2 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax)
9 telefragger = teleporter.owner;
13 sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
14 pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
16 makevectors (to_angles);
17 pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
19 // Relocate the player
20 // assuming to allows PL_MIN to PL_MAX box and some more
21 setorigin (player, to + '0 0 1' * (1 - player.mins_z - 24));
22 player.angles = to_angles;
23 player.fixangle = TRUE;
24 player.velocity = to_velocity;
26 if(player.classname == "player")
28 RemoveGrapplingHook(player);
30 // Kill anyone else in the teleporter box (NO MORE TDEATH)
31 if(player.takedamage && player.deadflag == DEAD_NO && !g_race)
36 deathmin = player.absmin;
37 deathmax = player.absmax;
38 if(telefragmin != telefragmax)
40 if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x;
41 if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y;
42 if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z;
43 if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x;
44 if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y;
45 if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z;
47 deathradius = max(vlen(deathmin), vlen(deathmax));
48 for(head = findradius(player.origin, deathradius); head; head = head.chain)
51 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
53 if ((player.classname == "player") && (player.health >= 1))
54 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
55 else if (telefragger.health < 1) // corpses gib
56 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
57 else // dead bodies and monsters gib themselves instead of telefragging
58 Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0');
63 player.effects = player.effects | EF_NODRAW;
64 if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
65 player.weaponentity.flags = player.weaponentity.flags | FL_FLY;
66 player.teleport_time = time + cvar("sys_ticrate");
68 // player no longer is on ground
69 player.flags = player.flags - (player.flags & FL_ONGROUND);
71 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
72 player.oldvelocity = player.velocity;
74 // reset tracking of who pushed you into a hazard (for kill credit)
77 player.pusher = teleporter.owner;
78 player.pushltime = time + cvar("g_maxpushtime");
85 // stop player name display
89 ClearSelectedPlayer();
95 void Teleport_Touch (void)
101 if (!other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
106 makevectors(self.enemy.mangle);
107 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');
109 if(self.enemy.target)
119 void spawnfunc_info_teleport_destination (void)
121 self.mangle = self.angles;
122 self.angles = '0 0 0';
124 //setorigin (self, self.origin + '0 0 27'); // To fix a mappers' habit as old as Quake
125 setorigin (self, self.origin);
131 objerror ("Teleport destination without a targetname");
134 void spawnfunc_misc_teleporter_dest (void)
136 spawnfunc_info_teleport_destination();
139 void spawnfunc_target_teleporter (void)
141 spawnfunc_info_teleport_destination();
144 void teleport_findtarget (void)
147 self.touch = Teleport_Touch;
149 self.enemy = find (world, targetname, self.target);
152 objerror ("Teleporter with nonexistant target");
157 self.dest = self.enemy.origin;
158 waypoint_spawnforteleporter(self, self.dest, 0);
161 void spawnfunc_trigger_teleport (void)
163 self.angles = '0 0 0';
167 // this must be called to spawn the teleport waypoints for bots
168 InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
171 objerror ("Teleporter with no target");