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) \
47 setorigin(player, o1 - player.view_ofs); \
48 if(WarpZoneLib_MoveOutOfSolid(player)) \
50 o1 = player.origin + player.view_ofs; \
51 setorigin(player, o0 - player.view_ofs); \
55 print("would have to put player in solid, won't do that\n"); \
56 setorigin(player, o0 - player.view_ofs); \
61 #define WARPZONE_TELEPORT_DOTELEPORT() \
64 WarpZone_RefSys_Add(player, wz); \
65 WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1); \
66 WarpZone_StoreProjectileData(player); \
67 player.warpzone_teleport_time = time; \
68 player.warpzone_teleport_zone = wz; \
72 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
74 vector o0, a0, v0, o1, a1, v1;
76 o0 = player.origin + player.view_ofs;
80 o1 = WarpZone_TransformOrigin(wz, o0);
81 v1 = WarpZone_TransformVelocity(wz, v0);
82 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
83 a1 = WarpZone_TransformVAngles(wz, player.v_angle);
85 a1 = WarpZone_TransformAngles(wz, a0);
87 if(f0 != 0 || f1 != 0)
89 // retry last move but behind the warpzone!
90 // we must first go back as far as we can, then forward again, to not cause double touch events!
92 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
97 tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
100 o1 = trace_endpos + player.view_ofs;
103 d = WarpZone_TargetPlaneDist(wz, o1);
104 dv = WarpZone_TargetPlaneDist(wz, v1);
106 o1 = o1 - v1 * (d / dv);
109 // put him inside solid
110 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
112 WARPZONE_TELEPORT_FIXSOLID(0);
114 WARPZONE_TELEPORT_DOTELEPORT();
116 #ifndef WARPZONE_USE_FIXANGLE
117 if(player.classname == "player")
119 // instead of fixangle, send the transform to the client for smoother operation
120 player.fixangle = FALSE;
123 setmodel(ts, "null");
124 ts.SendEntity = WarpZone_Teleported_Send;
125 ts.SendFlags = 0xFFFFFF;
126 ts.drawonlytoclient = player;
127 ts.think = SUB_Remove;
128 ts.nextthink = time + 1;
131 ts.effects = EF_NODEPTHTEST;
132 ts.classname = "warpzone_teleported";
133 ts.angles = wz.warpzone_transform;
140 void WarpZone_Touch (void)
144 if(other.classname == "trigger_warpzone")
147 if(other.warpzone_teleport_time == time) // already teleported this frame
150 // FIXME needs a better check to know what is safe to teleport and what not
151 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
154 if(WarpZoneLib_ExactTrigger_Touch())
157 if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
160 if(WarpZone_Teleport(self, other, -1, 0))
165 save1 = self.target; self.target = string_null;
166 save2 = self.target3; self.target3 = string_null;
168 if not(self.target) self.target = save1;
169 if not(self.target3) self.target3 = save2;
173 save1 = self.target; self.target = string_null;
174 save2 = self.target2; self.target2 = string_null;
176 if not(self.target) self.target = save1;
177 if not(self.target2) self.target2 = save2;
182 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
186 float WarpZone_Send(entity to, float sendflags)
189 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
191 // we must send this flag for clientside to match properly too
193 if(self.warpzone_isboxy)
195 if(self.warpzone_fadestart)
197 if(self.origin != '0 0 0')
199 WriteByte(MSG_ENTITY, f);
201 // we need THESE to render the warpzone (and cull properly)...
204 WriteCoord(MSG_ENTITY, self.origin_x);
205 WriteCoord(MSG_ENTITY, self.origin_y);
206 WriteCoord(MSG_ENTITY, self.origin_z);
209 WriteShort(MSG_ENTITY, self.modelindex);
210 WriteCoord(MSG_ENTITY, self.mins_x);
211 WriteCoord(MSG_ENTITY, self.mins_y);
212 WriteCoord(MSG_ENTITY, self.mins_z);
213 WriteCoord(MSG_ENTITY, self.maxs_x);
214 WriteCoord(MSG_ENTITY, self.maxs_y);
215 WriteCoord(MSG_ENTITY, self.maxs_z);
216 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
218 // we need THESE to calculate the proper transform
219 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
220 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
221 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
222 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
223 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
224 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
225 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
226 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
227 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
228 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
229 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
230 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
234 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
235 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
241 float WarpZone_Camera_Send(entity to, float sendflags)
244 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
246 if(self.warpzone_fadestart)
248 if(self.origin != '0 0 0')
250 WriteByte(MSG_ENTITY, f);
252 // we need THESE to render the warpzone (and cull properly)...
255 WriteCoord(MSG_ENTITY, self.origin_x);
256 WriteCoord(MSG_ENTITY, self.origin_y);
257 WriteCoord(MSG_ENTITY, self.origin_z);
260 WriteShort(MSG_ENTITY, self.modelindex);
261 WriteCoord(MSG_ENTITY, self.mins_x);
262 WriteCoord(MSG_ENTITY, self.mins_y);
263 WriteCoord(MSG_ENTITY, self.mins_z);
264 WriteCoord(MSG_ENTITY, self.maxs_x);
265 WriteCoord(MSG_ENTITY, self.maxs_y);
266 WriteCoord(MSG_ENTITY, self.maxs_z);
267 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
269 // we need THESE to calculate the proper transform
270 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
271 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
272 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
273 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
274 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
275 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
279 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
280 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
286 float WarpZone_CheckProjectileImpact(entity player)
290 o0 = player.origin + player.view_ofs;
291 v0 = player.velocity;
294 // if player hit a warpzone, abort
296 wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
300 print("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
302 // retry previous move
303 setorigin(player, player.warpzone_oldorigin);
304 player.velocity = player.warpzone_oldvelocity;
305 if(WarpZone_Teleport(wz, player, 0, 1))
315 save1 = self.target; self.target = string_null;
316 save2 = self.target3; self.target3 = string_null;
318 if not(self.target) self.target = save1;
319 if not(self.target3) self.target3 = save2;
322 save1 = self.target; self.target = string_null;
323 save2 = self.target2; self.target2 = string_null;
325 if not(self.target) self.target = save1;
326 if not(self.target2) self.target2 = save2;
331 setorigin(player, o0);
332 player.velocity = v0;
337 float WarpZone_Projectile_Touch()
340 if(other.classname == "trigger_warpzone")
343 // no further impacts if we teleported this frame!
344 if(self.warpzone_teleport_time == time)
347 // this SEEMS to not happen at the moment, but if it did, it would be more reliable
349 float save_dpstartcontents;
350 float save_dphitcontents;
351 float save_dphitq3surfaceflags;
352 string save_dphittexturename;
354 float save_startsolid;
357 vector save_plane_normal;
358 float save_plane_dist;
362 save_dpstartcontents = trace_dpstartcontents;
363 save_dphitcontents = trace_dphitcontents;
364 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
365 save_dphittexturename = trace_dphittexturename;
366 save_allsolid = trace_allsolid;
367 save_startsolid = trace_startsolid;
368 save_fraction = trace_fraction;
369 save_endpos = trace_endpos;
370 save_plane_normal = trace_plane_normal;
371 save_plane_dist = trace_plane_dist;
372 save_ent = trace_ent;
373 save_inopen = trace_inopen;
374 save_inwater = trace_inwater;
375 if((f = WarpZone_CheckProjectileImpact(self)) != 0)
377 trace_dpstartcontents = save_dpstartcontents;
378 trace_dphitcontents = save_dphitcontents;
379 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
380 trace_dphittexturename = save_dphittexturename;
381 trace_allsolid = save_allsolid;
382 trace_startsolid = save_startsolid;
383 trace_fraction = save_fraction;
384 trace_endpos = save_endpos;
385 trace_plane_normal = save_plane_normal;
386 trace_plane_dist = save_plane_dist;
387 trace_ent = save_ent;
388 trace_inopen = save_inopen;
389 trace_inwater = save_inwater;
392 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
395 if(self.warpzone_teleport_time == time)
397 // sequence: hit warpzone, get teleported, hit wall
398 // print("2 hits 1 frame\n");
399 setorigin(self, self.warpzone_oldorigin);
400 self.velocity = self.warpzone_oldvelocity;
401 self.angles = self.warpzone_oldangles;
407 void WarpZone_InitStep_FindOriginTarget()
409 if(self.killtarget != "")
411 self.aiment = find(world, targetname, self.killtarget);
412 if(self.aiment == world)
414 error("Warp zone with nonexisting killtarget");
417 self.killtarget = string_null;
421 void WarpZonePosition_InitStep_FindTarget()
423 if(self.target == "")
425 error("Warp zone position with no target");
428 self.enemy = find(world, targetname, self.target);
429 if(self.enemy == world)
431 error("Warp zone position with nonexisting target");
434 if(self.enemy.aiment)
436 // already is positioned
437 error("Warp zone position targeting already oriented warpzone");
440 self.enemy.aiment = self;
443 void WarpZoneCamera_Think(void)
445 if(self.warpzone_save_origin != self.origin
446 || self.warpzone_save_angles != self.angles
447 || self.warpzone_save_eorigin != self.enemy.origin
448 || self.warpzone_save_eangles != self.enemy.angles)
450 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
451 self.warpzone_save_origin = self.origin;
452 self.warpzone_save_angles = self.angles;
453 self.warpzone_save_eorigin = self.enemy.origin;
454 self.warpzone_save_eangles = self.enemy.angles;
456 self.nextthink = time;
459 void WarpZoneCamera_InitStep_FindTarget()
463 if(self.target == "")
465 error("Camera with no target");
469 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
470 if(random() * ++i < 1)
472 if(self.enemy == world)
474 error("Camera with nonexisting target");
477 warpzone_cameras_exist = 1;
478 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
479 self.SendFlags = 0xFFFFFF;
480 if(self.spawnflags & 1)
482 self.think = WarpZoneCamera_Think;
483 self.nextthink = time;
489 void WarpZone_InitStep_UpdateTransform()
491 vector org, ang, norm, point;
493 vector tri, a, b, c, p, q, n;
499 org = 0.5 * (self.mins + self.maxs);
501 norm = point = '0 0 0';
503 for(i_s = 0; ; ++i_s)
505 tex = getsurfacetexture(self, i_s);
507 break; // this is beyond the last one
508 if(tex == "textures/common/trigger" || tex == "trigger")
510 n_t = getsurfacenumtriangles(self, i_s);
511 for(i_t = 0; i_t < n_t; ++i_t)
513 tri = getsurfacetriangle(self, i_s, i_t);
514 a = getsurfacepoint(self, i_s, tri_x);
515 b = getsurfacepoint(self, i_s, tri_y);
516 c = getsurfacepoint(self, i_s, tri_z);
519 n = '1 0 0' * (q_y * p_z - q_z * p_y)
520 + '0 1 0' * (q_z * p_x - q_x * p_z)
521 + '0 0 1' * (q_x * p_y - q_y * p_x);
522 area = area + vlen(n);
524 point = point + vlen(n) * (a + b + c);
529 norm = norm * (1 / area);
530 point = point * (1 / (3 * area));
531 if(vlen(norm) < 0.99)
533 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
534 area = 0; // no autofixing in this case
536 norm = normalize(norm);
541 org = self.aiment.origin;
542 ang = self.aiment.angles;
545 org = org - ((org - point) * norm) * norm; // project to plane
547 if(norm * v_forward < 0)
549 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
552 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
554 if(norm * v_forward < 0.99)
555 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
556 if(vlen(org - self.aiment.origin) > 0.5)
557 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
563 ang = vectoangles(norm);
567 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
569 self.warpzone_origin = org;
570 self.warpzone_angles = ang;
573 void WarpZone_InitStep_ClearTarget()
576 self.enemy.enemy = world;
580 entity warpzone_first; .entity warpzone_next;
581 void WarpZone_InitStep_FindTarget()
589 // this way only one of the two ents needs to target
590 if(self.target != "")
592 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
595 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
597 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
598 if(random() * ++i < 1)
603 error("Warpzone with non-existing target");
611 void WarpZone_Think();
612 void WarpZone_InitStep_FinalizeTransform()
614 if(!self.enemy || self.enemy.enemy != self)
616 error("Invalid warp zone detected. Killed.");
620 warpzone_warpzones_exist = 1;
621 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
622 self.touch = WarpZone_Touch;
623 self.SendFlags = 0xFFFFFF;
624 if(self.spawnflags & 1)
626 self.think = WarpZone_Think;
627 self.nextthink = time;
633 float warpzone_initialized;
634 entity warpzone_first;
635 entity warpzone_position_first;
636 entity warpzone_camera_first;
637 .entity warpzone_next;
638 void spawnfunc_misc_warpzone_position(void)
640 // "target", "angles", "origin"
641 self.warpzone_next = warpzone_position_first;
642 warpzone_position_first = self;
644 void spawnfunc_trigger_warpzone_position(void)
646 spawnfunc_misc_warpzone_position();
648 void spawnfunc_trigger_warpzone(void)
650 // warp zone entities must have:
651 // "killtarget" pointing to a target_position with a direction arrow
652 // that points AWAY from the warp zone, and that is inside
653 // the warp zone trigger
654 // "target" pointing to an identical warp zone at another place in
655 // the map, with another killtarget to designate its
658 #ifndef WARPZONE_USE_FIXANGLE
659 // used when teleporting
660 precache_model("null");
664 self.scale = self.modelscale;
669 WarpZoneLib_ExactTrigger_Init();
673 setmodel(self, m); // no precision needed
675 setorigin(self, self.origin);
677 setsize(self, self.mins * self.scale, self.maxs * self.scale);
679 setsize(self, self.mins, self.maxs);
680 self.SendEntity = WarpZone_Send;
681 self.SendFlags = 0xFFFFFF;
682 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
683 self.warpzone_next = warpzone_first;
684 warpzone_first = self;
686 void spawnfunc_func_camera(void)
689 self.scale = self.modelscale;
694 precache_model(self.model);
695 setmodel(self, self.model); // no precision needed
697 setorigin(self, self.origin);
699 setsize(self, self.mins * self.scale, self.maxs * self.scale);
701 setsize(self, self.mins, self.maxs);
703 self.solid = SOLID_BSP;
704 else if(self.solid < 0)
705 self.solid = SOLID_NOT;
706 self.SendEntity = WarpZone_Camera_Send;
707 self.SendFlags = 0xFFFFFF;
708 self.warpzone_next = warpzone_camera_first;
709 warpzone_camera_first = self;
711 void WarpZones_Reconnect()
715 for(self = warpzone_first; self; self = self.warpzone_next)
716 WarpZone_InitStep_ClearTarget();
717 for(self = warpzone_first; self; self = self.warpzone_next)
718 WarpZone_InitStep_FindTarget();
719 for(self = warpzone_camera_first; self; self = self.warpzone_next)
720 WarpZoneCamera_InitStep_FindTarget();
721 for(self = warpzone_first; self; self = self.warpzone_next)
722 WarpZone_InitStep_FinalizeTransform();
726 void WarpZone_Think()
728 if(self.warpzone_save_origin != self.origin
729 || self.warpzone_save_angles != self.angles
730 || self.warpzone_save_eorigin != self.enemy.origin
731 || self.warpzone_save_eangles != self.enemy.angles)
735 WarpZone_InitStep_UpdateTransform();
737 WarpZone_InitStep_UpdateTransform();
739 WarpZone_InitStep_FinalizeTransform();
741 WarpZone_InitStep_FinalizeTransform();
743 self.warpzone_save_origin = self.origin;
744 self.warpzone_save_angles = self.angles;
745 self.warpzone_save_eorigin = self.enemy.origin;
746 self.warpzone_save_eangles = self.enemy.angles;
748 self.nextthink = time;
751 void WarpZone_StartFrame()
754 if(warpzone_initialized == 0)
756 warpzone_initialized = 1;
758 for(self = warpzone_first; self; self = self.warpzone_next)
759 WarpZone_InitStep_FindOriginTarget();
760 for(self = warpzone_position_first; self; self = self.warpzone_next)
761 WarpZonePosition_InitStep_FindTarget();
762 for(self = warpzone_first; self; self = self.warpzone_next)
763 WarpZone_InitStep_UpdateTransform();
765 WarpZones_Reconnect();
768 if(warpzone_warpzones_exist)
770 entity oldself, oldother;
773 for(e = world; (e = nextent(e)); )
775 WarpZone_StoreProjectileData(e);
778 if(f == CLIENTTYPE_REAL)
780 if(e.solid != SOLID_NOT) // not spectating?
782 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
784 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
788 if(WarpZoneLib_ExactTrigger_Touch())
790 if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
791 WarpZone_Teleport(self, e); // NOT triggering targets by this!
793 if(f == CLIENTTYPE_NOTACLIENT)
795 for(; (e = nextent(e)); )
796 WarpZone_StoreProjectileData(e);
805 .float warpzone_reconnecting;
806 float visible_to_some_client(entity ent)
809 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
810 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
811 if(checkpvs(e.origin + e.view_ofs, ent))
815 void trigger_warpzone_reconnect_use()
819 // NOTE: this matches for target, not targetname, but of course
820 // targetname must be set too on the other entities
821 for(self = warpzone_first; self; self = self.warpzone_next)
822 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
823 for(self = warpzone_camera_first; self; self = self.warpzone_next)
824 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
825 for(self = warpzone_first; self; self = self.warpzone_next)
826 if(self.warpzone_reconnecting)
827 WarpZone_InitStep_ClearTarget();
828 for(self = warpzone_first; self; self = self.warpzone_next)
829 if(self.warpzone_reconnecting)
830 WarpZone_InitStep_FindTarget();
831 for(self = warpzone_camera_first; self; self = self.warpzone_next)
832 if(self.warpzone_reconnecting)
833 WarpZoneCamera_InitStep_FindTarget();
834 for(self = warpzone_first; self; self = self.warpzone_next)
835 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
836 WarpZone_InitStep_FinalizeTransform();
840 void spawnfunc_trigger_warpzone_reconnect()
842 self.use = trigger_warpzone_reconnect_use;
845 void spawnfunc_target_warpzone_reconnect()
847 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
850 void WarpZone_PlayerPhysics_FixVAngle(void)
852 #ifndef WARPZONE_DONT_FIX_VANGLE
853 if(clienttype(self) == CLIENTTYPE_REAL)
854 if(self.v_angle_z <= 360) // if not already adjusted
855 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
857 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
858 self.v_angle_z += 720; // mark as adjusted