]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_teleporters.qc
refactor the actual teleporting out of Teleport_Touch
[divverent/nexuiz.git] / data / qcsrc / server / t_teleporters.qc
1 .entity pusher;
2 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles)
3 {
4         entity head;
5         entity oldself;
6
7         sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
8         pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
9
10         makevectors (to_angles);
11         pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
12
13         // Relocate the player
14         // assuming to allows PL_MIN to PL_MAX box and some more
15         setorigin (player, to + '0 0 1' * (1 - player.mins_z - 24));
16         player.angles = to_angles;
17         player.fixangle = TRUE;
18         player.velocity = v_forward * vlen(player.velocity);
19         RemoveGrapplingHook(player);
20
21         // Kill anyone else in the teleporter box (NO MORE TDEATH)
22         if(player.takedamage && !g_race)
23         {
24                 vector deathmin;
25                 vector deathmax;
26                 float deathradius;
27                 deathmin = player.absmin;
28                 deathmax = player.absmax;
29                 deathradius = max(vlen(deathmin), vlen(deathmax));
30                 for(head = findradius(player.origin, deathradius); head; head = head.chain)
31                         if(head != player)
32                                 if(head.takedamage)
33                                         if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
34                                         {
35                                                 if ((player.classname == "player") && (player.health >= 1))
36                                                         Damage (head, teleporter, player, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
37                                                 else if (player.health < 1) // corpses gib
38                                                         Damage (head, teleporter, player, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
39                                                 else // dead bodies and monsters gib themselves instead of telefragging
40                                                         Damage (player, teleporter, player, 10000, DEATH_TELEFRAG, player.origin, '0 0 0');
41                                         }
42         }
43
44         // hide myself a tic
45         player.effects = player.effects | EF_NODRAW;
46         if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
47                 player.weaponentity.flags = player.weaponentity.flags | FL_FLY;
48         player.teleport_time = time + cvar("sys_ticrate");
49
50         // player no longer is on ground
51         player.flags = player.flags - (player.flags & FL_ONGROUND);
52
53         // reset tracking of oldvelocity for impact damage (sudden velocity changes)
54         player.oldvelocity = player.velocity;
55
56         // reset tracking of who pushed you into a hazard (for kill credit)
57         if(teleporter.owner)
58         {
59                 player.pusher = teleporter.owner;
60                 player.pushltime = time + cvar("g_maxpushtime");
61         }
62         else
63         {
64                 player.pushltime = 0;
65         }
66
67         // stop player name display
68         {
69                 oldself = self;
70                 self = player;
71                 ClearSelectedPlayer();
72                 self = oldself;
73         }
74 }
75
76 void Teleport_Touch (void)
77 {
78         entity oldself;
79
80         if (other.health < 1)
81                 return;
82         if (!other.flags & FL_CLIENT)   // FIXME: Make missiles firable through the teleport too
83                 return;
84
85         EXACTTRIGGER_TOUCH;
86
87         TeleportPlayer(self, other, self.enemy.origin + '0 0 1' * (1 - other.mins_z - 24), self.enemy.mangle);
88
89         if(self.enemy.target)
90         {
91                 oldself = self;
92                 activator = other;
93                 self = self.enemy;
94                 SUB_UseTargets();
95                 self = oldself;
96         }
97 }
98
99 void spawnfunc_info_teleport_destination (void)
100 {
101         self.mangle = self.angles;
102         self.angles = '0 0 0';
103
104         //setorigin (self, self.origin + '0 0 27');     // To fix a mappers' habit as old as Quake
105         setorigin (self, self.origin);
106
107         IFTARGETED
108         {
109         }
110         else
111                 objerror ("Teleport destination without a targetname");
112 }
113
114 void spawnfunc_misc_teleporter_dest (void)
115 {
116         spawnfunc_info_teleport_destination();
117 }
118
119 void spawnfunc_target_teleporter (void)
120 {
121         spawnfunc_info_teleport_destination();
122 }
123
124 void teleport_findtarget (void)
125 {
126         // now enable touch
127         self.touch = Teleport_Touch;
128
129         self.enemy = find (world, targetname, self.target);
130         if (!self.enemy)
131         {
132                 objerror ("Teleporter with nonexistant target");
133                 remove(self);
134                 return;
135         }
136
137         self.dest = self.enemy.origin;
138         waypoint_spawnforteleporter(self, self.dest, 0);
139 }
140
141 void spawnfunc_trigger_teleport (void)
142 {
143         self.angles = '0 0 0';
144
145         EXACTTRIGGER_INIT;
146
147         // this must be called to spawn the teleport waypoints for bots
148         InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
149
150         if (!self.target)
151                 objerror ("Teleporter with no target");
152 }