1 float FL_CAMERA = 8192;
2 .vector warpzone_transform;
3 void WarpZone_Read(float isnew)
8 self.enemy.classname = "warpzone_from";
10 self.classname = "warpzone_to";
11 self.origin_x = ReadCoord();
12 self.origin_y = ReadCoord();
13 self.origin_z = ReadCoord();
14 self.modelindex = ReadShort();
15 self.mins_x = ReadCoord();
16 self.mins_y = ReadCoord();
17 self.mins_z = ReadCoord();
18 self.maxs_x = ReadCoord();
19 self.maxs_y = ReadCoord();
20 self.maxs_z = ReadCoord();
21 self.enemy.oldorigin_x = ReadCoord();
22 self.enemy.oldorigin_y = ReadCoord();
23 self.enemy.oldorigin_z = ReadCoord();
24 self.enemy.avelocity_x = ReadCoord();
25 self.enemy.avelocity_y = ReadCoord();
26 self.enemy.avelocity_z = ReadCoord();
27 self.oldorigin_x = ReadCoord();
28 self.oldorigin_y = ReadCoord();
29 self.oldorigin_z = ReadCoord();
30 self.avelocity_x = ReadCoord();
31 self.avelocity_y = ReadCoord();
32 self.avelocity_z = ReadCoord();
34 self.avelocity = AnglesTransform_TurnDirectionFR(self.avelocity);
35 self.warpzone_transform = AnglesTransform_Divide(self.avelocity, self.enemy.avelocity);
37 self.flags = FL_CAMERA;
38 self.drawmask = MASK_NORMAL;
41 //setmodel(self, self.model);
42 setorigin(self, self.origin);
43 setsize(self, self.mins, self.maxs);
47 vector warpzone_saved_origin;
48 vector warpzone_saved_angles;
49 void WarpZone_FixView()
54 warpzone_saved_origin = warpzone_fixview_origin;
55 warpzone_saved_angles = warpzone_fixview_angles;
57 for(e = world; (e = find(e, classname, "warpzone_to")); )
59 if(WarpZoneLib_BoxTouchesBrush(warpzone_fixview_origin, warpzone_fixview_origin, e, world))
62 warpzone_fixview_origin = AnglesTransform_Apply(e.warpzone_transform, warpzone_fixview_origin - e.enemy.oldorigin) + e.oldorigin;
63 warpzone_fixview_angles = WarpZone_TransformVAngles(e.warpzone_transform, warpzone_fixview_angles);
68 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
70 for(e = world; (e = find(e, classname, "warpzone_to")); )
72 if(WarpZoneLib_BoxTouchesBrush(warpzone_fixview_origin - '1 1 1' * nearclip, warpzone_fixview_origin + '1 1 1' * nearclip, e, world))
74 fixedmakevectors(e.enemy.avelocity);
75 pd = (warpzone_fixview_origin - e.enemy.oldorigin) * v_forward;
76 if(pd >= 0 && pd < nearclip)
79 warpzone_fixview_origin = warpzone_fixview_origin + v_forward * (nearclip - pd);
80 pd = (warpzone_fixview_origin - e.enemy.oldorigin) * v_forward;
87 R_SetView(VF_ORIGIN, warpzone_fixview_origin);
88 R_SetView(VF_ANGLES, warpzone_fixview_angles);
91 void WarpZone_UnFixView()
95 warpzone_fixview_origin = warpzone_saved_origin;
96 warpzone_fixview_angles = warpzone_saved_angles;
97 R_SetView(VF_ORIGIN, warpzone_fixview_origin);
98 R_SetView(VF_ANGLES, warpzone_fixview_angles);