Portal_Customize;
668
669         if(!Portal_FindSafeOrigin(portal))
670         {
671                 remove(portal);
672                 return world;
673         }
674
675         setsize(portal, '-48 -48 -48', '48 48 48');
676         Portal_MakeWaitingPortal(portal);
677
678         return portal;
679 }
680
681 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
682 {
683         entity portal;
684         vector ang;
685         vector org;
686
687         org = trace_endpos;
688         ang = fixedvectoangles2(trace_plane_normal, dir);
689         fixedmakevectors(ang);
690
691         portal = Portal_Spawn(own, org, ang);
692         if(!portal)
693         {
694                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
695                         Portal_ClearAll_PortalsOnly(own);
696                 return 0;
697         }
698
699         portal.portal_id = portal_id_val;
700         Portal_SetInPortal(own, portal);
701
702         return 1;
703 }
704
705 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
706 {
707         entity portal;
708         vector ang;
709         vector org;
710
711         org = trace_endpos;
712         ang = fixedvectoangles2(trace_plane_normal, dir);
713         fixedmakevectors(ang);
714
715         portal = Portal_Spawn(own, org, ang);
716         if(!portal)
717         {
718                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
719                         Portal_ClearAll_PortalsOnly(own);
720                 return 0;
721         }
722
723         portal.portal_id = portal_id_val;
724         Portal_SetOutPortal(own, portal);
725
726         return 1;
727 }