7 #include <common/constants.qh>
8 #include <common/triggers/subs.qh>
9 #include <common/util.qh>
10 #include <server/command/common.qh>
11 #include <server/constants.qh>
12 #include <server/defs.qh>
15 #ifdef WARPZONELIB_KEEPDEBUG
16 #define WARPZONELIB_REMOVEHACK
20 .vector warpzone_save_origin;
21 .vector warpzone_save_angles;
22 .vector warpzone_save_eorigin;
23 .vector warpzone_save_eangles;
26 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
27 .float warpzone_teleport_time;
28 .float warpzone_teleport_finishtime;
29 .entity warpzone_teleport_zone;
31 void WarpZone_StoreProjectileData(entity e)
34 e.warpzone_oldorigin = e.origin;
35 e.warpzone_oldvelocity = e.velocity;
36 e.warpzone_oldangles = e.angles;
38 e.warpzone_oldorigin = e.move_origin;
39 e.warpzone_oldvelocity = e.move_velocity;
40 e.warpzone_oldangles = e.move_angles;
44 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
47 setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch
48 player.oldorigin = to; // for DP's unsticking
49 player.angles = to_angles;
50 player.fixangle = true;
51 player.velocity = to_velocity;
53 player.move_origin = to;
54 player.move_angles = to_angles;
55 player.move_velocity = to_velocity;
58 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
62 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
64 BITCLR_ASSIGN(player.move_flags, FL_ONGROUND);
67 WarpZone_PostTeleportPlayer_Callback(player);
71 bool WarpZone_Teleported_Send(entity to, int sf)
73 WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
74 WriteCoord(MSG_ENTITY, self.angles.x);
75 WriteCoord(MSG_ENTITY, self.angles.y);
76 WriteCoord(MSG_ENTITY, self.angles.z);
81 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
83 vector o0, a0, v0, o1, a1, v1, o10;
86 o0 = player.origin + player.view_ofs;
90 o0 = player.move_origin + player.view_ofs;
91 v0 = player.move_velocity;
92 a0 = player.move_angles;
95 o10 = o1 = WarpZone_TransformOrigin(wz, o0);
96 v1 = WarpZone_TransformVelocity(wz, v0);
97 if (!IS_NOT_A_CLIENT(player))
98 a1 = WarpZone_TransformVAngles(wz, PHYS_INPUT_ANGLES(player));
100 a1 = WarpZone_TransformAngles(wz, a0);
102 if(f0 != 0 || f1 != 0)
104 // retry last move but behind the warpzone!
105 // we must first go back as far as we can, then forward again, to not cause double touch events!
107 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
111 player.owner = world;
112 tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
115 o1 = trace_endpos + player.view_ofs;
118 md = max(vlen(player.mins), vlen(player.maxs));
119 d = WarpZone_TargetPlaneDist(wz, o1);
120 dv = WarpZone_TargetPlaneDist(wz, v1);
122 o1 = o1 - v1 * (d / dv);
125 // put him out of solid
126 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
129 setorigin(player, o1 - player.view_ofs);
130 if(WarpZoneLib_MoveOutOfSolid(player))
132 o1 = player.origin + player.view_ofs;
133 setorigin(player, o0 - player.view_ofs);
137 LOG_INFO("would have to put player in solid, won't do that\n");
138 setorigin(player, o0 - player.view_ofs);
144 WarpZone_RefSys_Add(player, wz);
145 WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1);
146 WarpZone_StoreProjectileData(player);
147 player.warpzone_teleport_time = time;
148 player.warpzone_teleport_finishtime = time;
149 player.warpzone_teleport_zone = wz;
152 // prevent further teleports back
153 float dt = (o1 - o10) * v1 * (1 / (v1 * v1));
154 if(dt < PHYS_INPUT_FRAMETIME)
155 player.warpzone_teleport_finishtime += PHYS_INPUT_FRAMETIME - dt;
158 #ifndef WARPZONE_USE_FIXANGLE
160 if(IS_VEHICLE(player) && player.owner)
161 player = player.owner; // hax
162 if(IS_PLAYER(player))
164 // instead of fixangle, send the transform to the client for smoother operation
165 player.fixangle = false;
167 entity ts = new(warpzone_teleported);
168 setmodel(ts, MDL_Null);
169 ts.SendEntity = WarpZone_Teleported_Send;
170 ts.SendFlags = 0xFFFFFF;
171 ts.drawonlytoclient = player;
172 ts.think = SUB_Remove_self;
173 ts.nextthink = time + 1;
176 ts.effects = EF_NODEPTHTEST;
177 ts.angles = wz.warpzone_transform;
180 setproperty(VF_CL_VIEWANGLES, WarpZone_TransformVAngles(wz, getpropertyvec(VF_CL_VIEWANGLES)));
181 //if(checkextension("DP_CSQC_ROTATEMOVES"))
182 //CL_RotateMoves(wz.warpzone_transform);
189 void WarpZone_Touch ()
191 if(other.classname == "trigger_warpzone")
194 if(time <= other.warpzone_teleport_finishtime) // already teleported this frame
197 // FIXME needs a better check to know what is safe to teleport and what not
199 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW || other.tag_entity)
201 if(other.move_movetype == MOVETYPE_NONE || other.move_movetype == MOVETYPE_FOLLOW || other.tag_networkentity)
205 if(WarpZoneLib_ExactTrigger_Touch())
209 if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
211 if(WarpZone_PlaneDist(self, other.move_origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
216 // number of frames we need to go back:
217 // dist = 16*sqrt(2) qu
220 // 24 qu = v*frametime*n
221 // n = 24 qu/(v*frametime)
222 // for clients go only one frame though, may be too irritating otherwise
223 // but max 0.25 sec = 0.25/frametime frames
224 // 24/(0.25/frametime)
227 d = 24 + max(vlen(other.mins), vlen(other.maxs));
228 if(IS_NOT_A_CLIENT(other))
230 f = -d / bound(frametime * d * 1, frametime * vlen(other.velocity), d);
232 f = -d / bound(frametime * d * 1, frametime * vlen(other.move_velocity), d);
236 if(WarpZone_Teleport(self, other, f, 0))
242 save1 = self.target; self.target = string_null;
243 save2 = self.target3; self.target3 = string_null;
245 if (!self.target) self.target = save1;
246 if (!self.target3) self.target3 = save2;
249 save1 = self.target; self.target = string_null;
250 save2 = self.target2; self.target2 = string_null;
252 if (!self.target) self.target = save1;
253 if (!self.target2) self.target2 = save2;
259 LOG_TRACE("WARPZONE FAIL AHAHAHAHAH))\n");
264 bool WarpZone_Send(entity to, int sendflags)
266 WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE);
268 // we must send this flag for clientside to match properly too
270 if(self.warpzone_isboxy)
272 if(self.warpzone_fadestart)
274 if(self.origin != '0 0 0')
276 WriteByte(MSG_ENTITY, f);
278 // we need THESE to render the warpzone (and cull properly)...
281 WriteCoord(MSG_ENTITY, self.origin.x);
282 WriteCoord(MSG_ENTITY, self.origin.y);
283 WriteCoord(MSG_ENTITY, self.origin.z);
286 WriteShort(MSG_ENTITY, self.modelindex);
287 WriteCoord(MSG_ENTITY, self.mins.x);
288 WriteCoord(MSG_ENTITY, self.mins.y);
289 WriteCoord(MSG_ENTITY, self.mins.z);
290 WriteCoord(MSG_ENTITY, self.maxs.x);
291 WriteCoord(MSG_ENTITY, self.maxs.y);
292 WriteCoord(MSG_ENTITY, self.maxs.z);
293 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
295 // we need THESE to calculate the proper transform
296 WriteCoord(MSG_ENTITY, self.warpzone_origin.x);
297 WriteCoord(MSG_ENTITY, self.warpzone_origin.y);
298 WriteCoord(MSG_ENTITY, self.warpzone_origin.z);
299 WriteCoord(MSG_ENTITY, self.warpzone_angles.x);
300 WriteCoord(MSG_ENTITY, self.warpzone_angles.y);
301 WriteCoord(MSG_ENTITY, self.warpzone_angles.z);
302 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.x);
303 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.y);
304 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.z);
305 WriteCoord(MSG_ENTITY, self.warpzone_targetangles.x);
306 WriteCoord(MSG_ENTITY, self.warpzone_targetangles.y);
307 WriteCoord(MSG_ENTITY, self.warpzone_targetangles.z);
311 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
312 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
318 bool WarpZone_Camera_Send(entity to, int sendflags)
321 WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
323 if(self.warpzone_fadestart)
325 if(self.origin != '0 0 0')
327 WriteByte(MSG_ENTITY, f);
329 // we need THESE to render the warpzone (and cull properly)...
332 WriteCoord(MSG_ENTITY, self.origin.x);
333 WriteCoord(MSG_ENTITY, self.origin.y);
334 WriteCoord(MSG_ENTITY, self.origin.z);
337 WriteShort(MSG_ENTITY, self.modelindex);
338 WriteCoord(MSG_ENTITY, self.mins.x);
339 WriteCoord(MSG_ENTITY, self.mins.y);
340 WriteCoord(MSG_ENTITY, self.mins.z);
341 WriteCoord(MSG_ENTITY, self.maxs.x);
342 WriteCoord(MSG_ENTITY, self.maxs.y);
343 WriteCoord(MSG_ENTITY, self.maxs.z);
344 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
346 // we need THESE to calculate the proper transform
347 WriteCoord(MSG_ENTITY, self.enemy.origin.x);
348 WriteCoord(MSG_ENTITY, self.enemy.origin.y);
349 WriteCoord(MSG_ENTITY, self.enemy.origin.z);
350 WriteCoord(MSG_ENTITY, self.enemy.angles.x);
351 WriteCoord(MSG_ENTITY, self.enemy.angles.y);
352 WriteCoord(MSG_ENTITY, self.enemy.angles.z);
356 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
357 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
363 #ifdef WARPZONELIB_KEEPDEBUG
364 float WarpZone_CheckProjectileImpact(entity player)
368 .vector orgvec, velvec;
373 orgvec = move_origin;
374 velvec = move_velocity;
377 o0 = player.orgvec + player.view_ofs;
380 // if we teleported shortly before, abort
381 if(time <= player.warpzone_teleport_finishtime + 0.1)
384 // if player hit a warpzone, abort
386 wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
390 #ifdef WARPZONELIB_REMOVEHACK
391 LOG_INFO("impactfilter found something - and it no longer gets handled correctly - please tell divVerent whether anything behaves broken now\n");
393 LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
395 LOG_INFO("Entity type: ", player.classname, "\n");
396 LOG_INFO("Origin: ", vtos(player.orgvec), "\n");
397 LOG_INFO("Velocity: ", vtos(player.velvec), "\n");
399 #ifdef WARPZONELIB_REMOVEHACK
402 // retry previous move
404 setorigin(player, player.warpzone_oldorigin);
406 player.move_origin = player.warpzone_oldorigin;
408 player.velvec = player.warpzone_oldvelocity;
409 if(WarpZone_Teleport(wz, player, 0, 1))
419 save1 = self.target; self.target = string_null;
420 save2 = self.target3; self.target3 = string_null;
422 if (!self.target) self.target = save1;
423 if (!self.target3) self.target3 = save2;
426 save1 = self.target; self.target = string_null;
427 save2 = self.target2; self.target2 = string_null;
429 if (!self.target) self.target = save1;
430 if (!self.target2) self.target2 = save2;
435 setorigin(player, o0 - player.view_ofs);
445 float WarpZone_Projectile_Touch()
447 if(other.classname == "trigger_warpzone")
450 // no further impacts if we teleported this frame!
451 // this is because even if we did teleport, the engine still may raise
452 // touch events for the previous location
453 // engine now aborts moves on teleport, so this SHOULD not happen any more
454 // but if this is called from TouchAreaGrid of the projectile moving,
455 // then this won't do
456 if(time == self.warpzone_teleport_time)
460 #ifdef WARPZONELIB_KEEPDEBUG
461 // this SEEMS to not happen at the moment, but if it did, it would be more reliable
463 float save_dpstartcontents;
464 float save_dphitcontents;
465 float save_dphitq3surfaceflags;
466 string save_dphittexturename;
468 float save_startsolid;
471 vector save_plane_normal;
472 float save_plane_dist;
476 save_dpstartcontents = trace_dpstartcontents;
477 save_dphitcontents = trace_dphitcontents;
478 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
479 save_dphittexturename = trace_dphittexturename;
480 save_allsolid = trace_allsolid;
481 save_startsolid = trace_startsolid;
482 save_fraction = trace_fraction;
483 save_endpos = trace_endpos;
484 save_plane_normal = trace_plane_normal;
485 save_plane_dist = trace_plane_dist;
486 save_ent = trace_ent;
487 save_inopen = trace_inopen;
488 save_inwater = trace_inwater;
490 if((f = WarpZone_CheckProjectileImpact(self)) != 0)
492 trace_dpstartcontents = save_dpstartcontents;
493 trace_dphitcontents = save_dphitcontents;
494 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
495 trace_dphittexturename = save_dphittexturename;
496 trace_allsolid = save_allsolid;
497 trace_startsolid = save_startsolid;
498 trace_fraction = save_fraction;
499 trace_endpos = save_endpos;
500 trace_plane_normal = save_plane_normal;
501 trace_plane_dist = save_plane_dist;
502 trace_ent = save_ent;
503 trace_inopen = save_inopen;
504 trace_inwater = save_inwater;
508 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
517 void WarpZone_InitStep_FindOriginTarget()
519 if(self.killtarget != "")
521 self.aiment = find(world, targetname, self.killtarget);
522 if(self.aiment == world)
524 error("Warp zone with nonexisting killtarget");
527 self.killtarget = string_null;
531 void WarpZonePosition_InitStep_FindTarget()
533 if(self.target == "")
535 error("Warp zone position with no target");
538 self.enemy = find(world, targetname, self.target);
539 if(self.enemy == world)
541 error("Warp zone position with nonexisting target");
544 if(self.enemy.aiment)
546 // already is positioned
547 error("Warp zone position targeting already oriented warpzone");
550 self.enemy.aiment = self;
553 void WarpZoneCamera_Think()
555 if(self.warpzone_save_origin != self.origin
556 || self.warpzone_save_angles != self.angles
557 || self.warpzone_save_eorigin != self.enemy.origin
558 || self.warpzone_save_eangles != self.enemy.angles)
560 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
561 self.warpzone_save_origin = self.origin;
562 self.warpzone_save_angles = self.angles;
563 self.warpzone_save_eorigin = self.enemy.origin;
564 self.warpzone_save_eangles = self.enemy.angles;
566 self.nextthink = time;
569 void WarpZoneCamera_InitStep_FindTarget()
573 if(self.target == "")
575 error("Camera with no target");
579 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
580 if(random() * ++i < 1)
582 if(self.enemy == world)
584 error("Camera with nonexisting target");
587 warpzone_cameras_exist = 1;
588 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
589 self.SendFlags = 0xFFFFFF;
590 if(self.spawnflags & 1)
592 self.think = WarpZoneCamera_Think;
593 self.nextthink = time;
599 void WarpZone_InitStep_UpdateTransform()
601 vector org, ang, norm, point;
603 vector tri, a, b, c, n;
609 org = 0.5 * (self.mins + self.maxs);
611 norm = point = '0 0 0';
613 for(i_s = 0; ; ++i_s)
615 tex = getsurfacetexture(self, i_s);
617 break; // this is beyond the last one
618 if(tex == "textures/common/trigger" || tex == "trigger")
620 n_t = getsurfacenumtriangles(self, i_s);
621 for(i_t = 0; i_t < n_t; ++i_t)
623 tri = getsurfacetriangle(self, i_s, i_t);
624 a = getsurfacepoint(self, i_s, tri.x);
625 b = getsurfacepoint(self, i_s, tri.y);
626 c = getsurfacepoint(self, i_s, tri.z);
627 n = cross(c - a, b - a);
628 area = area + vlen(n);
630 point = point + vlen(n) * (a + b + c);
635 norm = norm * (1 / area);
636 point = point * (1 / (3 * area));
637 if(vlen(norm) < 0.99)
639 LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
640 area = 0; // no autofixing in this case
642 norm = normalize(norm);
648 org = self.aiment.origin;
649 ang = self.aiment.angles;
652 org = org - ((org - point) * norm) * norm; // project to plane
654 if(norm * v_forward < 0)
656 LOG_INFO("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
659 ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
661 if(norm * v_forward < 0.99)
662 LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
663 if(vlen(org - self.aiment.origin) > 0.5)
664 LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
670 ang = vectoangles(norm);
674 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
676 self.warpzone_origin = org;
677 self.warpzone_angles = ang;
680 void WarpZone_InitStep_ClearTarget()
683 self.enemy.enemy = world;
687 entity warpzone_first; .entity warpzone_next;
688 void WarpZone_InitStep_FindTarget()
696 // this way only one of the two ents needs to target
697 if(self.target != "")
699 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
702 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
704 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
705 if(random() * ++i < 1)
710 error("Warpzone with non-existing target");
718 void WarpZone_Think();
719 void WarpZone_InitStep_FinalizeTransform()
721 if(!self.enemy || self.enemy.enemy != self)
723 error("Invalid warp zone detected. Killed.");
727 warpzone_warpzones_exist = 1;
728 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
729 self.touch = WarpZone_Touch;
730 self.SendFlags = 0xFFFFFF;
731 if(self.spawnflags & 1)
733 self.think = WarpZone_Think;
734 self.nextthink = time;
740 float warpzone_initialized;
741 //entity warpzone_first;
742 entity warpzone_position_first;
743 entity warpzone_camera_first;
744 .entity warpzone_next;
745 spawnfunc(misc_warpzone_position)
747 // "target", "angles", "origin"
748 self.warpzone_next = warpzone_position_first;
749 warpzone_position_first = self;
751 spawnfunc(trigger_warpzone_position)
753 spawnfunc_misc_warpzone_position(this);
755 spawnfunc(trigger_warpzone)
757 // warp zone entities must have:
758 // "killtarget" pointing to a target_position with a direction arrow
759 // that points AWAY from the warp zone, and that is inside
760 // the warp zone trigger
761 // "target" pointing to an identical warp zone at another place in
762 // the map, with another killtarget to designate its
766 self.scale = self.modelscale;
771 WarpZoneLib_ExactTrigger_Init();
775 _setmodel(self, m); // no precision needed
777 setorigin(self, self.origin);
779 setsize(self, self.mins * self.scale, self.maxs * self.scale);
781 setsize(self, self.mins, self.maxs);
782 self.SendEntity = WarpZone_Send;
783 self.SendFlags = 0xFFFFFF;
784 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
785 self.warpzone_next = warpzone_first;
786 warpzone_first = self;
788 spawnfunc(func_camera)
791 self.scale = self.modelscale;
796 precache_model(self.model);
797 _setmodel(self, self.model); // no precision needed
799 setorigin(self, self.origin);
801 setsize(self, self.mins * self.scale, self.maxs * self.scale);
803 setsize(self, self.mins, self.maxs);
805 self.solid = SOLID_BSP;
806 else if(self.solid < 0)
807 self.solid = SOLID_NOT;
808 self.SendEntity = WarpZone_Camera_Send;
809 self.SendFlags = 0xFFFFFF;
810 self.warpzone_next = warpzone_camera_first;
811 warpzone_camera_first = self;
813 void WarpZones_Reconnect()
815 for(setself(warpzone_first); self; setself(self.warpzone_next))
816 WarpZone_InitStep_ClearTarget();
817 for(setself(warpzone_first); self; setself(self.warpzone_next))
818 WarpZone_InitStep_FindTarget();
819 for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
820 WarpZoneCamera_InitStep_FindTarget();
821 for(setself(warpzone_first); self; setself(self.warpzone_next))
822 WarpZone_InitStep_FinalizeTransform();
826 void WarpZone_Think()
828 if(self.warpzone_save_origin != self.origin
829 || self.warpzone_save_angles != self.angles
830 || self.warpzone_save_eorigin != self.enemy.origin
831 || self.warpzone_save_eangles != self.enemy.angles)
833 WarpZone_InitStep_UpdateTransform();
835 WarpZone_InitStep_UpdateTransform();
837 WarpZone_InitStep_FinalizeTransform();
839 WarpZone_InitStep_FinalizeTransform();
841 self.warpzone_save_origin = self.origin;
842 self.warpzone_save_angles = self.angles;
843 self.warpzone_save_eorigin = self.enemy.origin;
844 self.warpzone_save_eangles = self.enemy.angles;
846 self.nextthink = time;
849 void WarpZone_StartFrame()
852 if (!warpzone_initialized)
854 warpzone_initialized = true;
855 for (setself(warpzone_first); self; setself(self.warpzone_next))
856 WarpZone_InitStep_FindOriginTarget();
857 for (setself(warpzone_position_first); self; setself(self.warpzone_next))
858 WarpZonePosition_InitStep_FindTarget();
859 for (setself(warpzone_first); self; setself(self.warpzone_next))
860 WarpZone_InitStep_UpdateTransform();
862 WarpZones_Reconnect();
863 WarpZone_PostInitialize_Callback();
866 entity oldother = other;
867 for (entity e = world; (e = nextent(e)); )
869 if (warpzone_warpzones_exist) WarpZone_StoreProjectileData(e);
870 if (IS_REAL_CLIENT(e))
872 if (e.solid == SOLID_NOT) // not spectating?
873 if (e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY || e.movetype == MOVETYPE_FLY_WORLDONLY) // not spectating? (this is to catch observers)
878 if (warpzone_warpzones_exist) {
879 setself(WarpZone_Find(e.origin + e.mins, e.origin + e.maxs));
881 if (!WarpZoneLib_ExactTrigger_Touch())
882 if (WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
883 WarpZone_Teleport(self, e, -1, 0); // NOT triggering targets by this!
887 setself(Teleport_Find(e.origin + e.mins, e.origin + e.maxs));
889 if (!WarpZoneLib_ExactTrigger_Touch())
890 Simple_TeleportPlayer(self, other); // NOT triggering targets by this!
893 else if (IS_NOT_A_CLIENT(e))
895 if (warpzone_warpzones_exist)
896 while ((e = nextent(e)))
897 WarpZone_StoreProjectileData(e);
905 .float warpzone_reconnecting;
906 bool visible_to_some_client(entity ent)
908 FOREACH_ENTITY(!IS_NOT_A_CLIENT(it), LAMBDA(
909 if (IS_PLAYER(it) && IS_REAL_CLIENT(it) && checkpvs(it.origin + it.view_ofs, ent)) return true;
913 void trigger_warpzone_reconnect_use()
917 // NOTE: this matches for target, not targetname, but of course
918 // targetname must be set too on the other entities
919 for(setself(warpzone_first); self; setself(self.warpzone_next))
920 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
921 for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
922 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
923 for(setself(warpzone_first); self; setself(self.warpzone_next))
924 if(self.warpzone_reconnecting)
925 WarpZone_InitStep_ClearTarget();
926 for(setself(warpzone_first); self; setself(self.warpzone_next))
927 if(self.warpzone_reconnecting)
928 WarpZone_InitStep_FindTarget();
929 for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
930 if(self.warpzone_reconnecting)
931 WarpZoneCamera_InitStep_FindTarget();
932 for(setself(warpzone_first); self; setself(self.warpzone_next))
933 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
934 WarpZone_InitStep_FinalizeTransform();
938 spawnfunc(trigger_warpzone_reconnect)
940 self.use = trigger_warpzone_reconnect_use;
943 spawnfunc(target_warpzone_reconnect)
945 spawnfunc_trigger_warpzone_reconnect(this); // both names make sense here :(
948 void WarpZone_PlayerPhysics_FixVAngle()
950 #ifndef WARPZONE_DONT_FIX_VANGLE
951 if(IS_REAL_CLIENT(self))
952 if(self.v_angle.z <= 360) // if not already adjusted
953 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
955 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
956 self.v_angle_z += 720; // mark as adjusted