.vector warpzone_origin; .vector warpzone_transform; .entity enemy; vector WarpZoneLib_BoxTouchesBrush_mins; vector WarpZoneLib_BoxTouchesBrush_maxs; entity WarpZoneLib_BoxTouchesBrush_ent; entity WarpZoneLib_BoxTouchesBrush_ignore; float WarpZoneLib_BoxTouchesBrush_Recurse() { float s; entity se; float f; tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore); #ifdef CSQC if (trace_networkentity) { dprint("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush\n"); // we cannot continue, as a player blocks us... // so, abort return 0; } #endif if not(trace_ent) return 0; if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent) return 1; se = trace_ent; s = se.solid; se.solid = SOLID_NOT; f = WarpZoneLib_BoxTouchesBrush_Recurse(); se.solid = s; return f; } float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig) { float f, s; if not(e.modelindex) return 1; s = e.solid; e.solid = SOLID_BSP; WarpZoneLib_BoxTouchesBrush_mins = mi; WarpZoneLib_BoxTouchesBrush_maxs = ma; WarpZoneLib_BoxTouchesBrush_ent = e; WarpZoneLib_BoxTouchesBrush_ignore = ig; f = WarpZoneLib_BoxTouchesBrush_Recurse(); e.solid = s; return f; } entity WarpZone_Find(vector mi, vector ma) { // if we are near any warpzone planes - MOVE AWAY (work around nearclip) entity e; for(e = world; (e = find(e, classname, "trigger_warpzone")); ) if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world)) return e; return world; } void WarpZone_MakeAllSolid() { entity e; for(e = world; (e = find(e, classname, "trigger_warpzone")); ) e.solid = SOLID_BSP; } void WarpZone_MakeAllOther() { entity e; for(e = world; (e = find(e, classname, "trigger_warpzone")); ) e.solid = SOLID_TRIGGER; } void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent) { float frac, sol; vector o0, e0; vector vf, vr, vu; vf = v_forward; vr = v_right; vu = v_up; WarpZone_MakeAllSolid(); o0 = org; e0 = end; sol = -1; frac = 0; for(;;) { tracebox(org, mi, ma, end, nomonsters, forent); if(sol < 0) sol = trace_startsolid; if(trace_fraction >= 1) break; frac = trace_fraction = frac + (1 - frac) * trace_fraction; if(trace_ent.classname != "trigger_warpzone") break; // we hit a warpzone... so, let's perform the trace after the warp again org = WarpZone_TransformOrigin(trace_ent, trace_endpos); end = WarpZone_TransformOrigin(trace_ent, end); } WarpZone_MakeAllOther(); WarpZone_trace_endpos = o0 + (e0 - o0) * trace_fraction; v_forward = vf; v_right = vr; v_up = vu; } void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent) { WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent); } void WarpZone_TrailParticles(entity own, float eff, vector org, vector end) { float frac, sol; vector vf, vr, vu; vf = v_forward; vr = v_right; vu = v_up; WarpZone_MakeAllSolid(); sol = -1; frac = 0; for(;;) { traceline(org, end, MOVE_NOMONSTERS, world); if(sol < 0) sol = trace_startsolid; //print(vtos(org), " to ", vtos(trace_endpos), "\n"); trailparticles(own, eff, org, trace_endpos); if(trace_fraction >= 1) break; if(trace_ent.classname != "trigger_warpzone") break; // we hit a warpzone... so, let's perform the trace after the warp again org = WarpZone_TransformOrigin(trace_ent, trace_endpos); end = WarpZone_TransformOrigin(trace_ent, end); } WarpZone_MakeAllOther(); v_forward = vf; v_right = vr; v_up = vu; } vector WarpZone_TransformOrigin(entity wz, vector v) { return wz.enemy.warpzone_origin + AnglesTransform_Apply(wz.warpzone_transform, v - wz.warpzone_origin); } vector WarpZone_TransformVelocity(entity wz, vector v) { return AnglesTransform_Apply(wz.warpzone_transform, v); } vector WarpZone_TransformAngles(entity wz, vector v) { return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v); } vector WarpZone_TransformVAngles(entity wz, vector ang) { float roll; roll = ang_z; ang_z = 0; ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang); ang = AnglesTransform_Normalize(ang, TRUE); ang = AnglesTransform_CancelRoll(ang); ang_z = roll; return ang; }