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);
55 setorigin(player, o1 - player.view_ofs);
56 if(WarpZoneLib_MoveOutOfSolid(player))
58 setorigin(player, o0);
59 o1 = player.origin + player.view_ofs;
63 setorigin(player, o0 - player.view_ofs);
64 return 0; // cannot fix
68 if((o1 - self.enemy.warpzone_origin) * self.enemy.warpzone_forward <= 0) // wrong side of the portal post-teleport
70 print("inconsistent warp zones or evil roundoff error\n");
74 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
77 TeleportPlayer(self, other, o1 - player.view_ofs, a1, v1, '0 0 0', '0 0 0', TELEPORT_FLAGS_WARPZONE);
82 void WarpZone_Touch (void)
86 // FIXME needs a better check to know what is safe to teleport and what not
87 if(other.movetype == MOVETYPE_NONE)
93 if(WarpZone_Teleport(other))
95 if(self.aiment.target)
106 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
110 float WarpZone_Send(entity to, float sendflags)
112 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
114 // we need THESE to render the warpzone (and cull properly)...
115 WriteCoord(MSG_ENTITY, self.origin_x);
116 WriteCoord(MSG_ENTITY, self.origin_y);
117 WriteCoord(MSG_ENTITY, self.origin_z);
119 WriteShort(MSG_ENTITY, self.modelindex);
120 WriteCoord(MSG_ENTITY, self.mins_x);
121 WriteCoord(MSG_ENTITY, self.mins_y);
122 WriteCoord(MSG_ENTITY, self.mins_z);
123 WriteCoord(MSG_ENTITY, self.maxs_x);
124 WriteCoord(MSG_ENTITY, self.maxs_y);
125 WriteCoord(MSG_ENTITY, self.maxs_z);
127 // we need THESE to calculate the proper transform
128 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
129 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
130 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
131 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
132 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
133 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
134 WriteCoord(MSG_ENTITY, self.enemy.warpzone_origin_x);
135 WriteCoord(MSG_ENTITY, self.enemy.warpzone_origin_y);
136 WriteCoord(MSG_ENTITY, self.enemy.warpzone_origin_z);
137 WriteCoord(MSG_ENTITY, self.enemy.warpzone_angles_x);
138 WriteCoord(MSG_ENTITY, self.enemy.warpzone_angles_y);
139 WriteCoord(MSG_ENTITY, self.enemy.warpzone_angles_z);
144 void WarpZone_InitStep_SpawnFunc()
146 // warp zone entities must have:
147 // "killtarget" pointing to a target_position with a direction arrow
148 // that points AWAY from the warp zone, and that is inside
149 // the warp zone trigger
150 // "target" pointing to an identical warp zone at another place in
151 // the map, with another killtarget to designate its
156 WarpZoneLib_ExactTrigger_Init();
158 self.SendEntity = WarpZone_Send;
159 self.SendFlags = 0xFFFFFF;
160 self.effects |= EF_NODEPTHTEST;
163 void WarpZone_InitStep_FindTarget()
167 if(self.killtarget == "")
169 objerror("Warp zone with no killtarget");
172 self.aiment = find(world, targetname, self.killtarget);
173 if(self.aiment == world)
175 objerror("Warp zone with nonexisting killtarget");
179 // this way only one of the two ents needs to target
180 if(self.target != "")
182 e = find(world, targetname, self.target);
186 self.enemy.enemy = self;
191 self.touch = WarpZone_Touch;
194 void WarpZone_InitStep_UpdateTransform()
196 if(!self.enemy || self.enemy.enemy != self)
198 objerror("Invalid warp zone detected. Killed.");
202 // 1. update this, and the enemy, warp zone
203 self.warpzone_origin = self.aiment.origin;
204 self.warpzone_angles = self.aiment.angles;
205 self.enemy.warpzone_origin = self.enemy.aiment.origin;
206 self.enemy.warpzone_angles = self.enemy.aiment.angles;
208 // 2. combine the angle transforms
209 // current forward must be turned into previous backward
210 self.warpzone_transform = AnglesTransform_Divide(AnglesTransform_TurnDirectionFR(self.enemy.warpzone_angles), self.warpzone_angles);
212 // 3. store off a saved forward vector for plane hit decisions
213 fixedmakevectors(self.warpzone_angles);
214 self.warpzone_forward = v_forward;