2 .vector warpzone_save_origin;
3 .vector warpzone_save_angles;
4 .vector warpzone_save_eorigin;
5 .vector warpzone_save_eangles;
8 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
9 .float warpzone_teleport_time;
10 .entity warpzone_teleport_zone;
12 void WarpZone_StoreProjectileData(entity e)
14 e.warpzone_oldorigin = e.origin;
15 e.warpzone_oldvelocity = e.velocity;
16 e.warpzone_oldangles = e.angles;
19 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
21 setorigin (player, to);
22 player.oldorigin = to; // for DP's unsticking
23 player.angles = to_angles;
24 player.fixangle = TRUE;
25 player.velocity = to_velocity;
27 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
29 if(player.classname == "player")
30 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleported_Send(entity to, float sf)
37 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
38 WriteCoord(MSG_ENTITY, self.angles_x);
39 WriteCoord(MSG_ENTITY, self.angles_y);
40 WriteCoord(MSG_ENTITY, self.angles_z);
44 #define WARPZONE_TELEPORT_FIXSOLID(ret) \
46 setorigin(player, o1 - player.view_ofs); \
47 if(WarpZoneLib_MoveOutOfSolid(player)) \
49 o1 = player.origin + player.view_ofs; \
50 setorigin(player, o0 - player.view_ofs); \
54 print("would have to put player in solid, won't do that\n"); \
55 setorigin(player, o0 - player.view_ofs); \
59 #define WARPZONE_TELEPORT_DOTELEPORT() \
61 WarpZone_RefSys_Add(player, wz); \
62 WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1); \
63 WarpZone_StoreProjectileData(player); \
64 player.warpzone_teleport_time = time; \
65 player.warpzone_teleport_zone = wz; \
68 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
70 vector o0, a0, v0, o1, a1, v1;
72 o0 = player.origin + player.view_ofs;
76 o1 = WarpZone_TransformOrigin(wz, o0);
77 v1 = WarpZone_TransformVelocity(wz, v0);
78 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
79 a1 = WarpZone_TransformVAngles(wz, player.v_angle);
81 a1 = WarpZone_TransformAngles(wz, a0);
83 if(f0 != 0 || f1 != 0)
85 // retry last move but behind the warpzone!
86 // we must first go back as far as we can, then forward again, to not cause double touch events!
88 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
93 tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
96 o1 = trace_endpos + player.view_ofs;
99 d = WarpZone_TargetPlaneDist(wz, o1);
100 dv = WarpZone_TargetPlaneDist(wz, v1);
102 o1 = o1 - v1 * (d / dv);
105 // put him inside solid
106 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
108 WARPZONE_TELEPORT_FIXSOLID(0);
110 WARPZONE_TELEPORT_DOTELEPORT();
112 #ifndef WARPZONE_USE_FIXANGLE
113 if(player.classname == "player")
115 // instead of fixangle, send the transform to the client for smoother operation
116 player.fixangle = FALSE;
119 setmodel(ts, "null");
120 ts.SendEntity = WarpZone_Teleported_Send;
121 ts.SendFlags = 0xFFFFFF;
122 ts.drawonlytoclient = player;
123 ts.think = SUB_Remove;
124 ts.nextthink = time + 1;
127 ts.effects = EF_NODEPTHTEST;
128 ts.classname = "warpzone_teleported";
129 ts.angles = wz.warpzone_transform;
136 void WarpZone_Touch (void)
140 if(other.classname == "trigger_warpzone")
143 if(other.warpzone_teleport_time == time) // already teleported this frame
146 // FIXME needs a better check to know what is safe to teleport and what not
147 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
150 if(WarpZoneLib_ExactTrigger_Touch())
153 if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
156 if(WarpZone_Teleport(self, other, -1, 0))
161 save1 = self.target; self.target = string_null;
162 save2 = self.target3; self.target3 = string_null;
164 if not(self.target) self.target = save1;
165 if not(self.target3) self.target3 = save2;
169 save1 = self.target; self.target = string_null;
170 save2 = self.target2; self.target2 = string_null;
172 if not(self.target) self.target = save1;
173 if not(self.target2) self.target2 = save2;
178 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
182 float WarpZone_Send(entity to, float sendflags)
185 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
187 // we must send this flag for clientside to match properly too
189 if(self.warpzone_isboxy)
191 if(self.warpzone_fadestart)
193 if(self.origin != '0 0 0')
195 WriteByte(MSG_ENTITY, f);
197 // we need THESE to render the warpzone (and cull properly)...
200 WriteCoord(MSG_ENTITY, self.origin_x);
201 WriteCoord(MSG_ENTITY, self.origin_y);
202 WriteCoord(MSG_ENTITY, self.origin_z);
205 WriteShort(MSG_ENTITY, self.modelindex);
206 WriteCoord(MSG_ENTITY, self.mins_x);
207 WriteCoord(MSG_ENTITY, self.mins_y);
208 WriteCoord(MSG_ENTITY, self.mins_z);
209 WriteCoord(MSG_ENTITY, self.maxs_x);
210 WriteCoord(MSG_ENTITY, self.maxs_y);
211 WriteCoord(MSG_ENTITY, self.maxs_z);
212 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
214 // we need THESE to calculate the proper transform
215 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
216 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
217 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
218 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
219 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
220 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
221 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
222 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
223 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
224 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
225 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
226 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
230 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
231 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
237 float WarpZone_Camera_Send(entity to, float sendflags)
240 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
242 if(self.warpzone_fadestart)
244 if(self.origin != '0 0 0')
246 WriteByte(MSG_ENTITY, f);
248 // we need THESE to render the warpzone (and cull properly)...
251 WriteCoord(MSG_ENTITY, self.origin_x);
252 WriteCoord(MSG_ENTITY, self.origin_y);
253 WriteCoord(MSG_ENTITY, self.origin_z);
256 WriteShort(MSG_ENTITY, self.modelindex);
257 WriteCoord(MSG_ENTITY, self.mins_x);
258 WriteCoord(MSG_ENTITY, self.mins_y);
259 WriteCoord(MSG_ENTITY, self.mins_z);
260 WriteCoord(MSG_ENTITY, self.maxs_x);
261 WriteCoord(MSG_ENTITY, self.maxs_y);
262 WriteCoord(MSG_ENTITY, self.maxs_z);
263 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
265 // we need THESE to calculate the proper transform
266 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
267 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
268 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
269 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
270 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
271 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
275 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
276 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
282 float WarpZone_CheckProjectileImpact(entity player)
286 o0 = player.origin + player.view_ofs;
287 v0 = player.velocity;
290 // if player hit a warpzone, abort
292 wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
296 print("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
298 // retry previous move
299 setorigin(player, player.warpzone_oldorigin);
300 player.velocity = player.warpzone_oldvelocity;
301 if(WarpZone_Teleport(wz, player, 0, 1))
311 save1 = self.target; self.target = string_null;
312 save2 = self.target3; self.target3 = string_null;
314 if not(self.target) self.target = save1;
315 if not(self.target3) self.target3 = save2;
318 save1 = self.target; self.target = string_null;
319 save2 = self.target2; self.target2 = string_null;
321 if not(self.target) self.target = save1;
322 if not(self.target2) self.target2 = save2;
327 setorigin(player, o0);
328 player.velocity = v0;
333 float WarpZone_Projectile_Touch()
336 if(other.classname == "trigger_warpzone")
339 // no further impacts if we teleported this frame!
340 if(self.warpzone_teleport_time == time)
343 // this SEEMS to not happen at the moment, but if it did, it would be more reliable
345 float save_dpstartcontents;
346 float save_dphitcontents;
347 float save_dphitq3surfaceflags;
348 string save_dphittexturename;
350 float save_startsolid;
353 vector save_plane_normal;
354 float save_plane_dist;
358 save_dpstartcontents = trace_dpstartcontents;
359 save_dphitcontents = trace_dphitcontents;
360 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
361 save_dphittexturename = trace_dphittexturename;
362 save_allsolid = trace_allsolid;
363 save_startsolid = trace_startsolid;
364 save_fraction = trace_fraction;
365 save_endpos = trace_endpos;
366 save_plane_normal = trace_plane_normal;
367 save_plane_dist = trace_plane_dist;
368 save_ent = trace_ent;
369 save_inopen = trace_inopen;
370 save_inwater = trace_inwater;
371 if((f = WarpZone_CheckProjectileImpact(self)) != 0)
373 trace_dpstartcontents = save_dpstartcontents;
374 trace_dphitcontents = save_dphitcontents;
375 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
376 trace_dphittexturename = save_dphittexturename;
377 trace_allsolid = save_allsolid;
378 trace_startsolid = save_startsolid;
379 trace_fraction = save_fraction;
380 trace_endpos = save_endpos;
381 trace_plane_normal = save_plane_normal;
382 trace_plane_dist = save_plane_dist;
383 trace_ent = save_ent;
384 trace_inopen = save_inopen;
385 trace_inwater = save_inwater;
388 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
391 if(self.warpzone_teleport_time == time)
393 // sequence: hit warpzone, get teleported, hit wall
394 // print("2 hits 1 frame\n");
395 setorigin(self, self.warpzone_oldorigin);
396 self.velocity = self.warpzone_oldvelocity;
397 self.angles = self.warpzone_oldangles;
403 void WarpZone_InitStep_FindOriginTarget()
405 if(self.killtarget != "")
407 self.aiment = find(world, targetname, self.killtarget);
408 if(self.aiment == world)
410 error("Warp zone with nonexisting killtarget");
413 self.killtarget = string_null;
417 void WarpZonePosition_InitStep_FindTarget()
419 if(self.target == "")
421 error("Warp zone position with no target");
424 self.enemy = find(world, targetname, self.target);
425 if(self.enemy == world)
427 error("Warp zone position with nonexisting target");
430 if(self.enemy.aiment)
432 // already is positioned
433 error("Warp zone position targeting already oriented warpzone");
436 self.enemy.aiment = self;
439 void WarpZoneCamera_Think(void)
441 if(self.warpzone_save_origin != self.origin
442 || self.warpzone_save_angles != self.angles
443 || self.warpzone_save_eorigin != self.enemy.origin
444 || self.warpzone_save_eangles != self.enemy.angles)
446 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
447 self.warpzone_save_origin = self.origin;
448 self.warpzone_save_angles = self.angles;
449 self.warpzone_save_eorigin = self.enemy.origin;
450 self.warpzone_save_eangles = self.enemy.angles;
452 self.nextthink = time;
455 void WarpZoneCamera_InitStep_FindTarget()
459 if(self.target == "")
461 error("Camera with no target");
465 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
466 if(random() * ++i < 1)
468 if(self.enemy == world)
470 error("Camera with nonexisting target");
473 warpzone_cameras_exist = 1;
474 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
475 self.SendFlags = 0xFFFFFF;
476 if(self.spawnflags & 1)
478 self.think = WarpZoneCamera_Think;
479 self.nextthink = time;
485 void WarpZone_InitStep_UpdateTransform()
487 vector org, ang, norm, point;
489 vector tri, a, b, c, p, q, n;
495 org = 0.5 * (self.mins + self.maxs);
497 norm = point = '0 0 0';
499 for(i_s = 0; ; ++i_s)
501 tex = getsurfacetexture(self, i_s);
503 break; // this is beyond the last one
504 if(tex == "textures/common/trigger" || tex == "trigger")
506 n_t = getsurfacenumtriangles(self, i_s);
507 for(i_t = 0; i_t < n_t; ++i_t)
509 tri = getsurfacetriangle(self, i_s, i_t);
510 a = getsurfacepoint(self, i_s, tri_x);
511 b = getsurfacepoint(self, i_s, tri_y);
512 c = getsurfacepoint(self, i_s, tri_z);
515 n = '1 0 0' * (q_y * p_z - q_z * p_y)
516 + '0 1 0' * (q_z * p_x - q_x * p_z)
517 + '0 0 1' * (q_x * p_y - q_y * p_x);
518 area = area + vlen(n);
520 point = point + vlen(n) * (a + b + c);
525 norm = norm * (1 / area);
526 point = point * (1 / (3 * area));
527 if(vlen(norm) < 0.99)
529 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
530 area = 0; // no autofixing in this case
532 norm = normalize(norm);
537 org = self.aiment.origin;
538 ang = self.aiment.angles;
541 org = org - ((org - point) * norm) * norm; // project to plane
543 if(norm * v_forward < 0)
545 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
548 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
550 if(norm * v_forward < 0.99)
551 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
552 if(vlen(org - self.aiment.origin) > 0.5)
553 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
559 ang = vectoangles(norm);
563 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
565 self.warpzone_origin = org;
566 self.warpzone_angles = ang;
569 void WarpZone_InitStep_ClearTarget()
572 self.enemy.enemy = world;
576 entity warpzone_first; .entity warpzone_next;
577 void WarpZone_InitStep_FindTarget()
585 // this way only one of the two ents needs to target
586 if(self.target != "")
588 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
591 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
593 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
594 if(random() * ++i < 1)
599 error("Warpzone with non-existing target");
607 void WarpZone_Think();
608 void WarpZone_InitStep_FinalizeTransform()
610 if(!self.enemy || self.enemy.enemy != self)
612 error("Invalid warp zone detected. Killed.");
616 warpzone_warpzones_exist = 1;
617 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
618 self.touch = WarpZone_Touch;
619 self.SendFlags = 0xFFFFFF;
620 if(self.spawnflags & 1)
622 self.think = WarpZone_Think;
623 self.nextthink = time;
629 float warpzone_initialized;
630 entity warpzone_first;
631 entity warpzone_position_first;
632 entity warpzone_camera_first;
633 .entity warpzone_next;
634 void spawnfunc_misc_warpzone_position(void)
636 // "target", "angles", "origin"
637 self.warpzone_next = warpzone_position_first;
638 warpzone_position_first = self;
640 void spawnfunc_trigger_warpzone_position(void)
642 spawnfunc_misc_warpzone_position();
644 void spawnfunc_trigger_warpzone(void)
646 // warp zone entities must have:
647 // "killtarget" pointing to a target_position with a direction arrow
648 // that points AWAY from the warp zone, and that is inside
649 // the warp zone trigger
650 // "target" pointing to an identical warp zone at another place in
651 // the map, with another killtarget to designate its
654 #ifndef WARPZONE_USE_FIXANGLE
655 // used when teleporting
656 precache_model("null");
660 self.scale = self.modelscale;
665 WarpZoneLib_ExactTrigger_Init();
669 setmodel(self, m); // no precision needed
671 setorigin(self, self.origin);
673 setsize(self, self.mins * self.scale, self.maxs * self.scale);
675 setsize(self, self.mins, self.maxs);
676 self.SendEntity = WarpZone_Send;
677 self.SendFlags = 0xFFFFFF;
678 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
679 self.warpzone_next = warpzone_first;
680 warpzone_first = self;
682 void spawnfunc_func_camera(void)
685 self.scale = self.modelscale;
690 precache_model(self.model);
691 setmodel(self, self.model); // no precision needed
693 setorigin(self, self.origin);
695 setsize(self, self.mins * self.scale, self.maxs * self.scale);
697 setsize(self, self.mins, self.maxs);
699 self.solid = SOLID_BSP;
700 else if(self.solid < 0)
701 self.solid = SOLID_NOT;
702 self.SendEntity = WarpZone_Camera_Send;
703 self.SendFlags = 0xFFFFFF;
704 self.warpzone_next = warpzone_camera_first;
705 warpzone_camera_first = self;
707 void WarpZones_Reconnect()
711 for(self = warpzone_first; self; self = self.warpzone_next)
712 WarpZone_InitStep_ClearTarget();
713 for(self = warpzone_first; self; self = self.warpzone_next)
714 WarpZone_InitStep_FindTarget();
715 for(self = warpzone_camera_first; self; self = self.warpzone_next)
716 WarpZoneCamera_InitStep_FindTarget();
717 for(self = warpzone_first; self; self = self.warpzone_next)
718 WarpZone_InitStep_FinalizeTransform();
722 void WarpZone_Think()
724 if(self.warpzone_save_origin != self.origin
725 || self.warpzone_save_angles != self.angles
726 || self.warpzone_save_eorigin != self.enemy.origin
727 || self.warpzone_save_eangles != self.enemy.angles)
731 WarpZone_InitStep_UpdateTransform();
733 WarpZone_InitStep_UpdateTransform();
735 WarpZone_InitStep_FinalizeTransform();
737 WarpZone_InitStep_FinalizeTransform();
739 self.warpzone_save_origin = self.origin;
740 self.warpzone_save_angles = self.angles;
741 self.warpzone_save_eorigin = self.enemy.origin;
742 self.warpzone_save_eangles = self.enemy.angles;
744 self.nextthink = time;
747 void WarpZone_StartFrame()
750 if(warpzone_initialized == 0)
752 warpzone_initialized = 1;
754 for(self = warpzone_first; self; self = self.warpzone_next)
755 WarpZone_InitStep_FindOriginTarget();
756 for(self = warpzone_position_first; self; self = self.warpzone_next)
757 WarpZonePosition_InitStep_FindTarget();
758 for(self = warpzone_first; self; self = self.warpzone_next)
759 WarpZone_InitStep_UpdateTransform();
761 WarpZones_Reconnect();
764 if(warpzone_warpzones_exist)
766 entity oldself, oldother;
769 for(e = world; (e = nextent(e)); )
771 WarpZone_StoreProjectileData(e);
774 if(f == CLIENTTYPE_REAL)
776 if(e.solid != SOLID_NOT) // not spectating?
778 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
780 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
784 if(WarpZoneLib_ExactTrigger_Touch())
786 if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
787 WarpZone_Teleport(self, e); // NOT triggering targets by this!
789 if(f == CLIENTTYPE_NOTACLIENT)
791 for(; (e = nextent(e)); )
792 WarpZone_StoreProjectileData(e);
801 .float warpzone_reconnecting;
802 float visible_to_some_client(entity ent)
805 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
806 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
807 if(checkpvs(e.origin + e.view_ofs, ent))
811 void trigger_warpzone_reconnect_use()
815 // NOTE: this matches for target, not targetname, but of course
816 // targetname must be set too on the other entities
817 for(self = warpzone_first; self; self = self.warpzone_next)
818 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
819 for(self = warpzone_camera_first; self; self = self.warpzone_next)
820 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
821 for(self = warpzone_first; self; self = self.warpzone_next)
822 if(self.warpzone_reconnecting)
823 WarpZone_InitStep_ClearTarget();
824 for(self = warpzone_first; self; self = self.warpzone_next)
825 if(self.warpzone_reconnecting)
826 WarpZone_InitStep_FindTarget();
827 for(self = warpzone_camera_first; self; self = self.warpzone_next)
828 if(self.warpzone_reconnecting)
829 WarpZoneCamera_InitStep_FindTarget();
830 for(self = warpzone_first; self; self = self.warpzone_next)
831 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
832 WarpZone_InitStep_FinalizeTransform();
836 void spawnfunc_trigger_warpzone_reconnect()
838 self.use = trigger_warpzone_reconnect_use;
841 void spawnfunc_target_warpzone_reconnect()
843 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
846 void WarpZone_PlayerPhysics_FixVAngle(void)
848 #ifndef WARPZONE_DONT_FIX_VANGLE
849 if(clienttype(self) == CLIENTTYPE_REAL)
850 if(self.v_angle_z <= 360) // if not already adjusted
851 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
853 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
854 self.v_angle_z += 720; // mark as adjusted