-float WarpZone_CheckProjectileImpact()
-{
- // if self hit a warpzone, abort
- vector o0, v0, a0;
- float mpd, pd, dpd;
- entity wz;
- wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
- if(!wz)
- return FALSE;
- o0 = self.origin;
- v0 = self.velocity;
- a0 = self.angles;
-
- // this approach transports the projectile at its full speed, but does
- // not properly retain the projectile trail (but we can't retain it
- // easily anyway without delaying the projectile by two frames, so who
- // cares)
- WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
- setorigin(self, trace_endpos);
- self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
- self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
-
- // in case we are in our warp zone post-teleport, shift the projectile forward a bit
- mpd = max(vlen(self.mins), vlen(self.maxs));
- pd = WarpZone_TargetPlaneDist(wz, self.origin);
- if(pd < mpd)
- {
- dpd = normalize(self.velocity) * self.warpzone_targetforward;
- setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
- if(!WarpZoneLib_MoveOutOfSolid(self))
- {
- setorigin(self, o0);
- self.angles = a0;
- self.velocity = v0;
- return FALSE;
- }
- }
- WarpZone_RefSys_Add(self, wz);
- WarpZone_StoreProjectileData(self);
- self.warpzone_teleport_time = time;
-
- return TRUE;
-}