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do less audio spam for triggers that don't even respond to players
[divverent/nexuiz.git] / data / qcsrc / server / t_teleporters.qc
1 .entity pusher;
2 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax)
3 {
4         entity head;
5         entity oldself;
6         entity telefragger;
7
8         if(teleporter.owner)
9                 telefragger = teleporter.owner;
10         else
11                 telefragger = player;
12
13         makevectors (to_angles);
14
15         if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
16         {
17                 sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
18                 pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
19                 pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
20                 self.pushltime = time + 0.2;
21         }
22
23         // Relocate the player
24         // assuming to allows PL_MIN to PL_MAX box and some more
25         setorigin (player, to);
26         player.angles = to_angles;
27         player.fixangle = TRUE;
28         player.velocity = to_velocity;
29
30         if(player.classname == "player")
31         {
32                 // Kill anyone else in the teleporter box (NO MORE TDEATH)
33                 if(player.takedamage && player.deadflag == DEAD_NO && !g_race)
34                 {
35                         vector deathmin;
36                         vector deathmax;
37                         float deathradius;
38                         deathmin = player.absmin;
39                         deathmax = player.absmax;
40                         if(telefragmin != telefragmax)
41                         {
42                                 if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x;
43                                 if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y;
44                                 if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z;
45                                 if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x;
46                                 if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y;
47                                 if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z;
48                         }
49                         deathradius = max(vlen(deathmin), vlen(deathmax));
50                         for(head = findradius(player.origin, deathradius); head; head = head.chain)
51                                 if(head != player)
52                                         if(head.takedamage)
53                                                 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
54                                                 {
55                                                         if ((player.classname == "player") && (player.health >= 1))
56                                                                 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
57                                                         else if (telefragger.health < 1) // corpses gib
58                                                                 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
59                                                         else // dead bodies and monsters gib themselves instead of telefragging
60                                                                 Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0');
61                                                 }
62                 }
63
64                 // hide myself a tic
65                 player.effects = player.effects | EF_NODRAW;
66                 if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
67                         player.weaponentity.flags = player.weaponentity.flags | FL_FLY;
68                 player.teleport_time = time + cvar("sys_ticrate");
69
70                 // player no longer is on ground
71                 player.flags = player.flags - (player.flags & FL_ONGROUND);
72
73                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
74                 player.oldvelocity = player.velocity;
75
76                 // reset tracking of who pushed you into a hazard (for kill credit)
77                 if(teleporter.owner)
78                 {
79                         player.pusher = teleporter.owner;
80                         player.pushltime = time + cvar("g_maxpushtime");
81                 }
82                 else
83                 {
84                         player.pushltime = 0;
85                 }
86
87                 // stop player name display
88                 {
89                         oldself = self;
90                         self = player;
91                         ClearSelectedPlayer();
92                         self = oldself;
93                 }
94         }
95 }
96
97 void Teleport_Touch (void)
98 {
99         entity oldself;
100
101         if (other.health < 1)
102                 return;
103         if (!other.flags & FL_CLIENT)   // FIXME: Make missiles firable through the teleport too
104                 return;
105
106         EXACTTRIGGER_TOUCH;
107
108         makevectors(self.enemy.mangle);
109
110         if(other.classname == "player")
111                 RemoveGrapplingHook(other);
112
113         TeleportPlayer(self, other, self.enemy.origin + '0 0 1' * (1 - other.mins_z - 24), self.enemy.mangle, v_forward * vlen(other.velocity), '0 0 0', '0 0 0');
114
115         if(self.enemy.target)
116         {
117                 oldself = self;
118                 activator = other;
119                 self = self.enemy;
120                 SUB_UseTargets();
121                 self = oldself;
122         }
123 }
124
125 void spawnfunc_info_teleport_destination (void)
126 {
127         self.mangle = self.angles;
128         self.angles = '0 0 0';
129
130         //setorigin (self, self.origin + '0 0 27');     // To fix a mappers' habit as old as Quake
131         setorigin (self, self.origin);
132
133         IFTARGETED
134         {
135         }
136         else
137                 objerror ("Teleport destination without a targetname");
138 }
139
140 void spawnfunc_misc_teleporter_dest (void)
141 {
142         spawnfunc_info_teleport_destination();
143 }
144
145 void spawnfunc_target_teleporter (void)
146 {
147         spawnfunc_info_teleport_destination();
148 }
149
150 void teleport_findtarget (void)
151 {
152         // now enable touch
153         self.touch = Teleport_Touch;
154
155         self.enemy = find (world, targetname, self.target);
156         if (!self.enemy)
157         {
158                 objerror ("Teleporter with nonexistant target");
159                 return;
160         }
161
162         self.dest = self.enemy.origin;
163         waypoint_spawnforteleporter(self, self.dest, 0);
164 }
165
166 void spawnfunc_trigger_teleport (void)
167 {
168         self.angles = '0 0 0';
169
170         EXACTTRIGGER_INIT;
171
172         // this must be called to spawn the teleport waypoints for bots
173         InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
174
175         if (!self.target)
176         {
177                 objerror ("Teleporter with no target");
178                 return;
179         }
180 }