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more warpzone projectile bugfix
[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 .float warpzone_teleport_finishtime;
11 .entity warpzone_teleport_zone;
12
13 void WarpZone_StoreProjectileData(entity e)
14 {
15         e.warpzone_oldorigin = e.origin;
16         e.warpzone_oldvelocity = e.velocity;
17         e.warpzone_oldangles = e.angles;
18 }
19
20 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
21 {
22         setorigin (player, to);
23         player.oldorigin = to; // for DP's unsticking
24         player.angles = to_angles;
25         player.fixangle = TRUE;
26         player.velocity = to_velocity;
27
28         BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
29
30         if(player.classname == "player")
31                 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
32
33         WarpZone_PostTeleportPlayer_Callback(player);
34 }
35
36 float WarpZone_Teleported_Send(entity to, float sf)
37 {
38         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
39         WriteCoord(MSG_ENTITY, self.angles_x);
40         WriteCoord(MSG_ENTITY, self.angles_y);
41         WriteCoord(MSG_ENTITY, self.angles_z);
42         return TRUE;
43 }
44
45 #define WARPZONE_TELEPORT_FIXSOLID(ret) \
46         do \
47         { \
48                 setorigin(player, o1 - player.view_ofs); \
49                 if(WarpZoneLib_MoveOutOfSolid(player)) \
50                 { \
51                         o1 = player.origin + player.view_ofs; \
52                         setorigin(player, o0 - player.view_ofs); \
53                 } \
54                 else \
55                 { \
56                         print("would have to put player in solid, won't do that\n"); \
57                         setorigin(player, o0 - player.view_ofs); \
58                         return (ret); \
59                 } \
60         } \
61         while(0)
62 #define WARPZONE_TELEPORT_DOTELEPORT() \
63         do \
64         { \
65                 WarpZone_RefSys_Add(player, wz); \
66                 WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1); \
67                 WarpZone_StoreProjectileData(player); \
68                 player.warpzone_teleport_time = time; \
69                 player.warpzone_teleport_finishtime = time; \
70                 player.warpzone_teleport_zone = wz; \
71         } \
72         while(0)
73
74 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
75 {
76         vector o0, a0, v0, o1, a1, v1, o10;
77
78         o0 = player.origin + player.view_ofs;
79         v0 = player.velocity;
80         a0 = player.angles;
81
82         o10 = o1 = WarpZone_TransformOrigin(wz, o0);
83         v1 = WarpZone_TransformVelocity(wz, v0);
84         if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
85                 a1 = WarpZone_TransformVAngles(wz, player.v_angle);
86         else
87                 a1 = WarpZone_TransformAngles(wz, a0);
88
89         if(f0 != 0 || f1 != 0)
90         {
91                 // retry last move but behind the warpzone!
92                 // we must first go back as far as we can, then forward again, to not cause double touch events!
93
94                 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
95                 {
96                         entity own;
97                         own = player.owner;
98                         player.owner = world;
99                         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                         player.owner = own;
101                 }
102                 o1 = trace_endpos + player.view_ofs;
103
104                 float d, dv, md;
105                 md = max(vlen(player.mins), vlen(player.maxs));
106                 d = WarpZone_TargetPlaneDist(wz, o1);
107                 dv = WarpZone_TargetPlaneDist(wz, v1);
108                 if(d < 0)
109                         o1 = o1 - v1 * (d / dv);
110         }
111
112         // put him inside solid
113         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
114         if(trace_startsolid)
115                 WARPZONE_TELEPORT_FIXSOLID(0);
116
117         WARPZONE_TELEPORT_DOTELEPORT();
118
119         // prevent further teleports back
120         float dt = (o1 - o10) * v1 * (1 / (v1 * v1));
121         if(dt < sys_frametime)
122                 player.warpzone_teleport_finishtime += sys_frametime - dt;
123
124 #ifndef WARPZONE_USE_FIXANGLE
125         if(player.classname == "player")
126         {
127                 // instead of fixangle, send the transform to the client for smoother operation
128                 player.fixangle = FALSE;
129
130                 entity ts = spawn();
131                 setmodel(ts, "null");
132                 ts.SendEntity = WarpZone_Teleported_Send;
133                 ts.SendFlags = 0xFFFFFF;
134                 ts.drawonlytoclient = player;
135                 ts.think = SUB_Remove;
136                 ts.nextthink = time + 1;
137                 ts.owner = player;
138                 ts.enemy = wz;
139                 ts.effects = EF_NODEPTHTEST;
140                 ts.classname = "warpzone_teleported";
141                 ts.angles = wz.warpzone_transform;
142         }
143 #endif
144
145         return 1;
146 }
147
148 void WarpZone_Touch (void)
149 {
150         entity oldself;
151
152         if(other.classname == "trigger_warpzone")
153                 return;
154
155         if(time <= other.warpzone_teleport_finishtime) // already teleported this frame
156                 return;
157
158         // FIXME needs a better check to know what is safe to teleport and what not
159         if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
160                 return;
161
162         if(WarpZoneLib_ExactTrigger_Touch())
163                 return;
164
165         if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
166                 return;
167
168         if(WarpZone_Teleport(self, other, -1000, 0))
169         {
170                 string save1, save2;
171                 activator = other;
172
173                 save1 = self.target; self.target = string_null;
174                 save2 = self.target3; self.target3 = string_null;
175                 SUB_UseTargets();
176                 if not(self.target) self.target = save1;
177                 if not(self.target3) self.target3 = save2;
178
179                 oldself = self;
180                 self = self.enemy;
181                 save1 = self.target; self.target = string_null;
182                 save2 = self.target2; self.target2 = string_null;
183                 SUB_UseTargets();
184                 if not(self.target) self.target = save1;
185                 if not(self.target2) self.target2 = save2;
186                 self = oldself;
187         }
188         else
189         {
190                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
191         }
192 }
193
194 float WarpZone_Send(entity to, float sendflags)
195 {
196         float f;
197         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
198
199         // we must send this flag for clientside to match properly too
200         f = 0;
201         if(self.warpzone_isboxy)
202                 BITSET_ASSIGN(f, 1);
203         if(self.warpzone_fadestart)
204                 BITSET_ASSIGN(f, 2);
205         if(self.origin != '0 0 0')
206                 BITSET_ASSIGN(f, 4);
207         WriteByte(MSG_ENTITY, f);
208
209         // we need THESE to render the warpzone (and cull properly)...
210         if(f & 4)
211         {
212                 WriteCoord(MSG_ENTITY, self.origin_x);
213                 WriteCoord(MSG_ENTITY, self.origin_y);
214                 WriteCoord(MSG_ENTITY, self.origin_z);
215         }
216
217         WriteShort(MSG_ENTITY, self.modelindex);
218         WriteCoord(MSG_ENTITY, self.mins_x);
219         WriteCoord(MSG_ENTITY, self.mins_y);
220         WriteCoord(MSG_ENTITY, self.mins_z);
221         WriteCoord(MSG_ENTITY, self.maxs_x);
222         WriteCoord(MSG_ENTITY, self.maxs_y);
223         WriteCoord(MSG_ENTITY, self.maxs_z);
224         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
225
226         // we need THESE to calculate the proper transform
227         WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
228         WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
229         WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
230         WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
231         WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
232         WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
233         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
234         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
235         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
236         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
237         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
238         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
239
240         if(f & 2)
241         {
242                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
243                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
244         }
245
246         return TRUE;
247 }
248
249 float WarpZone_Camera_Send(entity to, float sendflags)
250 {
251         float f;
252         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
253
254         if(self.warpzone_fadestart)
255                 BITSET_ASSIGN(f, 2);
256         if(self.origin != '0 0 0')
257                 BITSET_ASSIGN(f, 4);
258         WriteByte(MSG_ENTITY, f);
259
260         // we need THESE to render the warpzone (and cull properly)...
261         if(f & 4)
262         {
263                 WriteCoord(MSG_ENTITY, self.origin_x);
264                 WriteCoord(MSG_ENTITY, self.origin_y);
265                 WriteCoord(MSG_ENTITY, self.origin_z);
266         }
267
268         WriteShort(MSG_ENTITY, self.modelindex);
269         WriteCoord(MSG_ENTITY, self.mins_x);
270         WriteCoord(MSG_ENTITY, self.mins_y);
271         WriteCoord(MSG_ENTITY, self.mins_z);
272         WriteCoord(MSG_ENTITY, self.maxs_x);
273         WriteCoord(MSG_ENTITY, self.maxs_y);
274         WriteCoord(MSG_ENTITY, self.maxs_z);
275         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
276
277         // we need THESE to calculate the proper transform
278         WriteCoord(MSG_ENTITY, self.enemy.origin_x);
279         WriteCoord(MSG_ENTITY, self.enemy.origin_y);
280         WriteCoord(MSG_ENTITY, self.enemy.origin_z);
281         WriteCoord(MSG_ENTITY, self.enemy.angles_x);
282         WriteCoord(MSG_ENTITY, self.enemy.angles_y);
283         WriteCoord(MSG_ENTITY, self.enemy.angles_z);
284
285         if(f & 2)
286         {
287                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
288                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
289         }
290
291         return TRUE;
292 }
293
294 float WarpZone_CheckProjectileImpact(entity player)
295 {
296         vector o0, a0, v0;
297
298         o0 = player.origin + player.view_ofs;
299         v0 = player.velocity;
300
301         // if we teleported shortly before, abort
302         if(time <= player.warpzone_teleport_finishtime + 0.1)
303                 return 0;
304
305         // if player hit a warpzone, abort
306         entity wz;
307         wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
308         if(!wz)
309                 return 0;
310
311         print("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
312
313         // retry previous move
314         setorigin(player, player.warpzone_oldorigin);
315         player.velocity = player.warpzone_oldvelocity;
316         if(WarpZone_Teleport(wz, player, 0, 1))
317         {
318                 entity oldself;
319                 string save1, save2;
320
321                 oldself = self;
322                 self = wz;
323                 other = player;
324                 activator = player;
325
326                 save1 = self.target; self.target = string_null;
327                 save2 = self.target3; self.target3 = string_null;
328                 SUB_UseTargets();
329                 if not(self.target) self.target = save1;
330                 if not(self.target3) self.target3 = save2;
331
332                 self = self.enemy;
333                 save1 = self.target; self.target = string_null;
334                 save2 = self.target2; self.target2 = string_null;
335                 SUB_UseTargets();
336                 if not(self.target) self.target = save1;
337                 if not(self.target2) self.target2 = save2;
338                 self = oldself;
339         }
340         else
341         {
342                 setorigin(player, o0 - player.view_ofs);
343                 player.velocity = v0;
344         }
345
346         return +1;
347 }
348 float WarpZone_Projectile_Touch()
349 {
350         float f;
351         if(other.classname == "trigger_warpzone")
352                 return TRUE;
353
354         // no further impacts if we teleported this frame!
355         if(time == self.warpzone_teleport_time)
356                 return TRUE;
357
358         // this SEEMS to not happen at the moment, but if it did, it would be more reliable
359         {
360                 float save_dpstartcontents;
361                 float save_dphitcontents;
362                 float save_dphitq3surfaceflags;
363                 string save_dphittexturename;
364                 float save_allsolid;
365                 float save_startsolid;
366                 float save_fraction;
367                 vector save_endpos;
368                 vector save_plane_normal;
369                 float save_plane_dist;
370                 entity save_ent;
371                 float save_inopen;
372                 float save_inwater;
373                 save_dpstartcontents = trace_dpstartcontents;
374                 save_dphitcontents = trace_dphitcontents;
375                 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
376                 save_dphittexturename = trace_dphittexturename;
377                 save_allsolid = trace_allsolid;
378                 save_startsolid = trace_startsolid;
379                 save_fraction = trace_fraction;
380                 save_endpos = trace_endpos;
381                 save_plane_normal = trace_plane_normal;
382                 save_plane_dist = trace_plane_dist;
383                 save_ent = trace_ent;
384                 save_inopen = trace_inopen;
385                 save_inwater = trace_inwater;
386                 if((f = WarpZone_CheckProjectileImpact(self)) != 0)
387                         return (f > 0);
388                 trace_dpstartcontents = save_dpstartcontents;
389                 trace_dphitcontents = save_dphitcontents;
390                 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
391                 trace_dphittexturename = save_dphittexturename;
392                 trace_allsolid = save_allsolid;
393                 trace_startsolid = save_startsolid;
394                 trace_fraction = save_fraction;
395                 trace_endpos = save_endpos;
396                 trace_plane_normal = save_plane_normal;
397                 trace_plane_dist = save_plane_dist;
398                 trace_ent = save_ent;
399                 trace_inopen = save_inopen;
400                 trace_inwater = save_inwater;
401         }
402
403         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
404                 return TRUE;
405
406         return FALSE;
407 }
408
409 void WarpZone_InitStep_FindOriginTarget()
410 {
411         if(self.killtarget != "")
412         {
413                 self.aiment = find(world, targetname, self.killtarget);
414                 if(self.aiment == world)
415                 {
416                         error("Warp zone with nonexisting killtarget");
417                         return;
418                 }
419                 self.killtarget = string_null;
420         }
421 }
422
423 void WarpZonePosition_InitStep_FindTarget()
424 {
425         if(self.target == "")
426         {
427                 error("Warp zone position with no target");
428                 return;
429         }
430         self.enemy = find(world, targetname, self.target);
431         if(self.enemy == world)
432         {
433                 error("Warp zone position with nonexisting target");
434                 return;
435         }
436         if(self.enemy.aiment)
437         {
438                 // already is positioned
439                 error("Warp zone position targeting already oriented warpzone");
440                 return;
441         }
442         self.enemy.aiment = self;
443 }
444
445 void WarpZoneCamera_Think(void)
446 {
447         if(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)
451         {
452                 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
453                 self.warpzone_save_origin = self.origin;
454                 self.warpzone_save_angles = self.angles;
455                 self.warpzone_save_eorigin = self.enemy.origin;
456                 self.warpzone_save_eangles = self.enemy.angles;
457         }
458         self.nextthink = time;
459 }
460
461 void WarpZoneCamera_InitStep_FindTarget()
462 {
463         entity e;
464         float i;
465         if(self.target == "")
466         {
467                 error("Camera with no target");
468                 return;
469         }
470         self.enemy = world;
471         for(e = world, i = 0; (e = find(e, targetname, self.target)); )
472                 if(random() * ++i < 1)
473                         self.enemy = e;
474         if(self.enemy == world)
475         {
476                 error("Camera with nonexisting target");
477                 return;
478         }
479         warpzone_cameras_exist = 1;
480         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
481         self.SendFlags = 0xFFFFFF;
482         if(self.spawnflags & 1)
483         {
484                 self.think = WarpZoneCamera_Think;
485                 self.nextthink = time;
486         }
487         else
488                 self.nextthink = 0;
489 }
490
491 void WarpZone_InitStep_UpdateTransform()
492 {
493         vector org, ang, norm, point;
494         float area;
495         vector tri, a, b, c, p, q, n;
496         float i_s, i_t, n_t;
497         string tex;
498
499         org = self.origin;
500         if(org == '0 0 0')
501                 org = 0.5 * (self.mins + self.maxs);
502
503         norm = point = '0 0 0';
504         area = 0;
505         for(i_s = 0; ; ++i_s)
506         {
507                 tex = getsurfacetexture(self, i_s);
508                 if not(tex)
509                         break; // this is beyond the last one
510                 if(tex == "textures/common/trigger" || tex == "trigger")
511                         continue;
512                 n_t = getsurfacenumtriangles(self, i_s);
513                 for(i_t = 0; i_t < n_t; ++i_t)
514                 {
515                         tri = getsurfacetriangle(self, i_s, i_t);
516                         a = getsurfacepoint(self, i_s, tri_x);
517                         b = getsurfacepoint(self, i_s, tri_y);
518                         c = getsurfacepoint(self, i_s, tri_z);
519                         p = b - a;
520                         q = c - a;
521                         n =     '1 0 0' * (q_y * p_z - q_z * p_y)
522                         +       '0 1 0' * (q_z * p_x - q_x * p_z)
523                         +       '0 0 1' * (q_x * p_y - q_y * p_x);
524                         area = area + vlen(n);
525                         norm = norm + n;
526                         point = point + vlen(n) * (a + b + c);
527                 }
528         }
529         if(area > 0)
530         {
531                 norm = norm * (1 / area);
532                 point = point * (1 / (3 * area));
533                 if(vlen(norm) < 0.99)
534                 {
535                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
536                         area = 0; // no autofixing in this case
537                 }
538                 norm = normalize(norm);
539         }
540
541         if(self.aiment)
542         {
543                 org = self.aiment.origin;
544                 ang = self.aiment.angles;
545                 if(area > 0)
546                 {
547                         org = org - ((org - point) * norm) * norm; // project to plane
548                         makevectors(ang);
549                         if(norm * v_forward < 0)
550                         {
551                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
552                                 norm = -1 * norm;
553                         }
554                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
555                         ang_x = -ang_x;
556                         if(norm * v_forward < 0.99)
557                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
558                         if(vlen(org - self.aiment.origin) > 0.5)
559                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
560                 }
561         }
562         else if(area > 0)
563         {
564                 org = point;
565                 ang = vectoangles(norm);
566                 ang_x = -ang_x;
567         }
568         else
569                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
570
571         self.warpzone_origin = org;
572         self.warpzone_angles = ang;
573 }
574
575 void WarpZone_InitStep_ClearTarget()
576 {
577         if(self.enemy)
578                 self.enemy.enemy = world;
579         self.enemy = world;
580 }
581
582 entity warpzone_first; .entity warpzone_next;
583 void WarpZone_InitStep_FindTarget()
584 {
585         float i;
586         entity e, e2;
587
588         if(self.enemy)
589                 return;
590
591         // this way only one of the two ents needs to target
592         if(self.target != "")
593         {
594                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
595
596                 e2 = world;
597                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
598                         if(!e.enemy)
599                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
600                                         if(random() * ++i < 1)
601                                                 e2 = e;
602                 if(!e2)
603                 {
604                         self.enemy = world;
605                         error("Warpzone with non-existing target");
606                         return;
607                 }
608                 self.enemy = e2;
609                 e2.enemy = self;
610         }
611 }
612
613 void WarpZone_Think();
614 void WarpZone_InitStep_FinalizeTransform()
615 {
616         if(!self.enemy || self.enemy.enemy != self)
617         {
618                 error("Invalid warp zone detected. Killed.");
619                 return;
620         }
621
622         warpzone_warpzones_exist = 1;
623         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
624         self.touch = WarpZone_Touch;
625         self.SendFlags = 0xFFFFFF;
626         if(self.spawnflags & 1)
627         {
628                 self.think = WarpZone_Think;
629                 self.nextthink = time;
630         }
631         else
632                 self.nextthink = 0;
633 }
634
635 float warpzone_initialized;
636 entity warpzone_first;
637 entity warpzone_position_first;
638 entity warpzone_camera_first;
639 .entity warpzone_next;
640 void spawnfunc_misc_warpzone_position(void)
641 {
642         // "target", "angles", "origin"
643         self.warpzone_next = warpzone_position_first;
644         warpzone_position_first = self;
645 }
646 void spawnfunc_trigger_warpzone_position(void)
647 {
648         spawnfunc_misc_warpzone_position();
649 }
650 void spawnfunc_trigger_warpzone(void)
651 {
652         // warp zone entities must have:
653         // "killtarget" pointing to a target_position with a direction arrow
654         //              that points AWAY from the warp zone, and that is inside
655         //              the warp zone trigger
656         // "target"     pointing to an identical warp zone at another place in
657         //              the map, with another killtarget to designate its
658         //              orientation
659
660 #ifndef WARPZONE_USE_FIXANGLE
661         // used when teleporting
662         precache_model("null");
663 #endif
664
665         if(!self.scale)
666                 self.scale = self.modelscale;
667         if(!self.scale)
668                 self.scale = 1;
669         string m;
670         m = self.model;
671         WarpZoneLib_ExactTrigger_Init();
672         if(m != "")
673         {
674                 precache_model(m);
675                 setmodel(self, m); // no precision needed
676         }
677         setorigin(self, self.origin);
678         if(self.scale)
679                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
680         else
681                 setsize(self, self.mins, self.maxs);
682         self.SendEntity = WarpZone_Send;
683         self.SendFlags = 0xFFFFFF;
684         BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
685         self.warpzone_next = warpzone_first;
686         warpzone_first = self;
687 }
688 void spawnfunc_func_camera(void)
689 {
690         if(!self.scale)
691                 self.scale = self.modelscale;
692         if(!self.scale)
693                 self.scale = 1;
694         if(self.model != "")
695         {
696                 precache_model(self.model);
697                 setmodel(self, self.model); // no precision needed
698         }
699         setorigin(self, self.origin);
700         if(self.scale)
701                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
702         else
703                 setsize(self, self.mins, self.maxs);
704         if(!self.solid)
705                 self.solid = SOLID_BSP;
706         else if(self.solid < 0)
707                 self.solid = SOLID_NOT;
708         self.SendEntity = WarpZone_Camera_Send;
709         self.SendFlags = 0xFFFFFF;
710         self.warpzone_next = warpzone_camera_first;
711         warpzone_camera_first = self;
712 }
713 void WarpZones_Reconnect()
714 {
715         entity e;
716         e = self;
717         for(self = warpzone_first; self; self = self.warpzone_next)
718                 WarpZone_InitStep_ClearTarget();
719         for(self = warpzone_first; self; self = self.warpzone_next)
720                 WarpZone_InitStep_FindTarget();
721         for(self = warpzone_camera_first; self; self = self.warpzone_next)
722                 WarpZoneCamera_InitStep_FindTarget();
723         for(self = warpzone_first; self; self = self.warpzone_next)
724                 WarpZone_InitStep_FinalizeTransform();
725         self = e;
726 }
727
728 void WarpZone_Think()
729 {
730         if(self.warpzone_save_origin != self.origin
731         || self.warpzone_save_angles != self.angles
732         || self.warpzone_save_eorigin != self.enemy.origin
733         || self.warpzone_save_eangles != self.enemy.angles)
734         {
735                 entity oldself;
736                 oldself = self;
737                 WarpZone_InitStep_UpdateTransform();
738                 self = self.enemy;
739                 WarpZone_InitStep_UpdateTransform();
740                 self = oldself;
741                 WarpZone_InitStep_FinalizeTransform();
742                 self = self.enemy;
743                 WarpZone_InitStep_FinalizeTransform();
744                 self = oldself;
745                 self.warpzone_save_origin = self.origin;
746                 self.warpzone_save_angles = self.angles;
747                 self.warpzone_save_eorigin = self.enemy.origin;
748                 self.warpzone_save_eangles = self.enemy.angles;
749         }
750         self.nextthink = time;
751 }
752
753 void WarpZone_StartFrame()
754 {
755         entity e;
756         if(warpzone_initialized == 0)
757         {
758                 warpzone_initialized = 1;
759                 e = self;
760                 for(self = warpzone_first; self; self = self.warpzone_next)
761                         WarpZone_InitStep_FindOriginTarget();
762                 for(self = warpzone_position_first; self; self = self.warpzone_next)
763                         WarpZonePosition_InitStep_FindTarget();
764                 for(self = warpzone_first; self; self = self.warpzone_next)
765                         WarpZone_InitStep_UpdateTransform();
766                 self = e;
767                 WarpZones_Reconnect();
768         }
769
770         if(warpzone_warpzones_exist)
771         {
772                 entity oldself, oldother;
773                 oldself = self;
774                 oldother = other;
775                 for(e = world; (e = nextent(e)); )
776                 {
777                         WarpZone_StoreProjectileData(e);
778                         float f;
779                         f = clienttype(e);
780                         if(f == CLIENTTYPE_REAL)
781                         {
782                                 if(e.solid != SOLID_NOT) // not spectating?
783                                         continue;
784                                 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
785                                         continue;
786                                 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
787                                 if(!self)
788                                         continue;
789                                 other = e;
790                                 if(WarpZoneLib_ExactTrigger_Touch())
791                                         continue;
792                                 if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
793                                         WarpZone_Teleport(self, e, -1, 0); // NOT triggering targets by this!
794                         }
795                         if(f == CLIENTTYPE_NOTACLIENT)
796                         {
797                                 for(; (e = nextent(e)); )
798                                         WarpZone_StoreProjectileData(e);
799                                 break;
800                         }
801                 }
802                 self = oldself;
803                 other = oldother;
804         }
805 }
806
807 .float warpzone_reconnecting;
808 float visible_to_some_client(entity ent)
809 {
810         entity e;
811         for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
812                 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
813                         if(checkpvs(e.origin + e.view_ofs, ent))
814                                 return 1;
815         return 0;
816 }
817 void trigger_warpzone_reconnect_use()
818 {
819         entity e;
820         e = self;
821         // NOTE: this matches for target, not targetname, but of course
822         // targetname must be set too on the other entities
823         for(self = warpzone_first; self; self = self.warpzone_next)
824                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
825         for(self = warpzone_camera_first; self; self = self.warpzone_next)
826                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
827         for(self = warpzone_first; self; self = self.warpzone_next)
828                 if(self.warpzone_reconnecting)
829                         WarpZone_InitStep_ClearTarget();
830         for(self = warpzone_first; self; self = self.warpzone_next)
831                 if(self.warpzone_reconnecting)
832                         WarpZone_InitStep_FindTarget();
833         for(self = warpzone_camera_first; self; self = self.warpzone_next)
834                 if(self.warpzone_reconnecting)
835                         WarpZoneCamera_InitStep_FindTarget();
836         for(self = warpzone_first; self; self = self.warpzone_next)
837                 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
838                         WarpZone_InitStep_FinalizeTransform();
839         self = e;
840 }
841
842 void spawnfunc_trigger_warpzone_reconnect()
843 {
844         self.use = trigger_warpzone_reconnect_use;
845 }
846
847 void spawnfunc_target_warpzone_reconnect()
848 {
849         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
850 }
851
852 void WarpZone_PlayerPhysics_FixVAngle(void)
853 {
854 #ifndef WARPZONE_DONT_FIX_VANGLE
855         if(clienttype(self) == CLIENTTYPE_REAL)
856         if(self.v_angle_z <= 360) // if not already adjusted
857         if(time - self.ping * 0.001 < self.warpzone_teleport_time)
858         {
859                 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
860                 self.v_angle_z += 720; // mark as adjusted
861         }
862 #endif
863 }