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prevent player from warping out of the warpzone
[xonotic/xonotic-data.pk3dir.git] / qcsrc / warpzonelib / server.qc
1 // for think function
2 .vector warpzone_save_origin;
3 .vector warpzone_save_angles;
4 .vector warpzone_save_eorigin;
5 .vector warpzone_save_eangles;
6
7 // for all entities
8 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
9 .float warpzone_teleport_time;
10 .entity warpzone_teleport_zone;
11
12 void WarpZone_StoreProjectileData(entity e)
13 {
14         e.warpzone_oldorigin = e.origin;
15         e.warpzone_oldvelocity = e.velocity;
16         e.warpzone_oldangles = e.angles;
17 }
18
19 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
20 {
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;
26
27         BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
28
29         if(player.classname == "player")
30                 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
31
32         WarpZone_PostTeleportPlayer_Callback(player);
33 }
34
35 float WarpZone_Teleported_Send(entity to, float sf)
36 {
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);
41         return TRUE;
42 }
43
44 #define WARPZONE_TELEPORT_FIXSOLID(ret) \
45         { \
46                 setorigin(player, o1 - player.view_ofs); \
47                 if(WarpZoneLib_MoveOutOfSolid(player)) \
48                 { \
49                         o1 = player.origin + player.view_ofs; \
50                         setorigin(player, o0 - player.view_ofs); \
51                 } \
52                 else \
53                 { \
54                         print("would have to put player in solid, won't do that\n"); \
55                         setorigin(player, o0 - player.view_ofs); \
56                         return (ret); \
57                 } \
58         }
59 #define WARPZONE_TELEPORT_DOTELEPORT() \
60         { \
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; \
66         }
67
68 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
69 {
70         vector o0, a0, v0, o1, a1, v1;
71
72         o0 = player.origin + player.view_ofs;
73         v0 = player.velocity;
74         a0 = player.angles;
75
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);
80         else
81                 a1 = WarpZone_TransformAngles(wz, a0);
82
83         if(f0 != 0 || f1 != 0)
84         {
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!
87
88                 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
89                 {
90                         entity own;
91                         own = player.owner;
92                         player.owner = world;
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
94                         player.owner = own;
95                 }
96                 o1 = trace_endpos + player.view_ofs;
97
98                 float d, dv;
99                 d = WarpZone_TargetPlaneDist(wz, o1);
100                 dv = WarpZone_TargetPlaneDist(wz, v1);
101                 if(d < 0)
102                         o1 = o1 - v1 * (d / dv);
103         }
104
105         // put him inside solid
106         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
107         if(trace_startsolid)
108                 WARPZONE_TELEPORT_FIXSOLID(0);
109
110         WARPZONE_TELEPORT_DOTELEPORT();
111
112 #ifndef WARPZONE_USE_FIXANGLE
113         if(player.classname == "player")
114         {
115                 // instead of fixangle, send the transform to the client for smoother operation
116                 player.fixangle = FALSE;
117
118                 entity ts = spawn();
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;
125                 ts.owner = player;
126                 ts.enemy = wz;
127                 ts.effects = EF_NODEPTHTEST;
128                 ts.classname = "warpzone_teleported";
129                 ts.angles = wz.warpzone_transform;
130         }
131 #endif
132
133         return 1;
134 }
135
136 void WarpZone_Touch (void)
137 {
138         entity oldself, e;
139
140         if(other.classname == "trigger_warpzone")
141                 return;
142
143         if(other.warpzone_teleport_time == time) // already teleported this frame
144                 return;
145
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)
148                 return;
149
150         if(WarpZoneLib_ExactTrigger_Touch())
151                 return;
152
153         if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
154                 return;
155
156         if(WarpZone_Teleport(self, other, -1, 0))
157         {
158                 string save1, save2;
159                 activator = other;
160
161                 save1 = self.target; self.target = string_null;
162                 save2 = self.target3; self.target3 = string_null;
163                 SUB_UseTargets();
164                 if not(self.target) self.target = save1;
165                 if not(self.target3) self.target3 = save2;
166
167                 oldself = self;
168                 self = self.enemy;
169                 save1 = self.target; self.target = string_null;
170                 save2 = self.target2; self.target2 = string_null;
171                 SUB_UseTargets();
172                 if not(self.target) self.target = save1;
173                 if not(self.target2) self.target2 = save2;
174                 self = oldself;
175         }
176         else
177         {
178                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
179         }
180 }
181
182 float WarpZone_Send(entity to, float sendflags)
183 {
184         float f;
185         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
186
187         // we must send this flag for clientside to match properly too
188         f = 0;
189         if(self.warpzone_isboxy)
190                 BITSET_ASSIGN(f, 1);
191         if(self.warpzone_fadestart)
192                 BITSET_ASSIGN(f, 2);
193         if(self.origin != '0 0 0')
194                 BITSET_ASSIGN(f, 4);
195         WriteByte(MSG_ENTITY, f);
196
197         // we need THESE to render the warpzone (and cull properly)...
198         if(f & 4)
199         {
200                 WriteCoord(MSG_ENTITY, self.origin_x);
201                 WriteCoord(MSG_ENTITY, self.origin_y);
202                 WriteCoord(MSG_ENTITY, self.origin_z);
203         }
204
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));
213
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);
227
228         if(f & 2)
229         {
230                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
231                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
232         }
233
234         return TRUE;
235 }
236
237 float WarpZone_Camera_Send(entity to, float sendflags)
238 {
239         float f;
240         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
241
242         if(self.warpzone_fadestart)
243                 BITSET_ASSIGN(f, 2);
244         if(self.origin != '0 0 0')
245                 BITSET_ASSIGN(f, 4);
246         WriteByte(MSG_ENTITY, f);
247
248         // we need THESE to render the warpzone (and cull properly)...
249         if(f & 4)
250         {
251                 WriteCoord(MSG_ENTITY, self.origin_x);
252                 WriteCoord(MSG_ENTITY, self.origin_y);
253                 WriteCoord(MSG_ENTITY, self.origin_z);
254         }
255
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));
264
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);
272
273         if(f & 2)
274         {
275                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
276                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
277         }
278
279         return TRUE;
280 }
281
282 float WarpZone_CheckProjectileImpact()
283 {
284         entity player;
285         player = self;
286         vector o0, a0, v0, o1, a1, v1;
287
288         o0 = player.origin + player.view_ofs;
289         v0 = player.velocity;
290         a0 = player.angles;
291
292         // if player hit a warpzone, abort
293         float mpd, pd, dpd;
294         entity wz;
295         wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
296         if(!wz)
297                 return 0;
298         if(player.warpzone_teleport_time == time)
299         {
300                 // 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)
301                 // print("2 warps 1 frame\n");
302                 return -1;
303         }
304
305         // retry previous move
306         setorigin(player, player.warpzone_oldorigin);
307         player.velocity = player.warpzone_oldvelocity;
308         if(WarpZone_Teleport(wz, player, 0, 1))
309         {
310                 print(sprintf("teleported by impact filter!\n"));
311         }
312         else
313         {
314                 setorigin(player, o0);
315                 player.velocity = v0;
316         }
317
318         return +1;
319 }
320 float WarpZone_Projectile_Touch()
321 {
322         float f;
323         if(other.classname == "trigger_warpzone")
324                 return TRUE;
325
326         // no further impacts if we teleported this frame!
327         if(self.warpzone_teleport_time == time)
328                 return TRUE;
329
330 #if 0
331         {
332                 float save_dpstartcontents;
333                 float save_dphitcontents;
334                 float save_dphitq3surfaceflags;
335                 string save_dphittexturename;
336                 float save_allsolid;
337                 float save_startsolid;
338                 float save_fraction;
339                 vector save_endpos;
340                 vector save_plane_normal;
341                 float save_plane_dist;
342                 entity save_ent;
343                 float save_inopen;
344                 float save_inwater;
345                 save_dpstartcontents = trace_dpstartcontents;
346                 save_dphitcontents = trace_dphitcontents;
347                 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
348                 save_dphittexturename = trace_dphittexturename;
349                 save_allsolid = trace_allsolid;
350                 save_startsolid = trace_startsolid;
351                 save_fraction = trace_fraction;
352                 save_endpos = trace_endpos;
353                 save_plane_normal = trace_plane_normal;
354                 save_plane_dist = trace_plane_dist;
355                 save_ent = trace_ent;
356                 save_inopen = trace_inopen;
357                 save_inwater = trace_inwater;
358                 if((f = WarpZone_CheckProjectileImpact()) != 0)
359                         return (f > 0);
360                 trace_dpstartcontents = save_dpstartcontents;
361                 trace_dphitcontents = save_dphitcontents;
362                 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
363                 trace_dphittexturename = save_dphittexturename;
364                 trace_allsolid = save_allsolid;
365                 trace_startsolid = save_startsolid;
366                 trace_fraction = save_fraction;
367                 trace_endpos = save_endpos;
368                 trace_plane_normal = save_plane_normal;
369                 trace_plane_dist = save_plane_dist;
370                 trace_ent = save_ent;
371                 trace_inopen = save_inopen;
372                 trace_inwater = save_inwater;
373         }
374 #endif
375
376         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
377                 return TRUE;
378
379         if(self.warpzone_teleport_time == time)
380         {
381                 // sequence: hit warpzone, get teleported, hit wall
382                 // print("2 hits 1 frame\n");
383                 setorigin(self, self.warpzone_oldorigin);
384                 self.velocity = self.warpzone_oldvelocity;
385                 self.angles = self.warpzone_oldangles;
386                 return TRUE;
387         }
388         return FALSE;
389 }
390
391 void WarpZone_InitStep_FindOriginTarget()
392 {
393         if(self.killtarget != "")
394         {
395                 self.aiment = find(world, targetname, self.killtarget);
396                 if(self.aiment == world)
397                 {
398                         error("Warp zone with nonexisting killtarget");
399                         return;
400                 }
401                 self.killtarget = string_null;
402         }
403 }
404
405 void WarpZonePosition_InitStep_FindTarget()
406 {
407         if(self.target == "")
408         {
409                 error("Warp zone position with no target");
410                 return;
411         }
412         self.enemy = find(world, targetname, self.target);
413         if(self.enemy == world)
414         {
415                 error("Warp zone position with nonexisting target");
416                 return;
417         }
418         if(self.enemy.aiment)
419         {
420                 // already is positioned
421                 error("Warp zone position targeting already oriented warpzone");
422                 return;
423         }
424         self.enemy.aiment = self;
425 }
426
427 void WarpZoneCamera_Think(void)
428 {
429         if(self.warpzone_save_origin != self.origin
430         || self.warpzone_save_angles != self.angles
431         || self.warpzone_save_eorigin != self.enemy.origin
432         || self.warpzone_save_eangles != self.enemy.angles)
433         {
434                 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
435                 self.warpzone_save_origin = self.origin;
436                 self.warpzone_save_angles = self.angles;
437                 self.warpzone_save_eorigin = self.enemy.origin;
438                 self.warpzone_save_eangles = self.enemy.angles;
439         }
440         self.nextthink = time;
441 }
442
443 void WarpZoneCamera_InitStep_FindTarget()
444 {
445         entity e;
446         float i;
447         if(self.target == "")
448         {
449                 error("Camera with no target");
450                 return;
451         }
452         self.enemy = world;
453         for(e = world, i = 0; (e = find(e, targetname, self.target)); )
454                 if(random() * ++i < 1)
455                         self.enemy = e;
456         if(self.enemy == world)
457         {
458                 error("Camera with nonexisting target");
459                 return;
460         }
461         warpzone_cameras_exist = 1;
462         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
463         self.SendFlags = 0xFFFFFF;
464         if(self.spawnflags & 1)
465         {
466                 self.think = WarpZoneCamera_Think;
467                 self.nextthink = time;
468         }
469         else
470                 self.nextthink = 0;
471 }
472
473 void WarpZone_InitStep_UpdateTransform()
474 {
475         vector org, ang, norm, point;
476         float area;
477         vector tri, a, b, c, p, q, n;
478         float i_s, i_t, n_t;
479         string tex;
480
481         org = self.origin;
482         if(org == '0 0 0')
483                 org = 0.5 * (self.mins + self.maxs);
484
485         norm = point = '0 0 0';
486         area = 0;
487         for(i_s = 0; ; ++i_s)
488         {
489                 tex = getsurfacetexture(self, i_s);
490                 if not(tex)
491                         break; // this is beyond the last one
492                 if(tex == "textures/common/trigger" || tex == "trigger")
493                         continue;
494                 n_t = getsurfacenumtriangles(self, i_s);
495                 for(i_t = 0; i_t < n_t; ++i_t)
496                 {
497                         tri = getsurfacetriangle(self, i_s, i_t);
498                         a = getsurfacepoint(self, i_s, tri_x);
499                         b = getsurfacepoint(self, i_s, tri_y);
500                         c = getsurfacepoint(self, i_s, tri_z);
501                         p = b - a;
502                         q = c - a;
503                         n =     '1 0 0' * (q_y * p_z - q_z * p_y)
504                         +       '0 1 0' * (q_z * p_x - q_x * p_z)
505                         +       '0 0 1' * (q_x * p_y - q_y * p_x);
506                         area = area + vlen(n);
507                         norm = norm + n;
508                         point = point + vlen(n) * (a + b + c);
509                 }
510         }
511         if(area > 0)
512         {
513                 norm = norm * (1 / area);
514                 point = point * (1 / (3 * area));
515                 if(vlen(norm) < 0.99)
516                 {
517                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
518                         area = 0; // no autofixing in this case
519                 }
520                 norm = normalize(norm);
521         }
522
523         if(self.aiment)
524         {
525                 org = self.aiment.origin;
526                 ang = self.aiment.angles;
527                 if(area > 0)
528                 {
529                         org = org - ((org - point) * norm) * norm; // project to plane
530                         makevectors(ang);
531                         if(norm * v_forward < 0)
532                         {
533                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
534                                 norm = -1 * norm;
535                         }
536                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
537                         ang_x = -ang_x;
538                         if(norm * v_forward < 0.99)
539                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
540                         if(vlen(org - self.aiment.origin) > 0.5)
541                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
542                 }
543         }
544         else if(area > 0)
545         {
546                 org = point;
547                 ang = vectoangles(norm);
548                 ang_x = -ang_x;
549         }
550         else
551                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
552
553         self.warpzone_origin = org;
554         self.warpzone_angles = ang;
555 }
556
557 void WarpZone_InitStep_ClearTarget()
558 {
559         if(self.enemy)
560                 self.enemy.enemy = world;
561         self.enemy = world;
562 }
563
564 entity warpzone_first; .entity warpzone_next;
565 void WarpZone_InitStep_FindTarget()
566 {
567         float i;
568         entity e, e2;
569
570         if(self.enemy)
571                 return;
572
573         // this way only one of the two ents needs to target
574         if(self.target != "")
575         {
576                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
577
578                 e2 = world;
579                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
580                         if(!e.enemy)
581                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
582                                         if(random() * ++i < 1)
583                                                 e2 = e;
584                 if(!e2)
585                 {
586                         self.enemy = world;
587                         error("Warpzone with non-existing target");
588                         return;
589                 }
590                 self.enemy = e2;
591                 e2.enemy = self;
592         }
593 }
594
595 void WarpZone_Think();
596 void WarpZone_InitStep_FinalizeTransform()
597 {
598         if(!self.enemy || self.enemy.enemy != self)
599         {
600                 error("Invalid warp zone detected. Killed.");
601                 return;
602         }
603
604         warpzone_warpzones_exist = 1;
605         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
606         self.touch = WarpZone_Touch;
607         self.SendFlags = 0xFFFFFF;
608         if(self.spawnflags & 1)
609         {
610                 self.think = WarpZone_Think;
611                 self.nextthink = time;
612         }
613         else
614                 self.nextthink = 0;
615 }
616
617 float warpzone_initialized;
618 entity warpzone_first;
619 entity warpzone_position_first;
620 entity warpzone_camera_first;
621 .entity warpzone_next;
622 void spawnfunc_misc_warpzone_position(void)
623 {
624         // "target", "angles", "origin"
625         self.warpzone_next = warpzone_position_first;
626         warpzone_position_first = self;
627 }
628 void spawnfunc_trigger_warpzone_position(void)
629 {
630         spawnfunc_misc_warpzone_position();
631 }
632 void spawnfunc_trigger_warpzone(void)
633 {
634         // warp zone entities must have:
635         // "killtarget" pointing to a target_position with a direction arrow
636         //              that points AWAY from the warp zone, and that is inside
637         //              the warp zone trigger
638         // "target"     pointing to an identical warp zone at another place in
639         //              the map, with another killtarget to designate its
640         //              orientation
641
642 #ifndef WARPZONE_USE_FIXANGLE
643         // used when teleporting
644         precache_model("null");
645 #endif
646
647         if(!self.scale)
648                 self.scale = self.modelscale;
649         if(!self.scale)
650                 self.scale = 1;
651         string m;
652         m = self.model;
653         WarpZoneLib_ExactTrigger_Init();
654         if(m != "")
655         {
656                 precache_model(m);
657                 setmodel(self, m); // no precision needed
658         }
659         setorigin(self, self.origin);
660         if(self.scale)
661                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
662         else
663                 setsize(self, self.mins, self.maxs);
664         self.SendEntity = WarpZone_Send;
665         self.SendFlags = 0xFFFFFF;
666         BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
667         self.warpzone_next = warpzone_first;
668         warpzone_first = self;
669 }
670 void spawnfunc_func_camera(void)
671 {
672         if(!self.scale)
673                 self.scale = self.modelscale;
674         if(!self.scale)
675                 self.scale = 1;
676         if(self.model != "")
677         {
678                 precache_model(self.model);
679                 setmodel(self, self.model); // no precision needed
680         }
681         setorigin(self, self.origin);
682         if(self.scale)
683                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
684         else
685                 setsize(self, self.mins, self.maxs);
686         if(!self.solid)
687                 self.solid = SOLID_BSP;
688         else if(self.solid < 0)
689                 self.solid = SOLID_NOT;
690         self.SendEntity = WarpZone_Camera_Send;
691         self.SendFlags = 0xFFFFFF;
692         self.warpzone_next = warpzone_camera_first;
693         warpzone_camera_first = self;
694 }
695 void WarpZones_Reconnect()
696 {
697         entity e;
698         e = self;
699         for(self = warpzone_first; self; self = self.warpzone_next)
700                 WarpZone_InitStep_ClearTarget();
701         for(self = warpzone_first; self; self = self.warpzone_next)
702                 WarpZone_InitStep_FindTarget();
703         for(self = warpzone_camera_first; self; self = self.warpzone_next)
704                 WarpZoneCamera_InitStep_FindTarget();
705         for(self = warpzone_first; self; self = self.warpzone_next)
706                 WarpZone_InitStep_FinalizeTransform();
707         self = e;
708 }
709
710 void WarpZone_Think()
711 {
712         if(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)
716         {
717                 entity oldself;
718                 oldself = self;
719                 WarpZone_InitStep_UpdateTransform();
720                 self = self.enemy;
721                 WarpZone_InitStep_UpdateTransform();
722                 self = oldself;
723                 WarpZone_InitStep_FinalizeTransform();
724                 self = self.enemy;
725                 WarpZone_InitStep_FinalizeTransform();
726                 self = oldself;
727                 self.warpzone_save_origin = self.origin;
728                 self.warpzone_save_angles = self.angles;
729                 self.warpzone_save_eorigin = self.enemy.origin;
730                 self.warpzone_save_eangles = self.enemy.angles;
731         }
732         self.nextthink = time;
733 }
734
735 void WarpZone_StartFrame()
736 {
737         entity e;
738         if(warpzone_initialized == 0)
739         {
740                 warpzone_initialized = 1;
741                 e = self;
742                 for(self = warpzone_first; self; self = self.warpzone_next)
743                         WarpZone_InitStep_FindOriginTarget();
744                 for(self = warpzone_position_first; self; self = self.warpzone_next)
745                         WarpZonePosition_InitStep_FindTarget();
746                 for(self = warpzone_first; self; self = self.warpzone_next)
747                         WarpZone_InitStep_UpdateTransform();
748                 self = e;
749                 WarpZones_Reconnect();
750         }
751
752         if(warpzone_warpzones_exist)
753         {
754                 entity oldself, oldother;
755                 oldself = self;
756                 oldother = other;
757                 for(e = world; (e = nextent(e)); )
758                 {
759                         WarpZone_StoreProjectileData(e);
760                         float f;
761                         f = clienttype(e);
762                         if(f == CLIENTTYPE_REAL)
763                         {
764                                 if(e.solid != SOLID_NOT) // not spectating?
765                                         continue;
766                                 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
767                                         continue;
768                                 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
769                                 if(!self)
770                                         continue;
771                                 other = e;
772                                 if(WarpZoneLib_ExactTrigger_Touch())
773                                         continue;
774                                 if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
775                                         WarpZone_Teleport(self, e); // NOT triggering targets by this!
776                         }
777                         if(f == CLIENTTYPE_NOTACLIENT)
778                         {
779                                 for(; (e = nextent(e)); )
780                                         WarpZone_StoreProjectileData(e);
781                                 break;
782                         }
783                 }
784                 self = oldself;
785                 other = oldother;
786         }
787 }
788
789 .float warpzone_reconnecting;
790 float visible_to_some_client(entity ent)
791 {
792         entity e;
793         for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
794                 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
795                         if(checkpvs(e.origin + e.view_ofs, ent))
796                                 return 1;
797         return 0;
798 }
799 void trigger_warpzone_reconnect_use()
800 {
801         entity e;
802         e = self;
803         // NOTE: this matches for target, not targetname, but of course
804         // targetname must be set too on the other entities
805         for(self = warpzone_first; self; self = self.warpzone_next)
806                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
807         for(self = warpzone_camera_first; self; self = self.warpzone_next)
808                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
809         for(self = warpzone_first; self; self = self.warpzone_next)
810                 if(self.warpzone_reconnecting)
811                         WarpZone_InitStep_ClearTarget();
812         for(self = warpzone_first; self; self = self.warpzone_next)
813                 if(self.warpzone_reconnecting)
814                         WarpZone_InitStep_FindTarget();
815         for(self = warpzone_camera_first; self; self = self.warpzone_next)
816                 if(self.warpzone_reconnecting)
817                         WarpZoneCamera_InitStep_FindTarget();
818         for(self = warpzone_first; self; self = self.warpzone_next)
819                 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
820                         WarpZone_InitStep_FinalizeTransform();
821         self = e;
822 }
823
824 void spawnfunc_trigger_warpzone_reconnect()
825 {
826         self.use = trigger_warpzone_reconnect_use;
827 }
828
829 void spawnfunc_target_warpzone_reconnect()
830 {
831         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
832 }
833
834 void WarpZone_PlayerPhysics_FixVAngle(void)
835 {
836 #ifndef WARPZONE_DONT_FIX_VANGLE
837         if(clienttype(self) == CLIENTTYPE_REAL)
838         if(self.v_angle_z <= 360) // if not already adjusted
839         if(time - self.ping * 0.001 < self.warpzone_teleport_time)
840         {
841                 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
842                 self.v_angle_z += 720; // mark as adjusted
843         }
844 #endif
845 }