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 // retry last move but behind the warpzone!
84 // we must first go back as far as we can, then forward again, to not cause double touch events!
85 print(sprintf("%v ", o1));
86 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
91 tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
94 o1 = trace_endpos + player.view_ofs;
95 print(sprintf("-> %v\n", o1));
97 // put him inside solid
98 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
100 WARPZONE_TELEPORT_FIXSOLID(0);
102 WARPZONE_TELEPORT_DOTELEPORT();
104 #ifndef WARPZONE_USE_FIXANGLE
105 if(player.classname == "player")
107 // instead of fixangle, send the transform to the client for smoother operation
108 player.fixangle = FALSE;
111 setmodel(ts, "null");
112 ts.SendEntity = WarpZone_Teleported_Send;
113 ts.SendFlags = 0xFFFFFF;
114 ts.drawonlytoclient = player;
115 ts.think = SUB_Remove;
116 ts.nextthink = time + 1;
119 ts.effects = EF_NODEPTHTEST;
120 ts.classname = "warpzone_teleported";
121 ts.angles = wz.warpzone_transform;
128 void WarpZone_Touch (void)
132 if(other.classname == "trigger_warpzone")
135 // FIXME needs a better check to know what is safe to teleport and what not
136 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
139 if(WarpZoneLib_ExactTrigger_Touch())
142 if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
145 if(WarpZone_Teleport(self, other, -1, 0))
150 save1 = self.target; self.target = string_null;
151 save2 = self.target3; self.target3 = string_null;
153 if not(self.target) self.target = save1;
154 if not(self.target3) self.target3 = save2;
158 save1 = self.target; self.target = string_null;
159 save2 = self.target2; self.target2 = string_null;
161 if not(self.target) self.target = save1;
162 if not(self.target2) self.target2 = save2;
167 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
171 float WarpZone_Send(entity to, float sendflags)
174 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
176 // we must send this flag for clientside to match properly too
178 if(self.warpzone_isboxy)
180 if(self.warpzone_fadestart)
182 if(self.origin != '0 0 0')
184 WriteByte(MSG_ENTITY, f);
186 // we need THESE to render the warpzone (and cull properly)...
189 WriteCoord(MSG_ENTITY, self.origin_x);
190 WriteCoord(MSG_ENTITY, self.origin_y);
191 WriteCoord(MSG_ENTITY, self.origin_z);
194 WriteShort(MSG_ENTITY, self.modelindex);
195 WriteCoord(MSG_ENTITY, self.mins_x);
196 WriteCoord(MSG_ENTITY, self.mins_y);
197 WriteCoord(MSG_ENTITY, self.mins_z);
198 WriteCoord(MSG_ENTITY, self.maxs_x);
199 WriteCoord(MSG_ENTITY, self.maxs_y);
200 WriteCoord(MSG_ENTITY, self.maxs_z);
201 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
203 // we need THESE to calculate the proper transform
204 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
205 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
206 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
207 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
208 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
209 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
210 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
211 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
212 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
213 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
214 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
215 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
219 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
220 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
226 float WarpZone_Camera_Send(entity to, float sendflags)
229 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
231 if(self.warpzone_fadestart)
233 if(self.origin != '0 0 0')
235 WriteByte(MSG_ENTITY, f);
237 // we need THESE to render the warpzone (and cull properly)...
240 WriteCoord(MSG_ENTITY, self.origin_x);
241 WriteCoord(MSG_ENTITY, self.origin_y);
242 WriteCoord(MSG_ENTITY, self.origin_z);
245 WriteShort(MSG_ENTITY, self.modelindex);
246 WriteCoord(MSG_ENTITY, self.mins_x);
247 WriteCoord(MSG_ENTITY, self.mins_y);
248 WriteCoord(MSG_ENTITY, self.mins_z);
249 WriteCoord(MSG_ENTITY, self.maxs_x);
250 WriteCoord(MSG_ENTITY, self.maxs_y);
251 WriteCoord(MSG_ENTITY, self.maxs_z);
252 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
254 // we need THESE to calculate the proper transform
255 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
256 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
257 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
258 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
259 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
260 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
264 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
265 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
271 float WarpZone_CheckProjectileImpact()
275 vector o0, a0, v0, o1, a1, v1;
277 o0 = player.origin + player.view_ofs;
278 v0 = player.velocity;
281 // if player hit a warpzone, abort
284 wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
287 if(player.warpzone_teleport_time == time)
289 // just ignore if we got teleported this frame already and now hit a wall and are in a warpzone again (this will cause a detonation)
290 // print("2 warps 1 frame\n");
294 setorigin(player, player.warpzone_oldorigin);
295 player.velocity = player.warpzone_oldvelocity;
296 if(WarpZone_Teleport(wz, player, 0, 1))
301 setorigin(player, o0);
302 player.velocity = v0;
307 float WarpZone_Projectile_Touch()
310 if(other.classname == "trigger_warpzone")
313 // no further impacts if we teleported this frame!
314 if(self.warpzone_teleport_time == time)
318 float save_dpstartcontents;
319 float save_dphitcontents;
320 float save_dphitq3surfaceflags;
321 string save_dphittexturename;
323 float save_startsolid;
326 vector save_plane_normal;
327 float save_plane_dist;
331 save_dpstartcontents = trace_dpstartcontents;
332 save_dphitcontents = trace_dphitcontents;
333 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
334 save_dphittexturename = trace_dphittexturename;
335 save_allsolid = trace_allsolid;
336 save_startsolid = trace_startsolid;
337 save_fraction = trace_fraction;
338 save_endpos = trace_endpos;
339 save_plane_normal = trace_plane_normal;
340 save_plane_dist = trace_plane_dist;
341 save_ent = trace_ent;
342 save_inopen = trace_inopen;
343 save_inwater = trace_inwater;
344 if((f = WarpZone_CheckProjectileImpact()) != 0)
346 trace_dpstartcontents = save_dpstartcontents;
347 trace_dphitcontents = save_dphitcontents;
348 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
349 trace_dphittexturename = save_dphittexturename;
350 trace_allsolid = save_allsolid;
351 trace_startsolid = save_startsolid;
352 trace_fraction = save_fraction;
353 trace_endpos = save_endpos;
354 trace_plane_normal = save_plane_normal;
355 trace_plane_dist = save_plane_dist;
356 trace_ent = save_ent;
357 trace_inopen = save_inopen;
358 trace_inwater = save_inwater;
361 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
364 if(self.warpzone_teleport_time == time)
366 // sequence: hit warpzone, get teleported, hit wall
367 // print("2 hits 1 frame\n");
368 setorigin(self, self.warpzone_oldorigin);
369 self.velocity = self.warpzone_oldvelocity;
370 self.angles = self.warpzone_oldangles;
376 void WarpZone_InitStep_FindOriginTarget()
378 if(self.killtarget != "")
380 self.aiment = find(world, targetname, self.killtarget);
381 if(self.aiment == world)
383 error("Warp zone with nonexisting killtarget");
386 self.killtarget = string_null;
390 void WarpZonePosition_InitStep_FindTarget()
392 if(self.target == "")
394 error("Warp zone position with no target");
397 self.enemy = find(world, targetname, self.target);
398 if(self.enemy == world)
400 error("Warp zone position with nonexisting target");
403 if(self.enemy.aiment)
405 // already is positioned
406 error("Warp zone position targeting already oriented warpzone");
409 self.enemy.aiment = self;
412 void WarpZoneCamera_Think(void)
414 if(self.warpzone_save_origin != self.origin
415 || self.warpzone_save_angles != self.angles
416 || self.warpzone_save_eorigin != self.enemy.origin
417 || self.warpzone_save_eangles != self.enemy.angles)
419 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
420 self.warpzone_save_origin = self.origin;
421 self.warpzone_save_angles = self.angles;
422 self.warpzone_save_eorigin = self.enemy.origin;
423 self.warpzone_save_eangles = self.enemy.angles;
425 self.nextthink = time;
428 void WarpZoneCamera_InitStep_FindTarget()
432 if(self.target == "")
434 error("Camera with no target");
438 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
439 if(random() * ++i < 1)
441 if(self.enemy == world)
443 error("Camera with nonexisting target");
446 warpzone_cameras_exist = 1;
447 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
448 self.SendFlags = 0xFFFFFF;
449 if(self.spawnflags & 1)
451 self.think = WarpZoneCamera_Think;
452 self.nextthink = time;
458 void WarpZone_InitStep_UpdateTransform()
460 vector org, ang, norm, point;
462 vector tri, a, b, c, p, q, n;
468 org = 0.5 * (self.mins + self.maxs);
470 norm = point = '0 0 0';
472 for(i_s = 0; ; ++i_s)
474 tex = getsurfacetexture(self, i_s);
476 break; // this is beyond the last one
477 if(tex == "textures/common/trigger" || tex == "trigger")
479 n_t = getsurfacenumtriangles(self, i_s);
480 for(i_t = 0; i_t < n_t; ++i_t)
482 tri = getsurfacetriangle(self, i_s, i_t);
483 a = getsurfacepoint(self, i_s, tri_x);
484 b = getsurfacepoint(self, i_s, tri_y);
485 c = getsurfacepoint(self, i_s, tri_z);
488 n = '1 0 0' * (q_y * p_z - q_z * p_y)
489 + '0 1 0' * (q_z * p_x - q_x * p_z)
490 + '0 0 1' * (q_x * p_y - q_y * p_x);
491 area = area + vlen(n);
493 point = point + vlen(n) * (a + b + c);
498 norm = norm * (1 / area);
499 point = point * (1 / (3 * area));
500 if(vlen(norm) < 0.99)
502 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
503 area = 0; // no autofixing in this case
505 norm = normalize(norm);
510 org = self.aiment.origin;
511 ang = self.aiment.angles;
514 org = org - ((org - point) * norm) * norm; // project to plane
516 if(norm * v_forward < 0)
518 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
521 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
523 if(norm * v_forward < 0.99)
524 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
525 if(vlen(org - self.aiment.origin) > 0.5)
526 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
532 ang = vectoangles(norm);
536 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
538 self.warpzone_origin = org;
539 self.warpzone_angles = ang;
542 void WarpZone_InitStep_ClearTarget()
545 self.enemy.enemy = world;
549 entity warpzone_first; .entity warpzone_next;
550 void WarpZone_InitStep_FindTarget()
558 // this way only one of the two ents needs to target
559 if(self.target != "")
561 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
564 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
566 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
567 if(random() * ++i < 1)
572 error("Warpzone with non-existing target");
580 void WarpZone_Think();
581 void WarpZone_InitStep_FinalizeTransform()
583 if(!self.enemy || self.enemy.enemy != self)
585 error("Invalid warp zone detected. Killed.");
589 warpzone_warpzones_exist = 1;
590 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
591 self.touch = WarpZone_Touch;
592 self.SendFlags = 0xFFFFFF;
593 if(self.spawnflags & 1)
595 self.think = WarpZone_Think;
596 self.nextthink = time;
602 float warpzone_initialized;
603 entity warpzone_first;
604 entity warpzone_position_first;
605 entity warpzone_camera_first;
606 .entity warpzone_next;
607 void spawnfunc_misc_warpzone_position(void)
609 // "target", "angles", "origin"
610 self.warpzone_next = warpzone_position_first;
611 warpzone_position_first = self;
613 void spawnfunc_trigger_warpzone_position(void)
615 spawnfunc_misc_warpzone_position();
617 void spawnfunc_trigger_warpzone(void)
619 // warp zone entities must have:
620 // "killtarget" pointing to a target_position with a direction arrow
621 // that points AWAY from the warp zone, and that is inside
622 // the warp zone trigger
623 // "target" pointing to an identical warp zone at another place in
624 // the map, with another killtarget to designate its
627 #ifndef WARPZONE_USE_FIXANGLE
628 // used when teleporting
629 precache_model("null");
633 self.scale = self.modelscale;
638 WarpZoneLib_ExactTrigger_Init();
642 setmodel(self, m); // no precision needed
644 setorigin(self, self.origin);
646 setsize(self, self.mins * self.scale, self.maxs * self.scale);
648 setsize(self, self.mins, self.maxs);
649 self.SendEntity = WarpZone_Send;
650 self.SendFlags = 0xFFFFFF;
651 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
652 self.warpzone_next = warpzone_first;
653 warpzone_first = self;
655 void spawnfunc_func_camera(void)
658 self.scale = self.modelscale;
663 precache_model(self.model);
664 setmodel(self, self.model); // no precision needed
666 setorigin(self, self.origin);
668 setsize(self, self.mins * self.scale, self.maxs * self.scale);
670 setsize(self, self.mins, self.maxs);
672 self.solid = SOLID_BSP;
673 else if(self.solid < 0)
674 self.solid = SOLID_NOT;
675 self.SendEntity = WarpZone_Camera_Send;
676 self.SendFlags = 0xFFFFFF;
677 self.warpzone_next = warpzone_camera_first;
678 warpzone_camera_first = self;
680 void WarpZones_Reconnect()
684 for(self = warpzone_first; self; self = self.warpzone_next)
685 WarpZone_InitStep_ClearTarget();
686 for(self = warpzone_first; self; self = self.warpzone_next)
687 WarpZone_InitStep_FindTarget();
688 for(self = warpzone_camera_first; self; self = self.warpzone_next)
689 WarpZoneCamera_InitStep_FindTarget();
690 for(self = warpzone_first; self; self = self.warpzone_next)
691 WarpZone_InitStep_FinalizeTransform();
695 void WarpZone_Think()
697 if(self.warpzone_save_origin != self.origin
698 || self.warpzone_save_angles != self.angles
699 || self.warpzone_save_eorigin != self.enemy.origin
700 || self.warpzone_save_eangles != self.enemy.angles)
704 WarpZone_InitStep_UpdateTransform();
706 WarpZone_InitStep_UpdateTransform();
708 WarpZone_InitStep_FinalizeTransform();
710 WarpZone_InitStep_FinalizeTransform();
712 self.warpzone_save_origin = self.origin;
713 self.warpzone_save_angles = self.angles;
714 self.warpzone_save_eorigin = self.enemy.origin;
715 self.warpzone_save_eangles = self.enemy.angles;
717 self.nextthink = time;
720 void WarpZone_StartFrame()
723 if(warpzone_initialized == 0)
725 warpzone_initialized = 1;
727 for(self = warpzone_first; self; self = self.warpzone_next)
728 WarpZone_InitStep_FindOriginTarget();
729 for(self = warpzone_position_first; self; self = self.warpzone_next)
730 WarpZonePosition_InitStep_FindTarget();
731 for(self = warpzone_first; self; self = self.warpzone_next)
732 WarpZone_InitStep_UpdateTransform();
734 WarpZones_Reconnect();
737 if(warpzone_warpzones_exist)
739 entity oldself, oldother;
742 for(e = world; (e = nextent(e)); )
744 WarpZone_StoreProjectileData(e);
747 if(f == CLIENTTYPE_REAL)
749 if(e.solid != SOLID_NOT) // not spectating?
751 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
753 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
757 if(WarpZoneLib_ExactTrigger_Touch())
759 if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) >= 0)
760 WarpZone_Teleport(self, e); // NOT triggering targets by this!
762 if(f == CLIENTTYPE_NOTACLIENT)
764 for(; (e = nextent(e)); )
765 WarpZone_StoreProjectileData(e);
774 .float warpzone_reconnecting;
775 float visible_to_some_client(entity ent)
778 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
779 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
780 if(checkpvs(e.origin + e.view_ofs, ent))
784 void trigger_warpzone_reconnect_use()
788 // NOTE: this matches for target, not targetname, but of course
789 // targetname must be set too on the other entities
790 for(self = warpzone_first; self; self = self.warpzone_next)
791 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
792 for(self = warpzone_camera_first; self; self = self.warpzone_next)
793 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
794 for(self = warpzone_first; self; self = self.warpzone_next)
795 if(self.warpzone_reconnecting)
796 WarpZone_InitStep_ClearTarget();
797 for(self = warpzone_first; self; self = self.warpzone_next)
798 if(self.warpzone_reconnecting)
799 WarpZone_InitStep_FindTarget();
800 for(self = warpzone_camera_first; self; self = self.warpzone_next)
801 if(self.warpzone_reconnecting)
802 WarpZoneCamera_InitStep_FindTarget();
803 for(self = warpzone_first; self; self = self.warpzone_next)
804 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
805 WarpZone_InitStep_FinalizeTransform();
809 void spawnfunc_trigger_warpzone_reconnect()
811 self.use = trigger_warpzone_reconnect_use;
814 void spawnfunc_target_warpzone_reconnect()
816 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
819 void WarpZone_PlayerPhysics_FixVAngle(void)
821 #ifndef WARPZONE_DONT_FIX_VANGLE
822 if(clienttype(self) == CLIENTTYPE_REAL)
823 if(self.v_angle_z <= 360) // if not already adjusted
824 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
826 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
827 self.v_angle_z += 720; // mark as adjusted