void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax) { entity head; vector deathmin; vector deathmax; float deathradius; deathmin = player.absmin; deathmax = player.absmax; if(telefragmin != telefragmax) { if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x; if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y; if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z; if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x; if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y; if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z; } deathradius = max(vlen(deathmin), vlen(deathmax)); for(head = findradius(player.origin, deathradius); head; head = head.chain) if(head != player) if(head.takedamage) if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax)) { if ((player.classname == "player") && (player.health >= 1)) Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0'); else if (telefragger.health < 1) // corpses gib Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0'); else // dead bodies and monsters gib themselves instead of telefragging Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0'); } } void spawn_tdeath(vector v0, entity e, vector v) { tdeath(e, e, e, '0 0 0', '0 0 0'); } .entity pusher; void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax) { entity oldself; entity telefragger; vector from; if(teleporter.owner) telefragger = teleporter.owner; else telefragger = player; makevectors (to_angles); if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps { sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM); pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1); pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1); self.pushltime = time + 0.2; } // Relocate the player // assuming to allows PL_MIN to PL_MAX box and some more from = player.origin; setorigin (player, to); player.angles = to_angles; player.fixangle = TRUE; player.velocity = to_velocity; if(player.classname == "player") { if(player.takedamage && player.deadflag == DEAD_NO && !g_race) tdeath(player, teleporter, telefragger, telefragmin, telefragmax); // hide myself a tic player.effects = player.effects | EF_NODRAW; if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel player.weaponentity.flags = player.weaponentity.flags | FL_FLY; player.teleport_time = time + cvar("sys_ticrate"); // player no longer is on ground player.flags = player.flags - (player.flags & FL_ONGROUND); // reset tracking of oldvelocity for impact damage (sudden velocity changes) player.oldvelocity = player.velocity; // reset tracking of who pushed you into a hazard (for kill credit) if(teleporter.owner) { player.pusher = teleporter.owner; player.pushltime = time + cvar("g_maxpushtime"); } else { player.pushltime = 0; } // stop player name display { oldself = self; self = player; ClearSelectedPlayer(); self = oldself; } } } void Teleport_Touch (void) { entity oldself; if (other.health < 1) return; if (!other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too return; EXACTTRIGGER_TOUCH; makevectors(self.enemy.mangle); if(other.classname == "player") RemoveGrapplingHook(other); 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'); if(self.enemy.target) { oldself = self; activator = other; self = self.enemy; SUB_UseTargets(); self = oldself; } } void spawnfunc_info_teleport_destination (void) { self.mangle = self.angles; self.angles = '0 0 0'; //setorigin (self, self.origin + '0 0 27'); // To fix a mappers' habit as old as Quake setorigin (self, self.origin); IFTARGETED { } else objerror ("Teleport destination without a targetname"); } void spawnfunc_misc_teleporter_dest (void) { spawnfunc_info_teleport_destination(); } void spawnfunc_target_teleporter (void) { spawnfunc_info_teleport_destination(); } void teleport_findtarget (void) { // now enable touch self.touch = Teleport_Touch; self.enemy = find (world, targetname, self.target); if (!self.enemy) { objerror ("Teleporter with nonexistant target"); return; } self.dest = self.enemy.origin; waypoint_spawnforteleporter(self, self.dest, 0); } void spawnfunc_trigger_teleport (void) { self.angles = '0 0 0'; EXACTTRIGGER_INIT; // this must be called to spawn the teleport waypoints for bots InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET); if (!self.target) { objerror ("Teleporter with no target"); return; } }