makevectors (to_angles);
#ifdef SVQC
- SELFPARAM();
if(player.teleportable == TELEPORT_NORMAL) // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers
{
- if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
+ if(teleporter.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
{
Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
Send_Effect(EFFECT_TELEPORT, to + v_forward * 32, '0 0 0', 1);
}
- self.pushltime = time + 0.2;
+ teleporter.pushltime = time + 0.2;
}
}
#endif
// assuming to allows PL_MIN to PL_MAX box and some more
#ifdef SVQC
from = player.origin;
- setorigin (player, to);
+ setorigin(player, to);
player.oldorigin = to; // don't undo the teleport by unsticking
player.angles = to_angles;
player.fixangle = true;
UpdateCSQCProjectileAfterTeleport(player);
UpdateItemAfterTeleport(player);
#elif defined(CSQC)
- from = player.move_origin;
- player.move_origin = to;
- player.move_angles = to_angles;
- player.move_velocity = to_velocity;
- player.move_flags &= ~FL_ONGROUND;
+ from = player.origin;
+ setorigin(player, to);
+ player.angles = to_angles;
+ player.velocity = to_velocity;
+ UNSET_ONGROUND(player);
player.iflags |= IFLAG_TELEPORTED | IFLAG_V_ANGLE | IFLAG_ANGLES;
player.csqcmodel_teleported = 1;
player.v_angle = to_angles;
- if(player.isplayermodel) // not for anything but the main player
+ if(player == csqcplayer) // not for anything but the main player
{
- setproperty(VF_ANGLES, player.move_angles);
- setproperty(VF_CL_VIEWANGLES, player.move_angles);
+ setproperty(VF_ANGLES, player.angles);
+ setproperty(VF_CL_VIEWANGLES, player.angles);
}
-
- makevectors(player.move_angles);
#endif
#ifdef SVQC
else
{
RandomSelection_Init();
- for(e = world; (e = find(e, targetname, teleporter.target)); )
+ FOREACH_ENTITY_STRING(targetname, teleporter.target,
{
p = 1;
if(STAT(TELEPORT_TELEFRAG_AVOID, player))
{
#ifdef SVQC
- locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
+ locout = it.origin + '0 0 1' * (1 - player.mins.z - 24);
#elif defined(CSQC)
- locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
+ locout = it.origin + '0 0 1' * (1 - player.mins.z - 24);
#endif
if(check_tdeath(player, locout, '0 0 0', '0 0 0'))
p = 0;
}
- RandomSelection_Add(e, 0, string_null, (e.cnt ? e.cnt : 1), p);
- }
+ RandomSelection_Add(it, 0, string_null, (it.cnt ? it.cnt : 1), p);
+ });
e = RandomSelection_chosen_ent;
}
makevectors(e.mangle);
-#ifdef SVQC
if(e.speed)
if(vdist(player.velocity, >, e.speed))
player.velocity = normalize(player.velocity) * max(0, e.speed);
-#elif defined(CSQC)
- if(e.speed)
- if(vdist(player.move_velocity, >, e.speed))
- player.move_velocity = normalize(player.move_velocity) * max(0, e.speed);
-#endif
-#ifdef SVQC
if(STAT(TELEPORT_MAXSPEED, player))
if(vdist(player.velocity, >, STAT(TELEPORT_MAXSPEED, player)))
player.velocity = normalize(player.velocity) * max(0, STAT(TELEPORT_MAXSPEED, player));
-#elif defined(CSQC)
- if(STAT(TELEPORT_MAXSPEED, player))
- if(vdist(player.move_velocity, >, STAT(TELEPORT_MAXSPEED, player)))
- player.move_velocity = normalize(player.move_velocity) * max(0, STAT(TELEPORT_MAXSPEED, player));
-#endif
-#ifdef SVQC
locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
-#elif defined(CSQC)
- locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
-
- TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.move_velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
-#endif
return e;
}
-void teleport_findtarget()
+void teleport_findtarget(entity this)
{
- SELFPARAM();
int n = 0;
entity e;
- for(e = world; (e = find(e, targetname, self.target)); )
+ for(e = NULL; (e = find(e, targetname, this.target)); )
{
++n;
#ifdef SVQC
- if(e.movetype == MOVETYPE_NONE)
- waypoint_spawnforteleporter(self, e.origin, 0);
+ if(e.move_movetype == MOVETYPE_NONE)
+ waypoint_spawnforteleporter(this, e.origin, 0);
if(e.classname != "info_teleport_destination")
LOG_INFO("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
#endif
if(n == 0)
{
// no dest!
- objerror ("Teleporter with nonexistant target");
+ objerror (this, "Teleporter with nonexistant target");
return;
}
else if(n == 1)
{
// exactly one dest - bots love that
- self.enemy = find(e, targetname, self.target);
+ this.enemy = find(e, targetname, this.target);
}
else
{
// have to use random selection every single time
- self.enemy = world;
+ this.enemy = NULL;
}
// now enable touch
+ settouch(this, Teleport_Touch);
#ifdef SVQC
- self.touch = Teleport_Touch;
-
- trigger_teleport_link(self);
-#elif defined(CSQC)
- self.move_touch = Teleport_Touch;
+ trigger_teleport_link(this);
#endif
}
entity Teleport_Find(vector mi, vector ma)
{
- entity e;
- for(e = world; (e = find(e, classname, "trigger_teleport")); )
- if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
- return e;
- return world;
+ IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(mi, ma, it, NULL),
+ {
+ return it;
+ });
+ return NULL;
}
void WarpZone_PostTeleportPlayer_Callback(entity pl)
#ifdef SVQC
if(!(pl.flags & FL_PROJECTILE))
#elif defined(CSQC)
- if(!(pl.move_flags & BIT(15))) // FL_PROJECTILE
+ if(!(pl.flags & BIT(15))) // FL_PROJECTILE
#endif
LOG_INFO("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".\n");
- pl.owner = world;
+ pl.owner = NULL;
}
if(IS_PLAYER(pl))
{