1 int trace_dphitcontents;
2 .float dphitcontentsmask;
4 void WarpZone_Accumulator_Clear(entity acc)
6 acc.warpzone_transform = '0 0 0';
7 acc.warpzone_shift = '0 0 0';
9 void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
12 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
13 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
14 acc.warpzone_transform = tr;
15 acc.warpzone_shift = st;
17 void WarpZone_Accumulator_Add(entity acc, entity wz)
19 WarpZone_Accumulator_AddTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
21 void WarpZone_Accumulator_AddInverseTransform(entity acc, vector t, vector s)
24 tt = AnglesTransform_Invert(t);
25 ss = AnglesTransform_PrePostShift_GetPostShift(s, tt, '0 0 0');
26 WarpZone_Accumulator_AddTransform(acc, tt, ss);
27 // yes, this probably can be done simpler... but this way is "obvious" :)
29 void WarpZone_Accumulator_AddInverse(entity acc, entity wz)
31 WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
34 .vector(vector, vector) camera_transform;
35 var float autocvar_cl_warpzone_usetrace = 1;
36 vector WarpZone_camera_transform(vector org, vector ang)
39 if(self.warpzone_fadestart)
40 if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
42 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
43 // unneeded on client, on server this helps a lot
47 org = WarpZone_TransformOrigin(self, org);
48 vf = WarpZone_TransformVelocity(self, vf);
49 vr = WarpZone_TransformVelocity(self, vr);
50 vu = WarpZone_TransformVelocity(self, vu);
51 if(autocvar_cl_warpzone_usetrace)
52 traceline(self.warpzone_targetorigin, org, MOVE_NOMONSTERS, world);
54 trace_endpos = self.warpzone_targetorigin;
61 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
63 e.warpzone_transform = AnglesTransform_RightDivide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
64 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
65 e.warpzone_origin = my_org;
66 e.warpzone_targetorigin = other_org;
67 e.warpzone_angles = my_ang;
68 e.warpzone_targetangles = other_ang;
69 fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
70 fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
71 e.camera_transform = WarpZone_camera_transform;
74 vector WarpZone_Camera_camera_transform(vector org, vector ang)
76 // a fixed camera view
77 if(self.warpzone_fadestart)
78 if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
80 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
81 // unneeded on client, on server this helps a lot
82 trace_endpos = self.warpzone_origin;
83 makevectors(self.warpzone_angles);
84 return self.warpzone_origin;
87 void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
89 e.warpzone_origin = my_org;
90 e.warpzone_angles = my_ang;
91 e.camera_transform = WarpZone_Camera_camera_transform;
96 vector WarpZoneLib_BoxTouchesBrush_mins;
97 vector WarpZoneLib_BoxTouchesBrush_maxs;
98 entity WarpZoneLib_BoxTouchesBrush_ent;
99 entity WarpZoneLib_BoxTouchesBrush_ignore;
100 float WarpZoneLib_BoxTouchesBrush_Recurse()
106 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
108 if (trace_networkentity)
110 dprint("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush\n");
111 // we cannot continue, as a player blocks us...
118 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
123 se.solid = SOLID_NOT;
124 f = WarpZoneLib_BoxTouchesBrush_Recurse();
130 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
134 if(!e.modelindex || e.warpzone_isboxy)
139 WarpZoneLib_BoxTouchesBrush_mins = mi;
140 WarpZoneLib_BoxTouchesBrush_maxs = ma;
141 WarpZoneLib_BoxTouchesBrush_ent = e;
142 WarpZoneLib_BoxTouchesBrush_ignore = ig;
143 f = WarpZoneLib_BoxTouchesBrush_Recurse();
149 entity WarpZone_Find(vector mi, vector ma)
151 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
153 if(!warpzone_warpzones_exist)
155 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
156 if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
161 void WarpZone_MakeAllSolid()
164 if(!warpzone_warpzones_exist)
166 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
170 void WarpZone_MakeAllOther()
173 if(!warpzone_warpzones_exist)
175 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
176 e.solid = SOLID_TRIGGER;
179 void WarpZone_Trace_InitTransform()
181 if(!WarpZone_trace_transform)
183 WarpZone_trace_transform = spawn();
184 WarpZone_trace_transform.classname = "warpzone_trace_transform";
186 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
188 void WarpZone_Trace_AddTransform(entity wz)
190 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
193 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
195 float nomonsters_adjusted;
202 WarpZone_trace_forent = forent;
203 WarpZone_trace_firstzone = world;
204 WarpZone_trace_lastzone = world;
205 WarpZone_Trace_InitTransform();
206 if(!warpzone_warpzones_exist)
208 if(nomonsters == MOVE_NOTHING)
213 cb(org, trace_endpos, end);
218 tracebox(org, mi, ma, end, nomonsters, WarpZone_trace_forent);
220 cb(org, trace_endpos, end);
235 nomonsters_adjusted = MOVE_NOMONSTERS;
238 nomonsters_adjusted = nomonsters;
241 if((contentshack = (WarpZone_trace_forent.dphitcontentsmask && !(WarpZone_trace_forent.dphitcontentsmask & DPCONTENTS_SOLID))))
242 BITSET_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
244 // if starting in warpzone, first transform
245 wz = WarpZone_Find(org + mi, org + ma);
248 WarpZone_trace_firstzone = wz;
249 WarpZone_trace_lastzone = wz;
250 if(zone && wz != zone)
252 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
258 WarpZone_Trace_AddTransform(wz);
259 org = WarpZone_TransformOrigin(wz, org);
260 end = WarpZone_TransformOrigin(wz, end);
262 WarpZone_MakeAllSolid();
270 dprint("Too many warpzones in sequence, aborting trace.\n");
274 tracebox(org, mi, ma, end, nomonsters_adjusted, WarpZone_trace_forent);
276 cb(org, trace_endpos, end);
278 sol = trace_startsolid;
280 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
281 if(trace_fraction >= 1)
283 if(trace_ent.classname != "trigger_warpzone")
285 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & WarpZone_trace_forent.dphitcontentsmask) == DPCONTENTS_SOLID))
287 // continue the trace, ignoring this hit (we only care for warpzones)
288 org = trace_endpos + normalize(end - org);
290 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
291 // otherwise, players could block entrances that way
297 // FIXME can this check be removed? Do we really need it?
298 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
303 if(!WarpZone_trace_firstzone)
304 WarpZone_trace_firstzone = wz;
305 WarpZone_trace_lastzone = wz;
306 if(zone && wz != zone)
308 WarpZone_Trace_AddTransform(wz);
309 // we hit a warpzone... so, let's perform the trace after the warp again
310 org = WarpZone_TransformOrigin(wz, trace_endpos);
311 end = WarpZone_TransformOrigin(wz, end);
313 // we got warped, so let's step back a bit
314 tracebox(org, mi, ma, org + normalize(org - end) * 32, nomonsters_adjusted, WarpZone_trace_forent);
317 WarpZone_MakeAllOther();
320 BITCLR_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
321 trace_startsolid = sol;
327 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
329 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, world, WarpZone_trace_callback_t_null);
332 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
334 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
337 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
340 vector vf, vr, vu, v0, o0;
345 g = cvar("sv_gravity") * e.gravity;
347 WarpZone_trace_forent = forent;
348 WarpZone_trace_firstzone = world;
349 WarpZone_trace_lastzone = world;
350 WarpZone_Trace_InitTransform();
351 WarpZone_tracetoss_time = 0;
352 if(!warpzone_warpzones_exist)
354 tracetoss(e, WarpZone_trace_forent);
356 cb(e.origin, trace_endpos, trace_endpos);
357 dt = vlen(e.origin - o0) / vlen(e.velocity);
358 WarpZone_tracetoss_time += dt;
359 e.velocity_z -= dt * g;
360 WarpZone_tracetoss_velocity = e.velocity;
369 // if starting in warpzone, first transform
370 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
373 WarpZone_trace_firstzone = wz;
374 WarpZone_trace_lastzone = wz;
375 if(zone && wz != zone)
377 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
379 WarpZone_tracetoss_time = 0;
383 WarpZone_Trace_AddTransform(wz);
384 setorigin(e, WarpZone_TransformOrigin(wz, e.origin));
385 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
387 WarpZone_MakeAllSolid();
393 dprint("Too many warpzones in sequence, aborting trace.\n");
397 tracetoss(e, WarpZone_trace_forent);
399 cb(e.origin, trace_endpos, trace_endpos);
400 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
401 WarpZone_tracetoss_time += dt;
402 e.origin = trace_endpos;
403 e.velocity_z -= dt * g;
404 if(trace_fraction >= 1)
406 if(trace_ent.classname != "trigger_warpzone")
410 // FIXME can this check be removed? Do we really need it?
411 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
416 if(!WarpZone_trace_firstzone)
417 WarpZone_trace_firstzone = wz;
418 WarpZone_trace_lastzone = wz;
419 if(zone && wz != zone)
421 WarpZone_Trace_AddTransform(wz);
422 // we hit a warpzone... so, let's perform the trace after the warp again
423 e.origin = WarpZone_TransformOrigin(wz, e.origin);
424 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
426 // we got warped, so let's step back a bit
427 e.velocity = -e.velocity;
428 tracetoss(e, WarpZone_trace_forent);
429 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
430 WarpZone_tracetoss_time -= dt;
431 e.origin = trace_endpos;
432 e.velocity = -e.velocity;
434 WarpZone_MakeAllOther();
436 WarpZone_tracetoss_velocity = e.velocity;
440 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
445 void WarpZone_TraceToss(entity e, entity forent)
447 WarpZone_TraceToss_ThroughZone(e, forent, world, WarpZone_trace_callback_t_null);
450 entity WarpZone_TrailParticles_trace_callback_own;
451 float WarpZone_TrailParticles_trace_callback_eff;
452 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
454 trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
457 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
459 WarpZone_TrailParticles_trace_callback_own = own;
460 WarpZone_TrailParticles_trace_callback_eff = eff;
461 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_trace_callback);
465 float WarpZone_TrailParticles_trace_callback_f;
466 float WarpZone_TrailParticles_trace_callback_flags;
467 void WarpZone_TrailParticles_WithMultiplier_trace_callback(vector from, vector endpos, vector to)
469 boxparticles(WarpZone_TrailParticles_trace_callback_eff, WarpZone_TrailParticles_trace_callback_own, from, endpos, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_f, WarpZone_TrailParticles_trace_callback_flags);
472 void WarpZone_TrailParticles_WithMultiplier(entity own, float eff, vector org, vector end, float f, int boxflags)
474 WarpZone_TrailParticles_trace_callback_own = own;
475 WarpZone_TrailParticles_trace_callback_eff = eff;
476 WarpZone_TrailParticles_trace_callback_f = f;
477 WarpZone_TrailParticles_trace_callback_flags = boxflags | PARTICLES_DRAWASTRAIL;
478 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_WithMultiplier_trace_callback);
482 float WarpZone_PlaneDist(entity wz, vector v)
484 return (v - wz.warpzone_origin) * wz.warpzone_forward;
487 float WarpZone_TargetPlaneDist(entity wz, vector v)
489 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
492 vector WarpZone_TransformOrigin(entity wz, vector v)
494 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
497 vector WarpZone_TransformVelocity(entity wz, vector v)
499 return AnglesTransform_Apply(wz.warpzone_transform, v);
502 vector WarpZone_TransformAngles(entity wz, vector v)
504 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
507 vector WarpZone_TransformVAngles(entity wz, vector ang)
515 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
518 ang = AnglesTransform_Normalize(ang, true);
519 ang = AnglesTransform_CancelRoll(ang);
522 ang = AnglesTransform_Normalize(ang, false);
528 vector WarpZone_UnTransformOrigin(entity wz, vector v)
530 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
533 vector WarpZone_UnTransformVelocity(entity wz, vector v)
535 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
538 vector WarpZone_UnTransformAngles(entity wz, vector v)
540 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
543 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
550 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
551 ang = AnglesTransform_Normalize(ang, true);
552 ang = AnglesTransform_CancelRoll(ang);
558 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
561 nearest_x = bound(mi.x, org.x, ma.x);
562 nearest_y = bound(mi.y, org.y, ma.y);
563 nearest_z = bound(mi.z, org.z, ma.z);
567 .float WarpZone_findradius_hit;
568 .entity WarpZone_findradius_next;
569 void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, float needlineofsight)
570 // blast origin of current search original blast origin how to untransform (victim to blast system)
574 vector shift_new, transform_new;
580 e0 = findradius(org, rad);
583 for(e = e0; e; e = e.chain)
585 p = WarpZoneLib_NearestPointOnBox(e.origin + e.mins, e.origin + e.maxs, org0);
588 traceline(org, p, MOVE_NOMONSTERS, e);
589 if(trace_fraction < 1)
592 if(!e.WarpZone_findradius_hit || vlen(e.WarpZone_findradius_dist) > vlen(org0 - p))
594 e.WarpZone_findradius_nearest = p;
595 e.WarpZone_findradius_dist = org0 - p;
596 e.WarpZone_findradius_findorigin = org;
597 e.WarpZone_findradius_findradius = rad;
598 if(e.classname == "warpzone_refsys")
600 // ignore, especially: do not overwrite the refsys parameters
602 else if(e.classname == "trigger_warpzone")
604 e.WarpZone_findradius_next = wz;
606 e.WarpZone_findradius_hit = 1;
607 e.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
608 e.enemy.WarpZone_findradius_hit = 1;
612 e.warpzone_transform = transform;
613 e.warpzone_shift = shift;
614 e.WarpZone_findradius_hit = 1;
618 for(e = wz; e; e = e.WarpZone_findradius_next)
620 org0_new = WarpZone_TransformOrigin(e, org);
621 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
622 org_new = trace_endpos;
624 transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
625 shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
626 WarpZone_FindRadius_Recurse(
628 bound(0, rad - vlen(org_new - org0_new), rad - 8),
630 transform_new, shift_new,
632 e.WarpZone_findradius_hit = 0;
633 e.enemy.WarpZone_findradius_hit = 0;
636 entity WarpZone_FindRadius(vector org, float rad, float needlineofsight)
639 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
640 e0 = findchainfloat(WarpZone_findradius_hit, 1);
641 for(e = e0; e; e = e.chain)
642 e.WarpZone_findradius_hit = 0;
646 .entity WarpZone_refsys;
647 void WarpZone_RefSys_GC()
649 // garbage collect unused reference systems
650 self.nextthink = time + 1;
651 if(self.owner.WarpZone_refsys != self)
654 void WarpZone_RefSys_CheckCreate(entity me)
656 if(me.WarpZone_refsys.owner != me)
658 me.WarpZone_refsys = spawn();
659 me.WarpZone_refsys.classname = "warpzone_refsys";
660 me.WarpZone_refsys.owner = me;
661 me.WarpZone_refsys.think = WarpZone_RefSys_GC;
662 me.WarpZone_refsys.nextthink = time + 1;
663 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
666 void WarpZone_RefSys_Clear(entity me)
668 if(me.WarpZone_refsys)
670 remove(me.WarpZone_refsys);
671 me.WarpZone_refsys = world;
674 void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
676 if(t != '0 0 0' || s != '0 0 0')
678 WarpZone_RefSys_CheckCreate(me);
679 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
682 void WarpZone_RefSys_Add(entity me, entity wz)
684 WarpZone_RefSys_AddTransform(me, wz.warpzone_transform, wz.warpzone_shift);
686 void WarpZone_RefSys_AddInverseTransform(entity me, vector t, vector s)
688 if(t != '0 0 0' || s != '0 0 0')
690 WarpZone_RefSys_CheckCreate(me);
691 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, t, s);
694 void WarpZone_RefSys_AddInverse(entity me, entity wz)
696 WarpZone_RefSys_AddInverseTransform(me, wz.warpzone_transform, wz.warpzone_shift);
698 .vector WarpZone_refsys_incremental_shift;
699 .vector WarpZone_refsys_incremental_transform;
700 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
703 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
704 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
706 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, me.WarpZone_refsys_incremental_transform, me.WarpZone_refsys_incremental_shift);
707 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref.WarpZone_refsys);
708 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
709 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
711 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
713 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
714 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
716 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
718 if(from.WarpZone_refsys)
719 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
720 if(to.WarpZone_refsys)
721 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
724 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
726 if(from.WarpZone_refsys)
727 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
728 if(to.WarpZone_refsys)
729 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
732 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
734 if(from.WarpZone_refsys)
735 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
736 if(to.WarpZone_refsys)
737 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
740 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
742 if(from.WarpZone_refsys)
743 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
744 if(to.WarpZone_refsys)
745 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
748 void WarpZone_RefSys_Copy(entity me, entity from)
750 if(from.WarpZone_refsys)
752 WarpZone_RefSys_CheckCreate(me);
753 me.WarpZone_refsys.warpzone_shift = from.WarpZone_refsys.warpzone_shift;
754 me.WarpZone_refsys.warpzone_transform = from.WarpZone_refsys.warpzone_transform;
757 WarpZone_RefSys_Clear(me);
759 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
763 WarpZone_RefSys_Copy(e, me);