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[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         do \
46         { \
47                 setorigin(player, o1 - player.view_ofs); \
48                 if(WarpZoneLib_MoveOutOfSolid(player)) \
49                 { \
50                         o1 = player.origin + player.view_ofs; \
51                         setorigin(player, o0 - player.view_ofs); \
52                 } \
53                 else \
54                 { \
55                         print("would have to put player in solid, won't do that\n"); \
56                         setorigin(player, o0 - player.view_ofs); \
57                         return (ret); \
58                 } \
59         } \
60         while(0)
61 #define WARPZONE_TELEPORT_DOTELEPORT() \
62         do \
63         { \
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; \
69         } \
70         while(0)
71
72 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
73 {
74         vector o0, a0, v0, o1, a1, v1;
75
76         o0 = player.origin + player.view_ofs;
77         v0 = player.velocity;
78         a0 = player.angles;
79
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);
84         else
85                 a1 = WarpZone_TransformAngles(wz, a0);
86
87         if(f0 != 0 || f1 != 0)
88         {
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!
91
92                 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
93                 {
94                         entity own;
95                         own = player.owner;
96                         player.owner = world;
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
98                         player.owner = own;
99                 }
100                 o1 = trace_endpos + player.view_ofs;
101
102                 float d, dv;
103                 d = WarpZone_TargetPlaneDist(wz, o1);
104                 dv = WarpZone_TargetPlaneDist(wz, v1);
105                 if(d < 0)
106                         o1 = o1 - v1 * (d / dv);
107         }
108
109         // put him inside solid
110         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
111         if(trace_startsolid)
112                 WARPZONE_TELEPORT_FIXSOLID(0);
113
114         WARPZONE_TELEPORT_DOTELEPORT();
115
116 #ifndef WARPZONE_USE_FIXANGLE
117         if(player.classname == "player")
118         {
119                 // instead of fixangle, send the transform to the client for smoother operation
120                 player.fixangle = FALSE;
121
122                 entity ts = spawn();
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;
129                 ts.owner = player;
130                 ts.enemy = wz;
131                 ts.effects = EF_NODEPTHTEST;
132                 ts.classname = "warpzone_teleported";
133                 ts.angles = wz.warpzone_transform;
134         }
135 #endif
136
137         return 1;
138 }
139
140 void WarpZone_Touch (void)
141 {
142         entity oldself;
143
144         if(other.classname == "trigger_warpzone")
145                 return;
146
147         if(other.warpzone_teleport_time == time) // already teleported this frame
148                 return;
149
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)
152                 return;
153
154         if(WarpZoneLib_ExactTrigger_Touch())
155                 return;
156
157         if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
158                 return;
159
160         if(WarpZone_Teleport(self, other, -1, 0))
161         {
162                 string save1, save2;
163                 activator = other;
164
165                 save1 = self.target; self.target = string_null;
166                 save2 = self.target3; self.target3 = string_null;
167                 SUB_UseTargets();
168                 if not(self.target) self.target = save1;
169                 if not(self.target3) self.target3 = save2;
170
171                 oldself = self;
172                 self = self.enemy;
173                 save1 = self.target; self.target = string_null;
174                 save2 = self.target2; self.target2 = string_null;
175                 SUB_UseTargets();
176                 if not(self.target) self.target = save1;
177                 if not(self.target2) self.target2 = save2;
178                 self = oldself;
179         }
180         else
181         {
182                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
183         }
184 }
185
186 float WarpZone_Send(entity to, float sendflags)
187 {
188         float f;
189         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
190
191         // we must send this flag for clientside to match properly too
192         f = 0;
193         if(self.warpzone_isboxy)
194                 BITSET_ASSIGN(f, 1);
195         if(self.warpzone_fadestart)
196                 BITSET_ASSIGN(f, 2);
197         if(self.origin != '0 0 0')
198                 BITSET_ASSIGN(f, 4);
199         WriteByte(MSG_ENTITY, f);
200
201         // we need THESE to render the warpzone (and cull properly)...
202         if(f & 4)
203         {
204                 WriteCoord(MSG_ENTITY, self.origin_x);
205                 WriteCoord(MSG_ENTITY, self.origin_y);
206                 WriteCoord(MSG_ENTITY, self.origin_z);
207         }
208
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));
217
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);
231
232         if(f & 2)
233         {
234                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
235                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
236         }
237
238         return TRUE;
239 }
240
241 float WarpZone_Camera_Send(entity to, float sendflags)
242 {
243         float f;
244         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
245
246         if(self.warpzone_fadestart)
247                 BITSET_ASSIGN(f, 2);
248         if(self.origin != '0 0 0')
249                 BITSET_ASSIGN(f, 4);
250         WriteByte(MSG_ENTITY, f);
251
252         // we need THESE to render the warpzone (and cull properly)...
253         if(f & 4)
254         {
255                 WriteCoord(MSG_ENTITY, self.origin_x);
256                 WriteCoord(MSG_ENTITY, self.origin_y);
257                 WriteCoord(MSG_ENTITY, self.origin_z);
258         }
259
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));
268
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);
276
277         if(f & 2)
278         {
279                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
280                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
281         }
282
283         return TRUE;
284 }
285
286 float WarpZone_CheckProjectileImpact(entity player)
287 {
288         vector o0, a0, v0;
289
290         o0 = player.origin + player.view_ofs;
291         v0 = player.velocity;
292         a0 = player.angles;
293
294         // if player hit a warpzone, abort
295         entity wz;
296         wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
297         if(!wz)
298                 return 0;
299
300         print("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
301
302         // retry previous move
303         setorigin(player, player.warpzone_oldorigin);
304         player.velocity = player.warpzone_oldvelocity;
305         if(WarpZone_Teleport(wz, player, 0, 1))
306         {
307                 entity oldself;
308                 string save1, save2;
309
310                 oldself = self;
311                 self = wz;
312                 other = player;
313                 activator = player;
314
315                 save1 = self.target; self.target = string_null;
316                 save2 = self.target3; self.target3 = string_null;
317                 SUB_UseTargets();
318                 if not(self.target) self.target = save1;
319                 if not(self.target3) self.target3 = save2;
320
321                 self = self.enemy;
322                 save1 = self.target; self.target = string_null;
323                 save2 = self.target2; self.target2 = string_null;
324                 SUB_UseTargets();
325                 if not(self.target) self.target = save1;
326                 if not(self.target2) self.target2 = save2;
327                 self = oldself;
328         }
329         else
330         {
331                 setorigin(player, o0);
332                 player.velocity = v0;
333         }
334
335         return +1;
336 }
337 float WarpZone_Projectile_Touch()
338 {
339         float f;
340         if(other.classname == "trigger_warpzone")
341                 return TRUE;
342
343         // no further impacts if we teleported this frame!
344         if(self.warpzone_teleport_time == time)
345                 return TRUE;
346
347         // this SEEMS to not happen at the moment, but if it did, it would be more reliable
348         {
349                 float save_dpstartcontents;
350                 float save_dphitcontents;
351                 float save_dphitq3surfaceflags;
352                 string save_dphittexturename;
353                 float save_allsolid;
354                 float save_startsolid;
355                 float save_fraction;
356                 vector save_endpos;
357                 vector save_plane_normal;
358                 float save_plane_dist;
359                 entity save_ent;
360                 float save_inopen;
361                 float save_inwater;
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)
376                         return (f > 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;
390         }
391
392         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
393                 return TRUE;
394
395         if(self.warpzone_teleport_time == time)
396         {
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;
402                 return TRUE;
403         }
404         return FALSE;
405 }
406
407 void WarpZone_InitStep_FindOriginTarget()
408 {
409         if(self.killtarget != "")
410         {
411                 self.aiment = find(world, targetname, self.killtarget);
412                 if(self.aiment == world)
413                 {
414                         error("Warp zone with nonexisting killtarget");
415                         return;
416                 }
417                 self.killtarget = string_null;
418         }
419 }
420
421 void WarpZonePosition_InitStep_FindTarget()
422 {
423         if(self.target == "")
424         {
425                 error("Warp zone position with no target");
426                 return;
427         }
428         self.enemy = find(world, targetname, self.target);
429         if(self.enemy == world)
430         {
431                 error("Warp zone position with nonexisting target");
432                 return;
433         }
434         if(self.enemy.aiment)
435         {
436                 // already is positioned
437                 error("Warp zone position targeting already oriented warpzone");
438                 return;
439         }
440         self.enemy.aiment = self;
441 }
442
443 void WarpZoneCamera_Think(void)
444 {
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)
449         {
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;
455         }
456         self.nextthink = time;
457 }
458
459 void WarpZoneCamera_InitStep_FindTarget()
460 {
461         entity e;
462         float i;
463         if(self.target == "")
464         {
465                 error("Camera with no target");
466                 return;
467         }
468         self.enemy = world;
469         for(e = world, i = 0; (e = find(e, targetname, self.target)); )
470                 if(random() * ++i < 1)
471                         self.enemy = e;
472         if(self.enemy == world)
473         {
474                 error("Camera with nonexisting target");
475                 return;
476         }
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)
481         {
482                 self.think = WarpZoneCamera_Think;
483                 self.nextthink = time;
484         }
485         else
486                 self.nextthink = 0;
487 }
488
489 void WarpZone_InitStep_UpdateTransform()
490 {
491         vector org, ang, norm, point;
492         float area;
493         vector tri, a, b, c, p, q, n;
494         float i_s, i_t, n_t;
495         string tex;
496
497         org = self.origin;
498         if(org == '0 0 0')
499                 org = 0.5 * (self.mins + self.maxs);
500
501         norm = point = '0 0 0';
502         area = 0;
503         for(i_s = 0; ; ++i_s)
504         {
505                 tex = getsurfacetexture(self, i_s);
506                 if not(tex)
507                         break; // this is beyond the last one
508                 if(tex == "textures/common/trigger" || tex == "trigger")
509                         continue;
510                 n_t = getsurfacenumtriangles(self, i_s);
511                 for(i_t = 0; i_t < n_t; ++i_t)
512                 {
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);
517                         p = b - a;
518                         q = c - a;
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);
523                         norm = norm + n;
524                         point = point + vlen(n) * (a + b + c);
525                 }
526         }
527         if(area > 0)
528         {
529                 norm = norm * (1 / area);
530                 point = point * (1 / (3 * area));
531                 if(vlen(norm) < 0.99)
532                 {
533                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
534                         area = 0; // no autofixing in this case
535                 }
536                 norm = normalize(norm);
537         }
538
539         if(self.aiment)
540         {
541                 org = self.aiment.origin;
542                 ang = self.aiment.angles;
543                 if(area > 0)
544                 {
545                         org = org - ((org - point) * norm) * norm; // project to plane
546                         makevectors(ang);
547                         if(norm * v_forward < 0)
548                         {
549                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
550                                 norm = -1 * norm;
551                         }
552                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
553                         ang_x = -ang_x;
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");
558                 }
559         }
560         else if(area > 0)
561         {
562                 org = point;
563                 ang = vectoangles(norm);
564                 ang_x = -ang_x;
565         }
566         else
567                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
568
569         self.warpzone_origin = org;
570         self.warpzone_angles = ang;
571 }
572
573 void WarpZone_InitStep_ClearTarget()
574 {
575         if(self.enemy)
576                 self.enemy.enemy = world;
577         self.enemy = world;
578 }
579
580 entity warpzone_first; .entity warpzone_next;
581 void WarpZone_InitStep_FindTarget()
582 {
583         float i;
584         entity e, e2;
585
586         if(self.enemy)
587                 return;
588
589         // this way only one of the two ents needs to target
590         if(self.target != "")
591         {
592                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
593
594                 e2 = world;
595                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
596                         if(!e.enemy)
597                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
598                                         if(random() * ++i < 1)
599                                                 e2 = e;
600                 if(!e2)
601                 {
602                         self.enemy = world;
603                         error("Warpzone with non-existing target");
604                         return;
605                 }
606                 self.enemy = e2;
607                 e2.enemy = self;
608         }
609 }
610
611 void WarpZone_Think();
612 void WarpZone_InitStep_FinalizeTransform()
613 {
614         if(!self.enemy || self.enemy.enemy != self)
615         {
616                 error("Invalid warp zone detected. Killed.");
617                 return;
618         }
619
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)
625         {
626                 self.think = WarpZone_Think;
627                 self.nextthink = time;
628         }
629         else
630                 self.nextthink = 0;
631 }
632
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)
639 {
640         // "target", "angles", "origin"
641         self.warpzone_next = warpzone_position_first;
642         warpzone_position_first = self;
643 }
644 void spawnfunc_trigger_warpzone_position(void)
645 {
646         spawnfunc_misc_warpzone_position();
647 }
648 void spawnfunc_trigger_warpzone(void)
649 {
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
656         //              orientation
657
658 #ifndef WARPZONE_USE_FIXANGLE
659         // used when teleporting
660         precache_model("null");
661 #endif
662
663         if(!self.scale)
664                 self.scale = self.modelscale;
665         if(!self.scale)
666                 self.scale = 1;
667         string m;
668         m = self.model;
669         WarpZoneLib_ExactTrigger_Init();
670         if(m != "")
671         {
672                 precache_model(m);
673                 setmodel(self, m); // no precision needed
674         }
675         setorigin(self, self.origin);
676         if(self.scale)
677                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
678         else
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;
685 }
686 void spawnfunc_func_camera(void)
687 {
688         if(!self.scale)
689                 self.scale = self.modelscale;
690         if(!self.scale)
691                 self.scale = 1;
692         if(self.model != "")
693         {
694                 precache_model(self.model);
695                 setmodel(self, self.model); // no precision needed
696         }
697         setorigin(self, self.origin);
698         if(self.scale)
699                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
700         else
701                 setsize(self, self.mins, self.maxs);
702         if(!self.solid)
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;
710 }
711 void WarpZones_Reconnect()
712 {
713         entity e;
714         e = self;
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();
723         self = e;
724 }
725
726 void WarpZone_Think()
727 {
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)
732         {
733                 entity oldself;
734                 oldself = self;
735                 WarpZone_InitStep_UpdateTransform();
736                 self = self.enemy;
737                 WarpZone_InitStep_UpdateTransform();
738                 self = oldself;
739                 WarpZone_InitStep_FinalizeTransform();
740                 self = self.enemy;
741                 WarpZone_InitStep_FinalizeTransform();
742                 self = oldself;
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;
747         }
748         self.nextthink = time;
749 }
750
751 void WarpZone_StartFrame()
752 {
753         entity e;
754         if(warpzone_initialized == 0)
755         {
756                 warpzone_initialized = 1;
757                 e = self;
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();
764                 self = e;
765                 WarpZones_Reconnect();
766         }
767
768         if(warpzone_warpzones_exist)
769         {
770                 entity oldself, oldother;
771                 oldself = self;
772                 oldother = other;
773                 for(e = world; (e = nextent(e)); )
774                 {
775                         WarpZone_StoreProjectileData(e);
776                         float f;
777                         f = clienttype(e);
778                         if(f == CLIENTTYPE_REAL)
779                         {
780                                 if(e.solid != SOLID_NOT) // not spectating?
781                                         continue;
782                                 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
783                                         continue;
784                                 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
785                                 if(!self)
786                                         continue;
787                                 other = e;
788                                 if(WarpZoneLib_ExactTrigger_Touch())
789                                         continue;
790                                 if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
791                                         WarpZone_Teleport(self, e, -1, 0); // NOT triggering targets by this!
792                         }
793                         if(f == CLIENTTYPE_NOTACLIENT)
794                         {
795                                 for(; (e = nextent(e)); )
796                                         WarpZone_StoreProjectileData(e);
797                                 break;
798                         }
799                 }
800                 self = oldself;
801                 other = oldother;
802         }
803 }
804
805 .float warpzone_reconnecting;
806 float visible_to_some_client(entity ent)
807 {
808         entity e;
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))
812                                 return 1;
813         return 0;
814 }
815 void trigger_warpzone_reconnect_use()
816 {
817         entity e;
818         e = self;
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();
837         self = e;
838 }
839
840 void spawnfunc_trigger_warpzone_reconnect()
841 {
842         self.use = trigger_warpzone_reconnect_use;
843 }
844
845 void spawnfunc_target_warpzone_reconnect()
846 {
847         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
848 }
849
850 void WarpZone_PlayerPhysics_FixVAngle(void)
851 {
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)
856         {
857                 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
858                 self.v_angle_z += 720; // mark as adjusted
859         }
860 #endif
861 }