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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 / t_teleporters.qc
1 void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax)
2 {
3         entity head;
4         vector deathmin;
5         vector deathmax;
6         float deathradius;
7         deathmin = player.absmin;
8         deathmax = player.absmax;
9         if(telefragmin != telefragmax)
10         {
11                 if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x;
12                 if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y;
13                 if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z;
14                 if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x;
15                 if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y;
16                 if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z;
17         }
18         deathradius = max(vlen(deathmin), vlen(deathmax));
19         for(head = findradius(player.origin, deathradius); head; head = head.chain)
20                 if(head != player)
21                         if(head.takedamage)
22                                 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
23                                 {
24                                         if ((player.classname == "player") && (player.health >= 1))
25                                                 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
26                                         else if (telefragger.health < 1) // corpses gib
27                                                 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
28                                         else // dead bodies and monsters gib themselves instead of telefragging
29                                                 Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0');
30                                 }
31 }
32
33 void spawn_tdeath(vector v0, entity e, vector v)
34 {
35         tdeath(e, e, e, '0 0 0', '0 0 0');
36 }
37
38 .entity pusher;
39 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax)
40 {
41         entity head;
42         entity oldself;
43         entity telefragger;
44         vector from;
45
46         if(teleporter.owner)
47                 telefragger = teleporter.owner;
48         else
49                 telefragger = player;
50
51         makevectors (to_angles);
52
53         if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
54         {
55                 sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
56                 pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
57                 pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
58                 self.pushltime = time + 0.2;
59         }
60
61         // Relocate the player
62         // assuming to allows PL_MIN to PL_MAX box and some more
63         from = player.origin;
64         setorigin (player, to);
65         player.angles = to_angles;
66         player.fixangle = TRUE;
67         player.velocity = to_velocity;
68
69         if(player.classname == "player")
70         {
71                 if(player.takedamage && player.deadflag == DEAD_NO && !g_race)
72                         tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
73
74                 // hide myself a tic
75                 player.effects = player.effects | EF_NODRAW;
76                 if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
77                         player.weaponentity.flags = player.weaponentity.flags | FL_FLY;
78                 player.teleport_time = time + cvar("sys_ticrate");
79
80                 // player no longer is on ground
81                 player.flags = player.flags - (player.flags & FL_ONGROUND);
82
83                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
84                 player.oldvelocity = player.velocity;
85
86                 // reset tracking of who pushed you into a hazard (for kill credit)
87                 if(teleporter.owner)
88                 {
89                         player.pusher = teleporter.owner;
90                         player.pushltime = time + cvar("g_maxpushtime");
91                 }
92                 else
93                 {
94                         player.pushltime = 0;
95                 }
96
97                 // stop player name display
98                 {
99                         oldself = self;
100                         self = player;
101                         ClearSelectedPlayer();
102                         self = oldself;
103                 }
104         }
105 }
106
107 void Teleport_Touch (void)
108 {
109         entity oldself;
110
111         if (other.health < 1)
112                 return;
113         if (!other.flags & FL_CLIENT)   // FIXME: Make missiles firable through the teleport too
114                 return;
115
116         EXACTTRIGGER_TOUCH;
117
118         makevectors(self.enemy.mangle);
119
120         if(other.classname == "player")
121                 RemoveGrapplingHook(other);
122
123         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');
124
125         if(self.enemy.target)
126         {
127                 oldself = self;
128                 activator = other;
129                 self = self.enemy;
130                 SUB_UseTargets();
131                 self = oldself;
132         }
133 }
134
135 void spawnfunc_info_teleport_destination (void)
136 {
137         self.mangle = self.angles;
138         self.angles = '0 0 0';
139
140         //setorigin (self, self.origin + '0 0 27');     // To fix a mappers' habit as old as Quake
141         setorigin (self, self.origin);
142
143         IFTARGETED
144         {
145         }
146         else
147                 objerror ("Teleport destination without a targetname");
148 }
149
150 void spawnfunc_misc_teleporter_dest (void)
151 {
152         spawnfunc_info_teleport_destination();
153 }
154
155 void spawnfunc_target_teleporter (void)
156 {
157         spawnfunc_info_teleport_destination();
158 }
159
160 void teleport_findtarget (void)
161 {
162         // now enable touch
163         self.touch = Teleport_Touch;
164
165         self.enemy = find (world, targetname, self.target);
166         if (!self.enemy)
167         {
168                 objerror ("Teleporter with nonexistant target");
169                 return;
170         }
171
172         self.dest = self.enemy.origin;
173         waypoint_spawnforteleporter(self, self.dest, 0);
174 }
175
176 void spawnfunc_trigger_teleport (void)
177 {
178         self.angles = '0 0 0';
179
180         EXACTTRIGGER_INIT;
181
182         // this must be called to spawn the teleport waypoints for bots
183         InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
184
185         if (!self.target)
186         {
187                 objerror ("Teleporter with no target");
188                 return;
189         }
190 }