4 #include <common/t_items.qh>
7 #include <common/weapons/_all.qh>
10 void WarpZone_Accumulator_Clear(entity acc)
12 acc.warpzone_transform = '0 0 0';
13 acc.warpzone_shift = '0 0 0';
15 void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
18 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
19 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
20 acc.warpzone_transform = tr;
21 acc.warpzone_shift = st;
23 void WarpZone_Accumulator_Add(entity acc, entity wz)
25 WarpZone_Accumulator_AddTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
27 void WarpZone_Accumulator_AddInverseTransform(entity acc, vector t, vector s)
30 tt = AnglesTransform_Invert(t);
31 ss = AnglesTransform_PrePostShift_GetPostShift(s, tt, '0 0 0');
32 WarpZone_Accumulator_AddTransform(acc, tt, ss);
33 // yes, this probably can be done simpler... but this way is "obvious" :)
35 void WarpZone_Accumulator_AddInverse(entity acc, entity wz)
37 WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
40 float autocvar_cl_warpzone_usetrace = 1;
41 vector WarpZone_camera_transform(entity this, vector org, vector ang)
44 if(this.warpzone_fadestart)
45 if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
47 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
48 // unneeded on client, on server this helps a lot
52 org = WarpZone_TransformOrigin(this, org);
53 vf = WarpZone_TransformVelocity(this, vf);
54 vr = WarpZone_TransformVelocity(this, vr);
55 vu = WarpZone_TransformVelocity(this, vu);
56 if(autocvar_cl_warpzone_usetrace)
57 traceline(this.warpzone_targetorigin, org, MOVE_NOMONSTERS, NULL);
59 trace_endpos = this.warpzone_targetorigin;
66 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
68 e.warpzone_transform = AnglesTransform_RightDivide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
69 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
70 e.warpzone_origin = my_org;
71 e.warpzone_targetorigin = other_org;
72 e.warpzone_angles = my_ang;
73 e.warpzone_targetangles = other_ang;
74 FIXED_MAKE_VECTORS_NEW(my_ang, forward, right, up);
75 e.warpzone_forward = forward;
76 FIXED_MAKE_VECTORS(other_ang, forward, right, up);
77 e.warpzone_targetforward = forward;
78 setcamera_transform(e, WarpZone_camera_transform);
81 vector WarpZone_Camera_camera_transform(entity this, vector org, vector ang)
83 // a fixed camera view
84 if(this.warpzone_fadestart)
85 if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
87 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
88 // unneeded on client, on server this helps a lot
89 trace_endpos = this.warpzone_origin;
90 makevectors(this.warpzone_angles);
91 return this.warpzone_origin;
94 void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
96 e.warpzone_origin = my_org;
97 e.warpzone_angles = my_ang;
98 setcamera_transform(e, WarpZone_Camera_camera_transform);
103 vector WarpZoneLib_BoxTouchesBrush_mins;
104 vector WarpZoneLib_BoxTouchesBrush_maxs;
105 entity WarpZoneLib_BoxTouchesBrush_ent;
106 entity WarpZoneLib_BoxTouchesBrush_ignore;
107 float WarpZoneLib_BoxTouchesBrush_Recurse()
113 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
115 if (trace_networkentity)
117 LOG_TRACE("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush");
118 // we cannot continue, as a player blocks us...
125 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
130 se.solid = SOLID_NOT;
131 f = WarpZoneLib_BoxTouchesBrush_Recurse();
137 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
141 if(!e.modelindex || e.warpzone_isboxy)
146 WarpZoneLib_BoxTouchesBrush_mins = mi;
147 WarpZoneLib_BoxTouchesBrush_maxs = ma;
148 WarpZoneLib_BoxTouchesBrush_ent = e;
149 WarpZoneLib_BoxTouchesBrush_ignore = ig;
150 f = WarpZoneLib_BoxTouchesBrush_Recurse();
156 entity WarpZone_Find(vector mi, vector ma)
158 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
159 if(!warpzone_warpzones_exist)
161 IL_EACH(g_warpzones, WarpZoneLib_BoxTouchesBrush(mi, ma, it, NULL),
168 void WarpZone_MakeAllSolid()
170 if(!warpzone_warpzones_exist)
172 IL_EACH(g_warpzones, true,
174 it.solid = SOLID_BSP;
178 void WarpZone_MakeAllOther()
180 if(!warpzone_warpzones_exist)
182 IL_EACH(g_warpzones, true,
184 it.solid = SOLID_TRIGGER;
188 void WarpZone_Trace_InitTransform()
190 if(!WarpZone_trace_transform)
192 WarpZone_trace_transform = new_pure(warpzone_trace_transform);
194 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
196 void WarpZone_Trace_AddTransform(entity wz)
198 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
201 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
203 float nomonsters_adjusted;
209 WarpZone_trace_forent = forent;
210 WarpZone_trace_firstzone = NULL;
211 WarpZone_trace_lastzone = NULL;
212 WarpZone_Trace_InitTransform();
213 if(!warpzone_warpzones_exist)
215 if(nomonsters == MOVE_NOTHING)
220 cb(org, trace_endpos, end);
225 tracebox(org, mi, ma, end, nomonsters, WarpZone_trace_forent);
227 cb(org, trace_endpos, end);
239 nomonsters_adjusted = MOVE_NOMONSTERS;
242 nomonsters_adjusted = nomonsters;
245 if((contentshack = (WarpZone_trace_forent.dphitcontentsmask && !(WarpZone_trace_forent.dphitcontentsmask & DPCONTENTS_SOLID))))
246 BITSET_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
248 // if starting in warpzone, first transform
249 wz = WarpZone_Find(org + mi, org + ma);
252 WarpZone_trace_firstzone = wz;
253 WarpZone_trace_lastzone = wz;
254 if(zone && wz != zone)
256 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
262 WarpZone_Trace_AddTransform(wz);
263 org = WarpZone_TransformOrigin(wz, org);
264 end = WarpZone_TransformOrigin(wz, end);
266 WarpZone_MakeAllSolid();
274 LOG_TRACE("Too many warpzones in sequence, aborting trace.");
278 tracebox(org, mi, ma, end, nomonsters_adjusted, WarpZone_trace_forent);
280 cb(org, trace_endpos, end);
282 sol = trace_startsolid;
284 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
285 if(trace_fraction >= 1)
287 if(trace_ent.classname != "trigger_warpzone")
289 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & WarpZone_trace_forent.dphitcontentsmask) == DPCONTENTS_SOLID))
291 // continue the trace, ignoring this hit (we only care for warpzones)
292 org = trace_endpos + normalize(end - org);
294 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
295 // otherwise, players could block entrances that way
299 /*if(trace_ent == wz)
301 // FIXME can this check be removed? Do we really need it?
302 LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace");
307 if(!WarpZone_trace_firstzone)
308 WarpZone_trace_firstzone = wz;
309 WarpZone_trace_lastzone = wz;
310 if(zone && wz != zone)
312 WarpZone_Trace_AddTransform(wz);
313 // we hit a warpzone... so, let's perform the trace after the warp again
314 org = WarpZone_TransformOrigin(wz, trace_endpos);
315 end = WarpZone_TransformOrigin(wz, end);
317 // we got warped, so let's step back a bit
318 tracebox(org, mi, ma, org + normalize(org - end) * 32, nomonsters_adjusted, WarpZone_trace_forent);
321 WarpZone_MakeAllOther();
324 BITCLR_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
325 trace_startsolid = sol;
328 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
330 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, NULL, WarpZone_trace_callback_t_null);
333 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
335 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
338 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
341 vector vf, vr, vu, v0, o0;
346 g = cvar("sv_gravity") * e.gravity;
348 WarpZone_trace_forent = forent;
349 WarpZone_trace_firstzone = NULL;
350 WarpZone_trace_lastzone = NULL;
351 WarpZone_Trace_InitTransform();
352 WarpZone_tracetoss_time = 0;
353 if(!warpzone_warpzones_exist)
355 tracetoss(e, WarpZone_trace_forent);
357 cb(e.origin, trace_endpos, trace_endpos);
358 dt = vlen(e.origin - o0) / vlen(e.velocity);
359 WarpZone_tracetoss_time += dt;
360 e.velocity_z -= dt * g;
361 WarpZone_tracetoss_velocity = e.velocity;
370 // if starting in warpzone, first transform
371 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
374 WarpZone_trace_firstzone = wz;
375 WarpZone_trace_lastzone = wz;
376 if(zone && wz != zone)
378 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
380 WarpZone_tracetoss_time = 0;
384 WarpZone_Trace_AddTransform(wz);
385 vector org = WarpZone_TransformOrigin(wz, e.origin);
387 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
389 WarpZone_MakeAllSolid();
395 LOG_TRACE("Too many warpzones in sequence, aborting trace.");
399 tracetoss(e, WarpZone_trace_forent);
401 cb(e.origin, trace_endpos, trace_endpos);
402 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
403 WarpZone_tracetoss_time += dt;
404 e.origin = trace_endpos;
405 e.velocity_z -= dt * g;
406 if(trace_fraction >= 1)
408 if(trace_ent.classname != "trigger_warpzone")
412 // FIXME can this check be removed? Do we really need it?
413 LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace");
418 if(!WarpZone_trace_firstzone)
419 WarpZone_trace_firstzone = wz;
420 WarpZone_trace_lastzone = wz;
421 if(zone && wz != zone)
423 WarpZone_Trace_AddTransform(wz);
424 // we hit a warpzone... so, let's perform the trace after the warp again
425 e.origin = WarpZone_TransformOrigin(wz, e.origin);
426 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
428 // we got warped, so let's step back a bit
429 e.velocity = -e.velocity;
430 tracetoss(e, WarpZone_trace_forent);
431 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
432 WarpZone_tracetoss_time -= dt;
433 e.origin = trace_endpos;
434 e.velocity = -e.velocity;
436 WarpZone_MakeAllOther();
438 WarpZone_tracetoss_velocity = e.velocity;
442 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
447 void WarpZone_TraceToss(entity e, entity forent)
449 WarpZone_TraceToss_ThroughZone(e, forent, NULL, WarpZone_trace_callback_t_null);
452 entity WarpZone_TrailParticles_trace_callback_own;
453 float WarpZone_TrailParticles_trace_callback_eff;
454 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
456 __trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
459 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
461 WarpZone_TrailParticles_trace_callback_own = own;
462 WarpZone_TrailParticles_trace_callback_eff = eff;
463 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_trace_callback);
467 float WarpZone_TrailParticles_trace_callback_f;
468 float WarpZone_TrailParticles_trace_callback_flags;
469 void WarpZone_TrailParticles_WithMultiplier_trace_callback(vector from, vector endpos, vector to)
471 boxparticles(WarpZone_TrailParticles_trace_callback_eff, WarpZone_TrailParticles_trace_callback_own, from, endpos, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_f, WarpZone_TrailParticles_trace_callback_flags);
474 void WarpZone_TrailParticles_WithMultiplier(entity own, float eff, vector org, vector end, float f, int boxflags)
476 WarpZone_TrailParticles_trace_callback_own = own;
477 WarpZone_TrailParticles_trace_callback_eff = eff;
478 WarpZone_TrailParticles_trace_callback_f = f;
479 WarpZone_TrailParticles_trace_callback_flags = boxflags | PARTICLES_DRAWASTRAIL;
480 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_WithMultiplier_trace_callback);
484 float WarpZone_PlaneDist(entity wz, vector v)
486 return (v - wz.warpzone_origin) * wz.warpzone_forward;
489 float WarpZone_TargetPlaneDist(entity wz, vector v)
491 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
494 vector WarpZone_TransformOrigin(entity wz, vector v)
496 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
499 vector WarpZone_TransformVelocity(entity wz, vector v)
501 return AnglesTransform_Apply(wz.warpzone_transform, v);
504 vector WarpZone_TransformAngles(entity wz, vector v)
506 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
509 vector WarpZone_TransformVAngles(entity wz, vector ang)
517 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
520 ang = AnglesTransform_Normalize(ang, true);
521 ang = AnglesTransform_CancelRoll(ang);
524 ang = AnglesTransform_Normalize(ang, false);
530 vector WarpZone_UnTransformOrigin(entity wz, vector v)
532 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
535 vector WarpZone_UnTransformVelocity(entity wz, vector v)
537 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
540 vector WarpZone_UnTransformAngles(entity wz, vector v)
542 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
545 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
552 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
553 ang = AnglesTransform_Normalize(ang, true);
554 ang = AnglesTransform_CancelRoll(ang);
560 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
563 nearest.x = bound(mi.x, org.x, ma.x);
564 nearest.y = bound(mi.y, org.y, ma.y);
565 nearest.z = bound(mi.z, org.z, ma.z);
569 bool WarpZoneLib_BadEntity(entity e)
571 if (is_pure(e)) return true;
572 string s = e.classname;
574 //if (s == "net_linked") return true; // actually some real entities are linked without classname, fail
575 if (s == "") return true;
577 if (startsWith(s, "target_")) return true;
579 if (startsWith(s, "info_")) return true;
584 .float WarpZone_findradius_hit;
585 .entity WarpZone_findradius_next;
586 void WarpZone_FindRadius_Recurse(
587 /** blast origin of current search */
590 /** original blast origin */
592 /** how to untransform (victim to blast system) */
595 bool needlineofsight)
597 if (rad <= 0) return;
599 FOREACH_ENTITY_RADIUS(org, rad, !WarpZoneLib_BadEntity(it), {
600 vector p = WarpZoneLib_NearestPointOnBox(it.origin + it.mins, it.origin + it.maxs, org0);
603 traceline(org, p, MOVE_NOMONSTERS, it);
604 if (trace_fraction < 1) continue;
606 if (!it.WarpZone_findradius_hit || vlen2(it.WarpZone_findradius_dist) > vlen2(org0 - p))
608 it.WarpZone_findradius_nearest = p;
609 it.WarpZone_findradius_dist = org0 - p;
610 it.WarpZone_findradius_findorigin = org;
611 it.WarpZone_findradius_findradius = rad;
612 if (it.classname == "warpzone_refsys")
614 // ignore, especially: do not overwrite the refsys parameters
616 else if (it.classname == "trigger_warpzone")
618 it.WarpZone_findradius_next = wz;
620 it.WarpZone_findradius_hit = 1;
621 it.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
622 it.enemy.WarpZone_findradius_hit = 1;
626 it.warpzone_transform = transform;
627 it.warpzone_shift = shift;
628 it.WarpZone_findradius_hit = 1;
632 for(entity e = wz; e; e = e.WarpZone_findradius_next)
634 if (WarpZoneLib_BadEntity(e)) continue;
636 vector org0_new = WarpZone_TransformOrigin(e, org);
637 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
638 vector org_new = trace_endpos;
640 vector transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
641 vector shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
642 WarpZone_FindRadius_Recurse(
644 bound(0, rad - vlen(org_new - org0_new), rad - 8),
646 transform_new, shift_new,
648 e.WarpZone_findradius_hit = 0;
649 e.enemy.WarpZone_findradius_hit = 0;
652 entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
654 // FIXME: why can't we do this? (sometimes finds nothing, breaking explosions)
655 // if (!warpzone_warpzones_exist && !needlineofsight) return findradius(org, rad);
656 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
657 entity list_first = findchainfloat(WarpZone_findradius_hit, 1);
658 FOREACH_LIST(list, chain, true, it.WarpZone_findradius_hit = 0);
662 .entity WarpZone_refsys;
663 void WarpZone_RefSys_GC(entity this)
665 // garbage collect unused reference systems
666 this.nextthink = time + 1;
667 if(this.owner.WarpZone_refsys != this)
670 void WarpZone_RefSys_CheckCreate(entity me)
672 if(me.WarpZone_refsys.owner != me)
674 me.WarpZone_refsys = new(warpzone_refsys);
675 me.WarpZone_refsys.owner = me;
676 setthink(me.WarpZone_refsys, WarpZone_RefSys_GC);
677 me.WarpZone_refsys.nextthink = time + 1;
678 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
681 void WarpZone_RefSys_Clear(entity me)
683 if(me.WarpZone_refsys)
685 delete(me.WarpZone_refsys);
686 me.WarpZone_refsys = NULL;
689 void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
691 if(t != '0 0 0' || s != '0 0 0')
693 WarpZone_RefSys_CheckCreate(me);
694 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
697 void WarpZone_RefSys_Add(entity me, entity wz)
699 WarpZone_RefSys_AddTransform(me, wz.warpzone_transform, wz.warpzone_shift);
701 void WarpZone_RefSys_AddInverseTransform(entity me, vector t, vector s)
703 if(t != '0 0 0' || s != '0 0 0')
705 WarpZone_RefSys_CheckCreate(me);
706 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, t, s);
709 void WarpZone_RefSys_AddInverse(entity me, entity wz)
711 WarpZone_RefSys_AddInverseTransform(me, wz.warpzone_transform, wz.warpzone_shift);
713 .vector WarpZone_refsys_incremental_shift;
714 .vector WarpZone_refsys_incremental_transform;
715 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
718 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
719 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
721 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, me.WarpZone_refsys_incremental_transform, me.WarpZone_refsys_incremental_shift);
722 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref.WarpZone_refsys);
723 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
724 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
726 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
728 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
729 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
731 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
733 if(from.WarpZone_refsys)
734 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
735 if(to.WarpZone_refsys)
736 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
739 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
741 if(from.WarpZone_refsys)
742 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
743 if(to.WarpZone_refsys)
744 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
747 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
749 if(from.WarpZone_refsys)
750 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
751 if(to.WarpZone_refsys)
752 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
755 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
757 if(from.WarpZone_refsys)
758 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
759 if(to.WarpZone_refsys)
760 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
763 void WarpZone_RefSys_Copy(entity me, entity from)
765 if(from.WarpZone_refsys)
767 WarpZone_RefSys_CheckCreate(me);
768 me.WarpZone_refsys.warpzone_shift = from.WarpZone_refsys.warpzone_shift;
769 me.WarpZone_refsys.warpzone_transform = from.WarpZone_refsys.warpzone_transform;
772 WarpZone_RefSys_Clear(me);
774 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
778 WarpZone_RefSys_Copy(e, me);
782 bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher)
784 return !WarpZoneLib_BoxTouchesBrush(toucher.absmin, toucher.absmax, this, toucher);
788 void WarpZoneLib_MoveOutOfSolid_Expand(entity e, vector by)
791 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
792 if (trace_startsolid)
794 if (trace_fraction < 1)
797 // adjust origin in the other direction...
798 setorigin(e, e.origin - by * (1 - trace_fraction));
802 bool WarpZoneLib_MoveOutOfSolid(entity e)
805 traceline(o, o, MOVE_WORLDONLY, e);
806 if (trace_startsolid)
809 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
810 if (!trace_startsolid)
817 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m0.x); e.mins_x = m0.x;
818 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m1.x); e.maxs_x = m1.x;
819 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m0.y); e.mins_y = m0.y;
820 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m1.y); e.maxs_y = m1.y;
821 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m0.z); e.mins_z = m0.z;
822 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m1.z); e.maxs_z = m1.z;
823 setorigin(e, e.origin);
825 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
826 if (trace_startsolid)