+#include "portals.qh"
+#include "_all.qh"
+
+#include "g_hook.qh"
+#include "mutators/mutators_include.qh"
+#include "../common/constants.qh"
+#include "../common/deathtypes.qh"
+#include "../common/notifications.qh"
+#include "../common/triggers/teleporters.qh"
+#include "../common/triggers/subs.qh"
+#include "../common/util.qh"
+#include "../common/weapons/all.qh"
+#include "../csqcmodellib/sv_model.qh"
+#include "../warpzonelib/anglestransform.qh"
+#include "../warpzonelib/util_server.qh"
+
#define PORTALS_ARE_NOT_SOLID
const vector SAFENUDGE = '1 1 1';
{
vector vbest;
- if(v.x < 0) vbest_x = p.mins.x; else vbest_x = p.maxs.x;
- if(v.y < 0) vbest_y = p.mins.y; else vbest_y = p.maxs.y;
- if(v.z < 0) vbest_z = p.mins.z; else vbest_z = p.maxs.z;
+ if(v.x < 0) vbest.x = p.mins.x; else vbest.x = p.maxs.x;
+ if(v.y < 0) vbest.y = p.mins.y; else vbest.y = p.maxs.y;
+ if(v.z < 0) vbest.z = p.mins.z; else vbest.z = p.maxs.z;
return vbest * v;
}
// PLAYERS use different math
#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang.x;
+ ang.x = -ang.x;
#endif
//print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
if(new_up * new_yawforward < 0)
new_up = -1 * new_up;
- ang_y = vectoyaw(new_up); // this vector is the yaw we want
+ ang.y = vectoyaw(new_up); // this vector is the yaw we want
//print("UP/DOWN path: ", vtos(ang), "\n");
}
else
}
#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang.x;
+ ang.x = -ang.x;
#endif
- ang_z = vangle.z;
+ ang.z = vangle.z;
return ang;
}
// factor -1 allows chaining portals, but may be weird
player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
- entity oldself = self;
- self = player;
- MUTATOR_CALLHOOK(PortalTeleport);
- player = self;
- self = oldself;
+ MUTATOR_CALLHOOK(PortalTeleport, player);
if (!teleporter.enemy)
{
if(other.classname == "grapplinghook")
return; // handled by think
+ if(!autocvar_g_vehicles_teleportable)
+ if(other.vehicle_flags & VHF_ISVEHICLE)
+ return; // no teleporting vehicles?
+
if(!self.enemy)
error("Portal_Touch called for a broken portal\n");
return;
/*
- if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
- || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
+ if(other.mins_x < PL_MIN.x || other.mins_y < PL_MIN.y || other.mins_z < PL_MIN.z
+ || other.maxs_x > PL_MAX.x || other.maxs_y > PL_MAX.y || other.maxs_z > PL_MAX.z)
{
// can't teleport this
return;
{
fixedmakevectors(portal.mangle);
sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
+ Send_Effect("rocket_explode", portal.origin + v_forward * 16, v_forward * 1024, 4);
remove(portal);
}
else
}
}
-void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void Portal_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(deathtype == DEATH_TELEFRAG)
return;
{
self.modelindex = self.savemodelindex;
}
- return TRUE;
+ return true;
}
// cleanup: