1 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
5 makevectors (to_angles);
8 setorigin (player, to);
9 player.oldorigin = to; // for DP's unsticking
10 player.angles = to_angles;
11 player.fixangle = TRUE;
12 player.velocity = to_velocity;
14 if(player.effects & EF_TELEPORT_BIT)
15 player.effects &~= EF_TELEPORT_BIT;
17 player.effects |= EF_TELEPORT_BIT;
19 if(player.classname == "player")
20 player.flags &~= FL_ONGROUND;
22 WarpZone_PostTeleportPlayer(player);
26 .vector warpzone_origin, warpzone_angles;
27 .vector warpzone_forward;
28 .vector warpzone_transform;
30 float WarpZone_Teleport(entity player)
32 vector o0, a0, v0, o1, a1, v1;
34 o0 = player.origin + player.view_ofs;
38 if((o0 - self.warpzone_origin) * self.warpzone_forward >= 0) // wrong side of the portal
40 // no failure, we simply don't want to teleport yet; TODO in
41 // this situation we may want to create a temporary clone
42 // entity of the player to fix graphics glitch
44 o1 = AnglesTransform_Apply(self.warpzone_transform, o0 - self.warpzone_origin) + self.enemy.warpzone_origin;
45 v1 = AnglesTransform_Apply(self.warpzone_transform, v0);
46 if(player.classname == "player")
47 a1 = WarpZone_TransformVAngles(self.warpzone_transform, player.v_angle);
49 a1 = AnglesTransform_ApplyToAngles(self.warpzone_transform, a0);
51 // put him inside solid
52 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
58 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
59 setorigin(player, o1);
60 if(WarpZoneLib_MoveOutOfSolid(player))
63 setsize(player, mi, ma);
64 setorigin(player, o0);
68 print("would have to put player in solid, won't do that\n");
69 setsize(player, mi, ma);
70 setorigin(player, o0 - player.view_ofs);
71 return 0; // cannot fix
75 if((o1 - self.enemy.warpzone_origin) * self.enemy.warpzone_forward <= 0) // wrong side of the portal post-teleport
77 print("inconsistent warp zones or evil roundoff error\n");
81 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
84 TeleportPlayer(self, other, o1 - player.view_ofs, a1, v1, '0 0 0', '0 0 0', TELEPORT_FLAGS_WARPZONE);
89 void WarpZone_Touch (void)
93 // FIXME needs a better check to know what is safe to teleport and what not
94 if(other.movetype == MOVETYPE_NONE)
97 if(WarpZoneLib_ExactTrigger_Touch())
101 if(WarpZone_Teleport(other))
103 if(self.aiment.target)
114 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
118 float WarpZone_Send(entity to, float sendflags)
120 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
122 // we need THESE to render the warpzone (and cull properly)...
123 WriteCoord(MSG_ENTITY, self.origin_x);
124 WriteCoord(MSG_ENTITY, self.origin_y);
125 WriteCoord(MSG_ENTITY, self.origin_z);
127 WriteShort(MSG_ENTITY, self.modelindex);
128 WriteCoord(MSG_ENTITY, self.mins_x);
129 WriteCoord(MSG_ENTITY, self.mins_y);
130 WriteCoord(MSG_ENTITY, self.mins_z);
131 WriteCoord(MSG_ENTITY, self.maxs_x);
132 WriteCoord(MSG_ENTITY, self.maxs_y);
133 WriteCoord(MSG_ENTITY, self.maxs_z);
135 // we need THESE to calculate the proper transform
136 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
137 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
138 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
139 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
140 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
141 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
142 WriteCoord(MSG_ENTITY, self.enemy.warpzone_origin_x);
143 WriteCoord(MSG_ENTITY, self.enemy.warpzone_origin_y);
144 WriteCoord(MSG_ENTITY, self.enemy.warpzone_origin_z);
145 WriteCoord(MSG_ENTITY, self.enemy.warpzone_angles_x);
146 WriteCoord(MSG_ENTITY, self.enemy.warpzone_angles_y);
147 WriteCoord(MSG_ENTITY, self.enemy.warpzone_angles_z);
152 void WarpZone_InitStep_SpawnFunc()
154 // warp zone entities must have:
155 // "killtarget" pointing to a target_position with a direction arrow
156 // that points AWAY from the warp zone, and that is inside
157 // the warp zone trigger
158 // "target" pointing to an identical warp zone at another place in
159 // the map, with another killtarget to designate its
164 WarpZoneLib_ExactTrigger_Init();
166 self.SendEntity = WarpZone_Send;
167 self.SendFlags = 0xFFFFFF;
168 self.effects |= EF_NODEPTHTEST;
171 void WarpZone_InitStep_FindTarget()
175 if(self.killtarget == "")
177 objerror("Warp zone with no killtarget");
180 self.aiment = find(world, targetname, self.killtarget);
181 if(self.aiment == world)
183 objerror("Warp zone with nonexisting killtarget");
187 // this way only one of the two ents needs to target
188 if(self.target != "")
190 e = find(world, targetname, self.target);
194 self.enemy.enemy = self;
199 void WarpZone_InitStep_UpdateTransform()
201 if(!self.enemy || self.enemy.enemy != self)
203 objerror("Invalid warp zone detected. Killed.");
207 // 1. update this, and the enemy, warp zone
208 self.warpzone_origin = self.aiment.origin;
209 self.warpzone_angles = self.aiment.angles;
210 self.enemy.warpzone_origin = self.enemy.aiment.origin;
211 self.enemy.warpzone_angles = self.enemy.aiment.angles;
213 // 2. combine the angle transforms
214 // current forward must be turned into previous backward
215 self.warpzone_transform = AnglesTransform_Divide(AnglesTransform_TurnDirectionFR(self.enemy.warpzone_angles), self.warpzone_angles);
217 // 3. store off a saved forward vector for plane hit decisions
218 fixedmakevectors(self.warpzone_angles);
219 self.warpzone_forward = v_forward;
222 self.touch = WarpZone_Touch;