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slightly different hook behaviour (projectiles that the hook teleports must now go...
[divverent/nexuiz.git] / data / qcsrc / server / portals.qc
1 #define SAFENUDGE '1 1 1'
2 #define SAFERNUDGE '8 8 8'
3
4 .vector portal_transform;
5 .vector portal_safe_origin;
6 .float portal_wants_to_vanish;
7 .float portal_activatetime;
8
9 vector Portal_Transform_Apply(vector transform, vector v)
10 {
11         fixedmakevectors(transform);
12         return v_forward * v_x
13              + v_right   * (-v_y)
14                  + v_up      * v_z;
15 }
16
17 vector Portal_Transform_Multiply(vector t1, vector t2)
18 {
19         vector m_forward, m_up;
20         fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
21         m_forward = Portal_Transform_Apply(t1, m_forward); m_up = Portal_Transform_Apply(t1, m_up);
22         return fixedvectoangles2(m_forward, m_up);
23 }
24
25 vector Portal_Transform_Invert(vector transform)
26 {
27         vector i_forward, i_up;
28         fixedmakevectors(transform);
29         // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
30         // but these are orthogonal unit vectors!
31         // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
32         // TODO is this always -transform?
33         i_forward_x = v_forward_x;
34         i_forward_y = -v_right_x;
35         i_forward_z = v_up_x;
36         i_up_x = v_forward_z;
37         i_up_y = -v_right_z;
38         i_up_z = v_up_z;
39 #ifdef DEBUG
40         vector v;
41         v = fixedvectoangles2(i_forward, i_up);
42         print("Transform: ", vtos(transform), "\n");
43         print("Inverted: ", vtos(v), "\n");
44         print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
45         fixedmakevectors(Portal_Transform_Multiply(v, transform));
46         print("Verify: ", vtos(v_forward), "\n");
47         print("Verify: ", vtos(v_right), "\n");
48         print("Verify: ", vtos(v_up), "\n");
49 #endif
50         return fixedvectoangles2(i_forward, i_up);
51 }
52
53 vector Portal_Transform_TurnDirection(vector transform)
54 {
55         // turn 180 degrees around v_up
56         // changes in-direction to out-direction
57         fixedmakevectors(transform);
58         return fixedvectoangles2(-1 * v_forward, 1 * v_up);
59 }
60
61 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
62 {
63         return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
64 }
65
66 float PlayerEdgeDistance(entity p, vector v)
67 {
68         vector vbest;
69
70         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
71         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
72         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
73
74         return vbest * v;
75 }
76
77 .vector right_vector;
78 float Portal_TeleportPlayer(entity teleporter, entity player)
79 {
80         vector from, to, safe, step, transform, ang, newvel;
81         vector new_forward, new_up;
82         vector old_forward, old_up;
83         vector new_yawforward;
84         vector old_yawforward;
85         float planeshift, s, t;
86
87         from = teleporter.origin;
88         transform = teleporter.portal_transform;
89
90         to = teleporter.enemy.origin;
91         to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
92         newvel = Portal_Transform_Apply(transform, player.velocity);
93         // this now is INSIDE the plane... can't use that
94         
95         // shift it out
96         fixedmakevectors(teleporter.enemy.angles);
97
98         // first shift it ON the plane if needed
99         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
100         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
101                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
102                 to += newvel * (planeshift / (newvel * v_forward));
103         else
104                 to += trace_plane_normal * planeshift;
105         
106         s = (to - teleporter.enemy.origin) * v_right;
107         t = (to - teleporter.enemy.origin) * v_up;
108         s = bound(-48, s, 48);
109         t = bound(-48, t, 48);
110         to = teleporter.enemy.origin
111            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
112            +     s                                        * v_right
113            +     t                                        * v_up;
114
115         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
116         step = to + ((safe - to) * v_forward) * v_forward;
117         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
118         if(trace_startsolid)
119         {
120                 print("'safe' teleport location is not safe!\n");
121                 // FAIL TODO why does this happen?
122                 return 0;
123         }
124         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
125         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
126         if(trace_startsolid)
127         {
128                 print("trace_endpos in solid, this can't be!\n");
129                 // FAIL TODO why does this happen? (reported by MrBougo)
130                 return 0;
131         }
132         to = trace_endpos + normalize(safe - trace_endpos) * 0;
133         //print(vtos(to), "\n");
134
135         // ang_x stuff works around weird quake angles
136         if(player.classname == "player")
137         {
138                 ang = player.v_angle;
139                 /*
140                 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
141                 ang = Portal_Transform_Multiply(transform, ang);
142                 */
143
144                 // PLAYERS use different math
145                 ang_x = -ang_x;
146
147                 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
148
149                 fixedmakevectors(ang);
150                 old_forward = v_forward;
151                 old_up = v_up;
152                 fixedmakevectors(ang_y * '0 1 0');
153                 old_yawforward = v_forward;
154
155                 // their aiming directions are portalled...
156                 new_forward = Portal_Transform_Apply(transform, old_forward);
157                 new_up = Portal_Transform_Apply(transform, old_up);
158                 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
159
160                 // but now find a new sense of direction
161                 // this is NOT easy!
162                 // assume new_forward points straight up.
163                 // What is our yaw?
164                 //
165                 // new_up could now point forward OR backward... which direction to choose?
166
167                 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
168                 {
169                         // new_yawforward and new_yawup define the new aiming half-circle
170                         // we "just" need to find out whether new_up or -new_up is in that half circle
171                         ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
172                         if(new_up * new_yawforward < 0)
173                                 new_up = -1 * new_up;
174                         ang_y = vectoyaw(new_up); // this vector is the yaw we want
175                         //print("UP/DOWN path: ", vtos(ang), "\n");
176                 }
177                 else
178                 {
179                         // good angles; here, "forward" suffices
180                         ang = fixedvectoangles(new_forward);
181                         //print("GOOD path: ", vtos(ang), "\n");
182                 }
183
184                 ang_x = -ang_x;
185                 ang_z = player.angles_z;
186         }
187         else
188         {
189                 ang = player.angles;
190                 ang = Portal_Transform_Multiply(transform, player.angles);
191         }
192
193         // factor -1 allows chaining portals, but may be weird
194         player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
195
196         if(player.flagcarried)
197                 DropFlag(player.flagcarried, player, world);
198         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
199
200         // reset fade counter
201         teleporter.portal_wants_to_vanish = 0;
202         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
203         teleporter.health = cvar("g_balance_portal_health");
204         teleporter.enemy.health = cvar("g_balance_portal_health");
205
206         return 1;
207 }
208
209 float Portal_FindSafeOrigin(entity portal)
210 {
211         vector o;
212         o = portal.origin;
213         portal.mins = PL_MIN - SAFERNUDGE;
214         portal.maxs = PL_MAX + SAFERNUDGE;
215         fixedmakevectors(portal.angles);
216         portal.origin += 16 * v_forward;
217         if(!move_out_of_solid(portal))
218         {
219 #ifdef DEBUG
220                 print("NO SAFE ORIGIN\n");
221 #endif
222                 return 0;
223         }
224         portal.portal_safe_origin = portal.origin;
225         setorigin(portal, o);
226         return 1;
227 }
228
229 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
230 {
231         float dist, distpersec, delta;
232         vector v;
233
234         dist = (eorg - porg) * pnorm;
235         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
236         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
237         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
238         if(dist < -1) // other side?
239                 return 0;
240         distpersec = evel * pnorm;
241         if(distpersec >= 0) // going away from the portal?
242                 return 0;
243         delta = dist / distpersec;
244         v = eorg - evel * delta - porg;
245         v = v - pnorm * (pnorm * v);
246         return vlen(v) < psize;
247 }
248
249 void Portal_Touch()
250 {
251         vector g;
252
253         // portal is being removed?
254         if(self.solid != SOLID_TRIGGER)
255                 return; // possibly engine bug
256         
257         if(!self.enemy)
258                 error("Portal_Touch called for a broken portal\n");
259
260         if(trace_fraction < 1)
261                 return; // only handle TouchAreaGrid ones (only these can teleport)
262                 // for some unknown reason, this also gets collisions from SV_Impact sometimes
263
264         if(other.classname == "porto")
265         {
266                 if(other.portal_id == self.portal_id)
267                         return;
268         }
269         if(time < self.portal_activatetime)
270                 if(other == self.owner)
271                 {
272                         self.portal_activatetime = time + 0.1;
273                         return;
274                 }
275         if(other != self.owner)
276                 if(other.classname == "player")
277                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
278                                 return; // cannot go through someone else's portal
279         if(other.owner != self.owner)
280                 if(other.owner.classname == "player")
281                         if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
282                                 return; // cannot go through someone else's portal
283         fixedmakevectors(self.angles);
284         g = frametime * '0 0 -1' * cvar("sv_gravity");
285         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
286                 return;
287
288         /*
289         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
290         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
291         {
292                 // can't teleport this
293                 return;
294         }
295         */
296
297         if(Portal_TeleportPlayer(self, other))
298                 if(other.classname == "porto")
299                         if(other.effects & EF_RED)
300                                 other.effects += EF_BLUE - EF_RED;
301 }
302
303 void Portal_Think();
304 void Portal_MakeBrokenPortal(entity portal)
305 {
306         portal.solid = SOLID_NOT;
307         portal.touch = SUB_Null;
308         portal.think = SUB_Null;
309         portal.effects = 0;
310         //portal.colormod = '1 1 1';
311         portal.nextthink = 0;
312         portal.takedamage = DAMAGE_NO;
313 }
314
315 void Portal_MakeWaitingPortal(entity portal)
316 {
317         portal.solid = SOLID_NOT;
318         portal.touch = SUB_Null;
319         portal.think = SUB_Null;
320         portal.effects = EF_ADDITIVE;
321         portal.colormod = '1 1 1';
322         portal.nextthink = 0;
323         portal.takedamage = DAMAGE_YES;
324 }
325
326 void Portal_MakeInPortal(entity portal)
327 {
328         portal.solid = SOLID_TRIGGER;
329         portal.touch = Portal_Touch;
330         portal.think = Portal_Think;
331         portal.effects = EF_RED;
332         portal.colormod = '1 0 0';
333         portal.nextthink = time;
334         portal.takedamage = DAMAGE_NO;
335 }
336
337 void Portal_MakeOutPortal(entity portal)
338 {
339         portal.solid = SOLID_NOT;
340         portal.touch = SUB_Null;
341         portal.think = SUB_Null;
342         portal.effects = EF_STARDUST | EF_BLUE;
343         portal.colormod = '0 0 1';
344         portal.nextthink = 0;
345         portal.takedamage = DAMAGE_YES;
346 }
347
348 void Portal_Disconnect(entity teleporter, entity destination)
349 {
350         teleporter.enemy = world;
351         destination.enemy = world;
352         Portal_MakeBrokenPortal(teleporter);
353         Portal_MakeBrokenPortal(destination);
354 }
355
356 void Portal_Connect(entity teleporter, entity destination)
357 {
358         teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
359
360 #ifdef DEBUG
361         {
362                 // let's verify the transform
363                 vector in_f, in_r, in_u;
364                 vector out_f, out_r, out_u;
365                 fixedmakevectors(teleporter.angles);
366                 in_f = v_forward;
367                 in_r = v_right;
368                 in_u = v_up;
369                 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
370                 fixedmakevectors(destination.angles);
371                 out_f = v_forward;
372                 out_r = v_right;
373                 out_u = v_up;
374                 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
375                 // INTENDED TRANSFORM:
376                 //   in_f -> -out_f
377                 //   in_r -> -out_r
378                 //   in_u -> +out_u
379                 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
380                 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
381                 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
382
383                 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
384                 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
385         }
386 #endif
387
388         teleporter.enemy = destination;
389         destination.enemy = teleporter;
390         Portal_MakeInPortal(teleporter);
391         Portal_MakeOutPortal(destination);
392         teleporter.fade_time = time + 15;
393         destination.fade_time = time + 15;
394         teleporter.portal_wants_to_vanish = 0;
395         destination.portal_wants_to_vanish = 0;
396 }
397
398 void Portal_Remove(entity portal, float killed)
399 {
400         entity e;
401         e = portal.enemy;
402
403         if(e)
404         {
405                 Portal_Disconnect(portal, e);
406                 Portal_Remove(e, killed);
407         }
408
409         if(portal == portal.owner.portal_in)
410                 portal.owner.portal_in = world;
411         if(portal == portal.owner.portal_out)
412                 portal.owner.portal_out = world;
413         //portal.owner = world;
414
415         // makes the portal vanish
416         if(killed)
417         {
418                 fixedmakevectors(portal.angles);
419                 sound(portal, CHAN_PROJECTILE, "porto/explode.ogg", VOL_BASE, ATTN_NORM);
420                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
421                 remove(portal);
422         }
423         else
424         {
425                 Portal_MakeBrokenPortal(portal);
426                 sound(portal, CHAN_PROJECTILE, "porto/expire.ogg", VOL_BASE, ATTN_NORM);
427                 SUB_SetFade(portal, time, 0.5);
428         }
429 }
430
431 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
432 {
433         if(deathtype == DEATH_TELEFRAG)
434                 return;
435         if(attacker != self.owner)
436                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
437                         return;
438         self.health -= damage;
439         if(self.health < 0)
440                 Portal_Remove(self, 1);
441 }
442
443 void Portal_Think()
444 {
445         entity e, o;
446         vector g;
447
448         // portal is being removed?
449         if(self.solid != SOLID_TRIGGER)
450                 return; // possibly engine bug
451
452         if(!self.enemy)
453                 error("Portal_Think called for a broken portal\n");
454
455         o = self.owner;
456         self.solid = SOLID_BBOX;
457         self.owner = world;
458
459         g = frametime * '0 0 -1' * cvar("sv_gravity");
460
461         fixedmakevectors(self.angles);
462
463         FOR_EACH_PLAYER(e)
464         {
465                 if(time < self.portal_activatetime)
466                         if(e == o)
467                                 continue;
468                 if(e != o)
469                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
470                                 continue; // cannot go through someone else's portal
471                 if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
472                         continue;
473
474                 // if e would hit the portal in a frame...
475                 // already teleport him
476                 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
477                 if(trace_ent == self)
478                         Portal_TeleportPlayer(self, e);
479         }
480         self.solid = SOLID_TRIGGER;
481         self.owner = o;
482
483         self.nextthink = time;
484
485         if(time > self.fade_time)
486                 Portal_Remove(self, 0);
487 }
488
489 float Portal_Customize()
490 {
491         if(other.classname == "spectator")
492                 other = other.enemy;
493         if(other == self.owner)
494         {
495                 self.modelindex = self.modelindex_lod0;
496         }
497         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
498         {
499                 self.modelindex = 0;
500         }
501         else
502         {
503                 self.modelindex = self.modelindex_lod0;
504         }
505         return TRUE;
506 }
507
508 // cleanup:
509 //   when creating in-portal:
510 //     disconnect
511 //     clear existing in-portal
512 //     set as in-portal
513 //     connect
514 //   when creating out-portal:
515 //     disconnect
516 //     clear existing out-portal
517 //     set as out-portal
518 //   when player dies:
519 //     disconnect portals
520 //     clear both portals
521 //   after timeout of in-portal:
522 //     disconnect portals
523 //     clear both portals
524 //   TODO: ensure only one portal shot at once
525 float Portal_SetInPortal(entity own, entity portal)
526 {
527         if(own.portal_in)
528         {
529                 if(own.portal_out)
530                         Portal_Disconnect(own.portal_in, own.portal_out);
531                 Portal_Remove(own.portal_in, 0);
532         }
533         own.portal_in = portal;
534         if(own.portal_out)
535         {
536                 own.portal_out.portal_id = portal.portal_id;
537                 Portal_Connect(own.portal_in, own.portal_out);
538         }
539         return 2;
540 }
541 float Portal_SetOutPortal(entity own, entity portal)
542 {
543         if(own.portal_out)
544         {
545                 if(own.portal_in)
546                         Portal_Disconnect(own.portal_in, own.portal_out);
547                 Portal_Remove(own.portal_out, 0);
548         }
549         own.portal_out = portal;
550         if(own.portal_in)
551         {
552                 own.portal_in.portal_id = portal.portal_id;
553                 Portal_Connect(own.portal_in, own.portal_out);
554         }
555         return 1;
556 }
557 void Portal_ClearAll_PortalsOnly(entity own)
558 {
559         if(own.portal_in)
560                 Portal_Remove(own.portal_in, 0);
561         if(own.portal_out)
562                 Portal_Remove(own.portal_out, 0);
563 }
564 void Portal_ClearAll(entity own)
565 {
566         Portal_ClearAll_PortalsOnly(own);
567         W_Porto_Remove(own);
568 }
569 void Portal_RemoveLater_Think()
570 {
571         Portal_Remove(self, self.cnt);
572 }
573 void Portal_RemoveLater(entity portal, float kill)
574 {
575         Portal_MakeBrokenPortal(portal);
576         portal.cnt = kill;
577         portal.think = Portal_RemoveLater_Think;
578         portal.nextthink = time;
579 }
580 void Portal_ClearAllLater_PortalsOnly(entity own)
581 {
582         if(own.portal_in)
583                 Portal_RemoveLater(own.portal_in, 0);
584         if(own.portal_out)
585                 Portal_RemoveLater(own.portal_out, 0);
586 }
587 void Portal_ClearAllLater(entity own)
588 {
589         Portal_ClearAllLater_PortalsOnly(own);
590         W_Porto_Remove(own);
591 }
592 void Portal_ClearWithID(entity own, float id)
593 {
594         if(own.portal_in)
595                 if(own.portal_in.portal_id == id)
596                 {
597                         if(own.portal_out)
598                                 Portal_Disconnect(own.portal_in, own.portal_out);
599                         Portal_Remove(own.portal_in, 0);
600                 }
601         if(own.portal_out)
602                 if(own.portal_out.portal_id == id)
603                 {
604                         if(own.portal_in)
605                                 Portal_Disconnect(own.portal_in, own.portal_out);
606                         Portal_Remove(own.portal_out, 0);
607                 }
608 }
609
610 entity Portal_Spawn(entity own, vector org, vector ang)
611 {
612         entity portal;
613
614         fixedmakevectors(ang);
615         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
616                 return world;
617
618         portal = spawn();
619         portal.classname = "portal";
620         portal.owner = own;
621         portal.origin = org;
622         portal.angles = ang;
623         portal.think = Portal_Think;
624         portal.nextthink = 0;
625         portal.portal_activatetime = time + 0.1;
626         portal.event_damage = Portal_Damage;
627         portal.health = 200;
628         portal.fade_time = time + cvar("g_balance_portal_lifetime");
629         portal.health = cvar("g_balance_portal_health");
630         setmodel(portal, "models/portal.md3");
631         portal.modelindex_lod0 = portal.modelindex;
632         portal.customizeentityforclient = Portal_Customize;
633
634         if(!Portal_FindSafeOrigin(portal))
635         {
636                 remove(portal);
637                 return world;
638         }
639
640         setsize(portal, '-48 -48 -48', '48 48 48');
641         Portal_MakeWaitingPortal(portal);
642
643         return portal;
644 }
645
646 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
647 {
648         entity portal;
649         vector ang;
650         vector org;
651
652         org = trace_endpos;
653         ang = fixedvectoangles2(trace_plane_normal, dir);
654         fixedmakevectors(ang);
655
656         portal = Portal_Spawn(own, org, ang);
657         if(!portal)
658         {
659                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
660                         Portal_ClearAll_PortalsOnly(own);
661                 return 0;
662         }
663
664         portal.portal_id = portal_id_val;
665         Portal_SetInPortal(own, portal);
666
667         return 1;
668 }
669
670 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
671 {
672         entity portal;
673         vector ang;
674         vector org;
675
676         org = trace_endpos;
677         ang = fixedvectoangles2(trace_plane_normal, dir);
678         fixedmakevectors(ang);
679
680         portal = Portal_Spawn(own, org, ang);
681         if(!portal)
682         {
683                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
684                         Portal_ClearAll_PortalsOnly(own);
685                 return 0;
686         }
687
688         portal.portal_id = portal_id_val;
689         Portal_SetOutPortal(own, portal);
690
691         return 1;
692 }