+#ifdef WARPZONELIB_KEEPDEBUG
+#define WARPZONELIB_REMOVEHACK
+#endif
+
+// for think function
+.vector warpzone_save_origin;
+.vector warpzone_save_angles;
+.vector warpzone_save_eorigin;
+.vector warpzone_save_eangles;
+
+// for all entities
.vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
.float warpzone_teleport_time;
+.float warpzone_teleport_finishtime;
.entity warpzone_teleport_zone;
void WarpZone_StoreProjectileData(entity e)
void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
{
- vector from;
-
- makevectors (to_angles);
-
- from = player.origin;
- setorigin (player, to);
+ setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch
player.oldorigin = to; // for DP's unsticking
player.angles = to_angles;
player.fixangle = TRUE;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
- if(player.classname == "player")
+ if(IS_PLAYER(player))
BITCLR_ASSIGN(player.flags, FL_ONGROUND);
WarpZone_PostTeleportPlayer_Callback(player);
return TRUE;
}
-float WarpZone_Teleport(entity player)
+float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
{
- vector o0, a0, v0, o1, a1, v1;
+ vector o0, a0, v0, o1, a1, v1, o10;
o0 = player.origin + player.view_ofs;
v0 = player.velocity;
a0 = player.angles;
- if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
- return 2;
- // no failure, we simply don't want to teleport yet; TODO in
- // this situation we may want to create a temporary clone
- // entity of the player to fix graphics glitch
-
- o1 = WarpZone_TransformOrigin(self, o0);
- v1 = WarpZone_TransformVelocity(self, v0);
- if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
- a1 = WarpZone_TransformVAngles(self, player.v_angle);
+ o10 = o1 = WarpZone_TransformOrigin(wz, o0);
+ v1 = WarpZone_TransformVelocity(wz, v0);
+ if not(IS_NOT_A_CLIENT(player))
+ a1 = WarpZone_TransformVAngles(wz, player.v_angle);
else
- a1 = WarpZone_TransformAngles(self, a0);
+ a1 = WarpZone_TransformAngles(wz, a0);
+
+ if(f0 != 0 || f1 != 0)
+ {
+ // retry last move but behind the warpzone!
+ // we must first go back as far as we can, then forward again, to not cause double touch events!
- // put him inside solid
+ tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
+ {
+ entity own;
+ own = player.owner;
+ player.owner = world;
+ tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
+ player.owner = own;
+ }
+ o1 = trace_endpos + player.view_ofs;
+
+ float d, dv, md;
+ md = max(vlen(player.mins), vlen(player.maxs));
+ d = WarpZone_TargetPlaneDist(wz, o1);
+ dv = WarpZone_TargetPlaneDist(wz, v1);
+ if(d < 0)
+ o1 = o1 - v1 * (d / dv);
+ }
+
+ // put him out of solid
tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
if(trace_startsolid)
{
- vector mi, ma;
- mi = player.mins;
- ma = player.maxs;
- setsize(player, mi - player.view_ofs, ma - player.view_ofs);
- setorigin(player, o1);
+ setorigin(player, o1 - player.view_ofs);
if(WarpZoneLib_MoveOutOfSolid(player))
{
- o1 = player.origin;
- setsize(player, mi, ma);
- setorigin(player, o0);
+ o1 = player.origin + player.view_ofs;
+ setorigin(player, o0 - player.view_ofs);
}
else
{
print("would have to put player in solid, won't do that\n");
- setsize(player, mi, ma);
setorigin(player, o0 - player.view_ofs);
- return 0; // cannot fix
+ return 0;
}
}
- if(WarpZone_TargetPlaneDist(self, o1) <= 0)
- {
- print("inconsistent warp zones or evil roundoff error\n");
- return 0;
- }
-
- //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
-
- //o1 = trace_endpos;
- WarpZone_RefSys_Add(player, self);
- WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
+ // do the teleport
+ WarpZone_RefSys_Add(player, wz);
+ WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1);
WarpZone_StoreProjectileData(player);
player.warpzone_teleport_time = time;
- player.warpzone_teleport_zone = self;
+ player.warpzone_teleport_finishtime = time;
+ player.warpzone_teleport_zone = wz;
+
+ // prevent further teleports back
+ float dt = (o1 - o10) * v1 * (1 / (v1 * v1));
+ if(dt < sys_frametime)
+ player.warpzone_teleport_finishtime += sys_frametime - dt;
+
#ifndef WARPZONE_USE_FIXANGLE
- // instead of fixangle, send the transform to the client for smoother operation
- player.fixangle = FALSE;
-
- entity ts = spawn();
- setmodel(ts, "null");
- ts.SendEntity = WarpZone_Teleported_Send;
- ts.SendFlags = 0xFFFFFF;
- ts.drawonlytoclient = player;
- ts.think = SUB_Remove;
- ts.nextthink = time + 1;
- ts.owner = player;
- ts.enemy = self;
- ts.effects = EF_NODEPTHTEST;
- ts.classname = "warpzone_teleported";
- ts.angles = self.warpzone_transform;
+ if(IS_PLAYER(player))
+ {
+ // instead of fixangle, send the transform to the client for smoother operation
+ player.fixangle = FALSE;
+
+ entity ts = spawn();
+ setmodel(ts, "null");
+ ts.SendEntity = WarpZone_Teleported_Send;
+ ts.SendFlags = 0xFFFFFF;
+ ts.drawonlytoclient = player;
+ ts.think = SUB_Remove;
+ ts.nextthink = time + 1;
+ ts.owner = player;
+ ts.enemy = wz;
+ ts.effects = EF_NODEPTHTEST;
+ ts.classname = "warpzone_teleported";
+ ts.angles = wz.warpzone_transform;
+ }
#endif
return 1;
void WarpZone_Touch (void)
{
- entity oldself, e;
+ entity oldself;
if(other.classname == "trigger_warpzone")
return;
+ if(time <= other.warpzone_teleport_finishtime) // already teleported this frame
+ return;
+
// FIXME needs a better check to know what is safe to teleport and what not
- if(other.movetype == MOVETYPE_NONE)
+ if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW || other.tag_entity)
return;
if(WarpZoneLib_ExactTrigger_Touch())
return;
- e = self.enemy;
- if(WarpZone_Teleport(other))
+ if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
+ return;
+
+ float f;
+ // number of frames we need to go back:
+ // dist = 16*sqrt(2) qu
+ // dist ~ 24 qu
+ // 24 qu = v*t
+ // 24 qu = v*frametime*n
+ // n = 24 qu/(v*frametime)
+ // for clients go only one frame though, may be too irritating otherwise
+ // but max 0.25 sec = 0.25/frametime frames
+ // 24/(0.25/frametime)
+ // 96*frametime
+ float d;
+ d = 24 + max(vlen(other.mins), vlen(other.maxs));
+ if(IS_NOT_A_CLIENT(other))
+ f = -d / bound(frametime * d * 1, frametime * vlen(other.velocity), d);
+ else
+ f = -1;
+ if(WarpZone_Teleport(self, other, f, 0))
{
string save1, save2;
activator = other;
float WarpZone_Camera_Send(entity to, float sendflags)
{
- float f;
+ float f = 0;
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
if(self.warpzone_fadestart)
return TRUE;
}
-float WarpZone_CheckProjectileImpact()
+#ifdef WARPZONELIB_KEEPDEBUG
+float WarpZone_CheckProjectileImpact(entity player)
{
- // if self hit a warpzone, abort
- vector o0, v0, a0;
- float mpd, pd, dpd;
+ vector o0, v0;
+
+ o0 = player.origin + player.view_ofs;
+ v0 = player.velocity;
+
+ // if we teleported shortly before, abort
+ if(time <= player.warpzone_teleport_finishtime + 0.1)
+ return 0;
+
+ // if player hit a warpzone, abort
entity wz;
- wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
+ wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
if(!wz)
return 0;
- if(self.warpzone_teleport_time == time)
+
+#ifdef WARPZONELIB_REMOVEHACK
+ print("impactfilter found something - and it no longer gets handled correctly - please tell divVerent whether anything behaves broken now\n");
+#else
+ print("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
+#endif
+ print("Entity type: ", player.classname, "\n");
+ print("Origin: ", vtos(player.origin), "\n");
+ print("Velocity: ", vtos(player.velocity), "\n");
+
+#ifdef WARPZONELIB_REMOVEHACK
+ return 0;
+#else
+ // retry previous move
+ setorigin(player, player.warpzone_oldorigin);
+ player.velocity = player.warpzone_oldvelocity;
+ if(WarpZone_Teleport(wz, player, 0, 1))
{
- // just ignore if we got teleported this frame already and now hit a wall and are in a warpzone again (this will cause a detonation)
- // print("2 warps 1 frame\n");
- return -1;
- }
- 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)
+ entity oldself;
+ string save1, save2;
+
+ oldself = self;
+ self = wz;
+ other = player;
+ activator = player;
+
+ save1 = self.target; self.target = string_null;
+ save2 = self.target3; self.target3 = string_null;
+ SUB_UseTargets();
+ if not(self.target) self.target = save1;
+ if not(self.target3) self.target3 = save2;
+
+ self = self.enemy;
+ save1 = self.target; self.target = string_null;
+ save2 = self.target2; self.target2 = string_null;
+ SUB_UseTargets();
+ if not(self.target) self.target = save1;
+ if not(self.target2) self.target2 = save2;
+ self = oldself;
+ }
+ else
{
- dpd = normalize(self.velocity) * wz.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 0;
- }
+ setorigin(player, o0 - player.view_ofs);
+ player.velocity = v0;
}
- WarpZone_RefSys_Add(self, wz);
- WarpZone_StoreProjectileData(self);
- self.warpzone_teleport_time = time;
return +1;
+#endif
}
+#endif
+
float WarpZone_Projectile_Touch()
{
- float f;
if(other.classname == "trigger_warpzone")
return TRUE;
- if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
+
+ // no further impacts if we teleported this frame!
+ // this is because even if we did teleport, the engine still may raise
+ // touch events for the previous location
+ // engine now aborts moves on teleport, so this SHOULD not happen any more
+ // but if this is called from TouchAreaGrid of the projectile moving,
+ // then this won't do
+ if(time == self.warpzone_teleport_time)
return TRUE;
- if((f = WarpZone_CheckProjectileImpact()) != 0)
- return (f > 0);
- if(self.warpzone_teleport_time == time)
+
+#ifdef WARPZONELIB_KEEPDEBUG
+ // this SEEMS to not happen at the moment, but if it did, it would be more reliable
{
- // sequence: hit warpzone, get teleported, hit wall
- // print("2 hits 1 frame\n");
- setorigin(self, self.warpzone_oldorigin);
- self.velocity = self.warpzone_oldvelocity;
- self.angles = self.warpzone_oldangles;
- return TRUE;
+ float save_dpstartcontents;
+ float save_dphitcontents;
+ float save_dphitq3surfaceflags;
+ string save_dphittexturename;
+ float save_allsolid;
+ float save_startsolid;
+ float save_fraction;
+ vector save_endpos;
+ vector save_plane_normal;
+ float save_plane_dist;
+ entity save_ent;
+ float save_inopen;
+ float save_inwater;
+ save_dpstartcontents = trace_dpstartcontents;
+ save_dphitcontents = trace_dphitcontents;
+ save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
+ save_dphittexturename = trace_dphittexturename;
+ save_allsolid = trace_allsolid;
+ save_startsolid = trace_startsolid;
+ save_fraction = trace_fraction;
+ save_endpos = trace_endpos;
+ save_plane_normal = trace_plane_normal;
+ save_plane_dist = trace_plane_dist;
+ save_ent = trace_ent;
+ save_inopen = trace_inopen;
+ save_inwater = trace_inwater;
+ float f;
+ if((f = WarpZone_CheckProjectileImpact(self)) != 0)
+ return (f > 0);
+ trace_dpstartcontents = save_dpstartcontents;
+ trace_dphitcontents = save_dphitcontents;
+ trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
+ trace_dphittexturename = save_dphittexturename;
+ trace_allsolid = save_allsolid;
+ trace_startsolid = save_startsolid;
+ trace_fraction = save_fraction;
+ trace_endpos = save_endpos;
+ trace_plane_normal = save_plane_normal;
+ trace_plane_dist = save_plane_dist;
+ trace_ent = save_ent;
+ trace_inopen = save_inopen;
+ trace_inwater = save_inwater;
}
+#endif
+
+ if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
+ return TRUE;
+
return FALSE;
}
self.enemy.aiment = self;
}
+void WarpZoneCamera_Think(void)
+{
+ if(self.warpzone_save_origin != self.origin
+ || self.warpzone_save_angles != self.angles
+ || self.warpzone_save_eorigin != self.enemy.origin
+ || self.warpzone_save_eangles != self.enemy.angles)
+ {
+ WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
+ self.warpzone_save_origin = self.origin;
+ self.warpzone_save_angles = self.angles;
+ self.warpzone_save_eorigin = self.enemy.origin;
+ self.warpzone_save_eangles = self.enemy.angles;
+ }
+ self.nextthink = time;
+}
+
void WarpZoneCamera_InitStep_FindTarget()
{
entity e;
warpzone_cameras_exist = 1;
WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
self.SendFlags = 0xFFFFFF;
+ if(self.spawnflags & 1)
+ {
+ self.think = WarpZoneCamera_Think;
+ self.nextthink = time;
+ }
+ else
+ self.nextthink = 0;
}
void WarpZone_InitStep_UpdateTransform()
norm = normalize(norm);
}
+#ifdef GMQCC
+ ang = '0 0 0';
+#endif
if(self.aiment)
{
org = self.aiment.origin;
print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
norm = -1 * norm;
}
- ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
+ ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
ang_x = -ang_x;
if(norm * v_forward < 0.99)
print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
}
}
+void WarpZone_Think();
void WarpZone_InitStep_FinalizeTransform()
{
if(!self.enemy || self.enemy.enemy != self)
WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
self.touch = WarpZone_Touch;
self.SendFlags = 0xFFFFFF;
+ if(self.spawnflags & 1)
+ {
+ self.think = WarpZone_Think;
+ self.nextthink = time;
+ }
+ else
+ self.nextthink = 0;
}
float warpzone_initialized;
// the map, with another killtarget to designate its
// orientation
+#ifndef WARPZONE_USE_FIXANGLE
+ // used when teleporting
+ precache_model("null");
+#endif
+
if(!self.scale)
self.scale = self.modelscale;
if(!self.scale)
self = e;
}
+void WarpZone_Think()
+{
+ if(self.warpzone_save_origin != self.origin
+ || self.warpzone_save_angles != self.angles
+ || self.warpzone_save_eorigin != self.enemy.origin
+ || self.warpzone_save_eangles != self.enemy.angles)
+ {
+ entity oldself;
+ oldself = self;
+ WarpZone_InitStep_UpdateTransform();
+ self = self.enemy;
+ WarpZone_InitStep_UpdateTransform();
+ self = oldself;
+ WarpZone_InitStep_FinalizeTransform();
+ self = self.enemy;
+ WarpZone_InitStep_FinalizeTransform();
+ self = oldself;
+ self.warpzone_save_origin = self.origin;
+ self.warpzone_save_angles = self.angles;
+ self.warpzone_save_eorigin = self.enemy.origin;
+ self.warpzone_save_eangles = self.enemy.angles;
+ }
+ self.nextthink = time;
+}
+
void WarpZone_StartFrame()
{
entity e;
WarpZone_InitStep_UpdateTransform();
self = e;
WarpZones_Reconnect();
+ WarpZone_PostInitialize_Callback();
}
- if(warpzone_warpzones_exist)
+ entity oldself, oldother;
+ oldself = self;
+ oldother = other;
+ for(e = world; (e = nextent(e)); )
{
- entity oldself, oldother;
- oldself = self;
- oldother = other;
- for(e = world; (e = nextent(e)); )
+ if(warpzone_warpzones_exist) { WarpZone_StoreProjectileData(e); }
+
+ if(IS_REAL_CLIENT(e))
{
- WarpZone_StoreProjectileData(e);
- float f;
- f = clienttype(e);
- if(f == CLIENTTYPE_REAL)
+ if(e.solid == SOLID_NOT) // not spectating?
+ if(e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY || e.movetype == MOVETYPE_FLY_WORLDONLY) // not spectating? (this is to catch observers)
{
- if(e.solid != SOLID_NOT) // not spectating?
- continue;
- if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
- continue;
- self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
- if(!self)
- continue;
- other = e;
- if(WarpZoneLib_ExactTrigger_Touch())
- continue;
- WarpZone_Teleport(e); // NOT triggering targets by this!
+ other = e; // player
+
+ // warpzones
+ if(warpzone_warpzones_exist) {
+ self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
+ if(self)
+ if(!WarpZoneLib_ExactTrigger_Touch())
+ if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
+ WarpZone_Teleport(self, e, -1, 0); } // NOT triggering targets by this!
+
+ // teleporters
+ self = Teleport_Find(e.origin + e.mins, e.origin + e.maxs);
+ if(self)
+ if(!WarpZoneLib_ExactTrigger_Touch())
+ Simple_TeleportPlayer(self, other); // NOT triggering targets by this!
}
- if(f == CLIENTTYPE_NOTACLIENT)
- {
+ }
+
+ if(IS_NOT_A_CLIENT(e))
+ {
+ if(warpzone_warpzones_exist)
for(; (e = nextent(e)); )
WarpZone_StoreProjectileData(e);
- break;
- }
+ break;
}
- self = oldself;
- other = oldother;
}
+ self = oldself;
+ other = oldother;
}
.float warpzone_reconnecting;
float visible_to_some_client(entity ent)
{
entity e;
- for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
- if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
+ for(e = nextent(world); !IS_NOT_A_CLIENT(e); e = nextent(e))
+ if(IS_PLAYER(e) && IS_REAL_CLIENT(e))
if(checkpvs(e.origin + e.view_ofs, ent))
return 1;
return 0;
void WarpZone_PlayerPhysics_FixVAngle(void)
{
#ifndef WARPZONE_DONT_FIX_VANGLE
- if(clienttype(self) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(self))
if(self.v_angle_z <= 360) // if not already adjusted
if(time - self.ping * 0.001 < self.warpzone_teleport_time)
{