1 void WarpZone_Accumulator_Clear(entity acc)
3 acc.warpzone_transform = '0 0 0';
4 acc.warpzone_shift = '0 0 0';
6 void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
9 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
10 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
11 acc.warpzone_transform = tr;
12 acc.warpzone_shift = st;
14 void WarpZone_Accumulator_Add(entity acc, entity wz)
16 WarpZone_Accumulator_AddTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
18 void WarpZone_Accumulator_AddInverseTransform(entity acc, vector t, vector s)
21 tt = AnglesTransform_Invert(t);
22 ss = AnglesTransform_PrePostShift_GetPostShift(s, tt, '0 0 0');
23 WarpZone_Accumulator_AddTransform(acc, tt, ss);
24 // yes, this probably can be done simpler... but this way is "obvious" :)
26 void WarpZone_Accumulator_AddInverse(entity acc, entity wz)
28 WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
31 .vector(vector, vector) camera_transform;
32 float autocvar_cl_warpzone_usetrace = 1;
33 vector WarpZone_camera_transform(vector org, vector ang)
36 if(self.warpzone_fadestart)
37 if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
39 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
40 // unneeded on client, on server this helps a lot
44 org = WarpZone_TransformOrigin(self, org);
45 vf = WarpZone_TransformVelocity(self, vf);
46 vr = WarpZone_TransformVelocity(self, vr);
47 vu = WarpZone_TransformVelocity(self, vu);
48 if(autocvar_cl_warpzone_usetrace)
49 traceline(self.warpzone_targetorigin, org, MOVE_NOMONSTERS, world);
51 trace_endpos = self.warpzone_targetorigin;
58 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
60 e.warpzone_transform = AnglesTransform_RightDivide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
61 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
62 e.warpzone_origin = my_org;
63 e.warpzone_targetorigin = other_org;
64 e.warpzone_angles = my_ang;
65 e.warpzone_targetangles = other_ang;
66 fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
67 fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
68 e.camera_transform = WarpZone_camera_transform;
71 vector WarpZone_Camera_camera_transform(vector org, vector ang)
73 // a fixed camera view
74 if(self.warpzone_fadestart)
75 if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
77 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
78 // unneeded on client, on server this helps a lot
79 trace_endpos = self.warpzone_origin;
80 makevectors(self.warpzone_angles);
81 return self.warpzone_origin;
84 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
86 e.warpzone_origin = my_org;
87 e.warpzone_angles = my_ang;
88 e.camera_transform = WarpZone_Camera_camera_transform;
93 vector WarpZoneLib_BoxTouchesBrush_mins;
94 vector WarpZoneLib_BoxTouchesBrush_maxs;
95 entity WarpZoneLib_BoxTouchesBrush_ent;
96 entity WarpZoneLib_BoxTouchesBrush_ignore;
97 float WarpZoneLib_BoxTouchesBrush_Recurse()
103 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
105 if (trace_networkentity)
107 dprint("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush\n");
108 // we cannot continue, as a player blocks us...
115 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
120 se.solid = SOLID_NOT;
121 f = WarpZoneLib_BoxTouchesBrush_Recurse();
127 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
131 if(!e.modelindex || e.warpzone_isboxy)
136 WarpZoneLib_BoxTouchesBrush_mins = mi;
137 WarpZoneLib_BoxTouchesBrush_maxs = ma;
138 WarpZoneLib_BoxTouchesBrush_ent = e;
139 WarpZoneLib_BoxTouchesBrush_ignore = ig;
140 f = WarpZoneLib_BoxTouchesBrush_Recurse();
146 entity WarpZone_Find(vector mi, vector ma)
148 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
150 if(!warpzone_warpzones_exist)
152 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
153 if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
158 void WarpZone_MakeAllSolid()
161 if(!warpzone_warpzones_exist)
163 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
167 void WarpZone_MakeAllOther()
170 if(!warpzone_warpzones_exist)
172 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
173 e.solid = SOLID_TRIGGER;
176 void WarpZone_Trace_InitTransform()
178 if(!WarpZone_trace_transform)
180 WarpZone_trace_transform = spawn();
181 WarpZone_trace_transform.classname = "warpzone_trace_transform";
183 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
185 void WarpZone_Trace_AddTransform(entity wz)
187 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
190 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
192 float nomonsters_adjusted;
199 WarpZone_trace_forent = forent;
200 WarpZone_trace_firstzone = world;
201 WarpZone_trace_lastzone = world;
202 WarpZone_Trace_InitTransform();
203 if(!warpzone_warpzones_exist)
205 if(nomonsters == MOVE_NOTHING)
210 cb(org, trace_endpos, end);
215 tracebox(org, mi, ma, end, nomonsters, WarpZone_trace_forent);
217 cb(org, trace_endpos, end);
232 nomonsters_adjusted = MOVE_NOMONSTERS;
235 nomonsters_adjusted = nomonsters;
238 if((contentshack = (WarpZone_trace_forent.dphitcontentsmask && !(WarpZone_trace_forent.dphitcontentsmask & DPCONTENTS_SOLID))))
239 BITSET_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
241 // if starting in warpzone, first transform
242 wz = WarpZone_Find(org + mi, org + ma);
245 WarpZone_trace_firstzone = wz;
246 WarpZone_trace_lastzone = wz;
247 if(zone && wz != zone)
249 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
255 WarpZone_Trace_AddTransform(wz);
256 org = WarpZone_TransformOrigin(wz, org);
257 end = WarpZone_TransformOrigin(wz, end);
259 WarpZone_MakeAllSolid();
267 dprint("Too many warpzones in sequence, aborting trace.\n");
271 tracebox(org, mi, ma, end, nomonsters_adjusted, WarpZone_trace_forent);
273 cb(org, trace_endpos, end);
275 sol = trace_startsolid;
277 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
278 if(trace_fraction >= 1)
280 if(trace_ent.classname != "trigger_warpzone")
282 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & WarpZone_trace_forent.dphitcontentsmask) == DPCONTENTS_SOLID))
284 // continue the trace, ignoring this hit (we only care for warpzones)
285 org = trace_endpos + normalize(end - org);
287 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
288 // otherwise, players could block entrances that way
294 // FIXME can this check be removed? Do we really need it?
295 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
300 if(!WarpZone_trace_firstzone)
301 WarpZone_trace_firstzone = wz;
302 WarpZone_trace_lastzone = wz;
303 if(zone && wz != zone)
305 WarpZone_Trace_AddTransform(wz);
306 // we hit a warpzone... so, let's perform the trace after the warp again
307 org = WarpZone_TransformOrigin(wz, trace_endpos);
308 end = WarpZone_TransformOrigin(wz, end);
310 // we got warped, so let's step back a bit
311 tracebox(org, mi, ma, org + normalize(org - end) * 32, nomonsters_adjusted, WarpZone_trace_forent);
314 WarpZone_MakeAllOther();
317 BITCLR_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
318 trace_startsolid = sol;
324 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
326 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, world, WarpZone_trace_callback_t_null);
329 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
331 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
334 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
337 vector vf, vr, vu, v0, o0;
342 g = cvar("sv_gravity") * e.gravity;
344 WarpZone_trace_forent = forent;
345 WarpZone_trace_firstzone = world;
346 WarpZone_trace_lastzone = world;
347 WarpZone_Trace_InitTransform();
348 WarpZone_tracetoss_time = 0;
349 if(!warpzone_warpzones_exist)
351 tracetoss(e, WarpZone_trace_forent);
353 cb(e.origin, trace_endpos, trace_endpos);
354 dt = vlen(e.origin - o0) / vlen(e.velocity);
355 WarpZone_tracetoss_time += dt;
356 e.velocity_z -= dt * g;
357 WarpZone_tracetoss_velocity = e.velocity;
366 // if starting in warpzone, first transform
367 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
370 WarpZone_trace_firstzone = wz;
371 WarpZone_trace_lastzone = wz;
372 if(zone && wz != zone)
374 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
376 WarpZone_tracetoss_time = 0;
380 WarpZone_Trace_AddTransform(wz);
381 setorigin(e, WarpZone_TransformOrigin(wz, e.origin));
382 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
384 WarpZone_MakeAllSolid();
390 dprint("Too many warpzones in sequence, aborting trace.\n");
394 tracetoss(e, WarpZone_trace_forent);
396 cb(e.origin, trace_endpos, trace_endpos);
397 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
398 WarpZone_tracetoss_time += dt;
399 e.origin = trace_endpos;
400 e.velocity_z -= dt * g;
401 if(trace_fraction >= 1)
403 if(trace_ent.classname != "trigger_warpzone")
407 // FIXME can this check be removed? Do we really need it?
408 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
413 if(!WarpZone_trace_firstzone)
414 WarpZone_trace_firstzone = wz;
415 WarpZone_trace_lastzone = wz;
416 if(zone && wz != zone)
418 WarpZone_Trace_AddTransform(wz);
419 // we hit a warpzone... so, let's perform the trace after the warp again
420 e.origin = WarpZone_TransformOrigin(wz, e.origin);
421 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
423 // we got warped, so let's step back a bit
424 e.velocity = -e.velocity;
425 tracetoss(e, WarpZone_trace_forent);
426 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
427 WarpZone_tracetoss_time -= dt;
428 e.origin = trace_endpos;
429 e.velocity = -e.velocity;
431 WarpZone_MakeAllOther();
433 WarpZone_tracetoss_velocity = e.velocity;
437 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
442 void WarpZone_TraceToss(entity e, entity forent)
444 WarpZone_TraceToss_ThroughZone(e, forent, world, WarpZone_trace_callback_t_null);
447 entity WarpZone_TrailParticles_trace_callback_own;
448 float WarpZone_TrailParticles_trace_callback_eff;
449 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
451 trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
454 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
456 WarpZone_TrailParticles_trace_callback_own = own;
457 WarpZone_TrailParticles_trace_callback_eff = eff;
458 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_trace_callback);
462 float WarpZone_TrailParticles_trace_callback_f;
463 float WarpZone_TrailParticles_trace_callback_flags;
464 void WarpZone_TrailParticles_WithMultiplier_trace_callback(vector from, vector endpos, vector to)
466 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);
469 void WarpZone_TrailParticles_WithMultiplier(entity own, float eff, vector org, vector end, float f, int boxflags)
471 WarpZone_TrailParticles_trace_callback_own = own;
472 WarpZone_TrailParticles_trace_callback_eff = eff;
473 WarpZone_TrailParticles_trace_callback_f = f;
474 WarpZone_TrailParticles_trace_callback_flags = boxflags | PARTICLES_DRAWASTRAIL;
475 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_WithMultiplier_trace_callback);
479 float WarpZone_PlaneDist(entity wz, vector v)
481 return (v - wz.warpzone_origin) * wz.warpzone_forward;
484 float WarpZone_TargetPlaneDist(entity wz, vector v)
486 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
489 vector WarpZone_TransformOrigin(entity wz, vector v)
491 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
494 vector WarpZone_TransformVelocity(entity wz, vector v)
496 return AnglesTransform_Apply(wz.warpzone_transform, v);
499 vector WarpZone_TransformAngles(entity wz, vector v)
501 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
504 vector WarpZone_TransformVAngles(entity wz, vector ang)
512 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
515 ang = AnglesTransform_Normalize(ang, true);
516 ang = AnglesTransform_CancelRoll(ang);
519 ang = AnglesTransform_Normalize(ang, false);
525 vector WarpZone_UnTransformOrigin(entity wz, vector v)
527 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
530 vector WarpZone_UnTransformVelocity(entity wz, vector v)
532 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
535 vector WarpZone_UnTransformAngles(entity wz, vector v)
537 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
540 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
547 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
548 ang = AnglesTransform_Normalize(ang, true);
549 ang = AnglesTransform_CancelRoll(ang);
555 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
558 nearest_x = bound(mi.x, org.x, ma.x);
559 nearest_y = bound(mi.y, org.y, ma.y);
560 nearest_z = bound(mi.z, org.z, ma.z);
564 .float WarpZone_findradius_hit;
565 .entity WarpZone_findradius_next;
566 void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, float needlineofsight)
567 // blast origin of current search original blast origin how to untransform (victim to blast system)
571 vector shift_new, transform_new;
577 e0 = findradius(org, rad);
580 for(e = e0; e; e = e.chain)
582 p = WarpZoneLib_NearestPointOnBox(e.origin + e.mins, e.origin + e.maxs, org0);
585 traceline(org, p, MOVE_NOMONSTERS, e);
586 if(trace_fraction < 1)
589 if(!e.WarpZone_findradius_hit || vlen(e.WarpZone_findradius_dist) > vlen(org0 - p))
591 e.WarpZone_findradius_nearest = p;
592 e.WarpZone_findradius_dist = org0 - p;
593 e.WarpZone_findradius_findorigin = org;
594 e.WarpZone_findradius_findradius = rad;
595 if(e.classname == "warpzone_refsys")
597 // ignore, especially: do not overwrite the refsys parameters
599 else if(e.classname == "trigger_warpzone")
601 e.WarpZone_findradius_next = wz;
603 e.WarpZone_findradius_hit = 1;
604 e.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
605 e.enemy.WarpZone_findradius_hit = 1;
609 e.warpzone_transform = transform;
610 e.warpzone_shift = shift;
611 e.WarpZone_findradius_hit = 1;
615 for(e = wz; e; e = e.WarpZone_findradius_next)
617 org0_new = WarpZone_TransformOrigin(e, org);
618 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
619 org_new = trace_endpos;
621 transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
622 shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
623 WarpZone_FindRadius_Recurse(
625 bound(0, rad - vlen(org_new - org0_new), rad - 8),
627 transform_new, shift_new,
629 e.WarpZone_findradius_hit = 0;
630 e.enemy.WarpZone_findradius_hit = 0;
633 entity WarpZone_FindRadius(vector org, float rad, float needlineofsight)
636 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
637 e0 = findchainfloat(WarpZone_findradius_hit, 1);
638 for(e = e0; e; e = e.chain)
639 e.WarpZone_findradius_hit = 0;
643 .entity WarpZone_refsys;
644 void WarpZone_RefSys_GC()
646 // garbage collect unused reference systems
647 self.nextthink = time + 1;
648 if(self.owner.WarpZone_refsys != self)
651 void WarpZone_RefSys_CheckCreate(entity me)
653 if(me.WarpZone_refsys.owner != me)
655 me.WarpZone_refsys = spawn();
656 me.WarpZone_refsys.classname = "warpzone_refsys";
657 me.WarpZone_refsys.owner = me;
658 me.WarpZone_refsys.think = WarpZone_RefSys_GC;
659 me.WarpZone_refsys.nextthink = time + 1;
660 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
663 void WarpZone_RefSys_Clear(entity me)
665 if(me.WarpZone_refsys)
667 remove(me.WarpZone_refsys);
668 me.WarpZone_refsys = world;
671 void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
673 if(t != '0 0 0' || s != '0 0 0')
675 WarpZone_RefSys_CheckCreate(me);
676 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
679 void WarpZone_RefSys_Add(entity me, entity wz)
681 WarpZone_RefSys_AddTransform(me, wz.warpzone_transform, wz.warpzone_shift);
683 void WarpZone_RefSys_AddInverseTransform(entity me, vector t, vector s)
685 if(t != '0 0 0' || s != '0 0 0')
687 WarpZone_RefSys_CheckCreate(me);
688 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, t, s);
691 void WarpZone_RefSys_AddInverse(entity me, entity wz)
693 WarpZone_RefSys_AddInverseTransform(me, wz.warpzone_transform, wz.warpzone_shift);
695 .vector WarpZone_refsys_incremental_shift;
696 .vector WarpZone_refsys_incremental_transform;
697 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
700 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
701 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
703 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, me.WarpZone_refsys_incremental_transform, me.WarpZone_refsys_incremental_shift);
704 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref.WarpZone_refsys);
705 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
706 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
708 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
710 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
711 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
713 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
715 if(from.WarpZone_refsys)
716 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
717 if(to.WarpZone_refsys)
718 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
721 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
723 if(from.WarpZone_refsys)
724 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
725 if(to.WarpZone_refsys)
726 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
729 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
731 if(from.WarpZone_refsys)
732 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
733 if(to.WarpZone_refsys)
734 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
737 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
739 if(from.WarpZone_refsys)
740 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
741 if(to.WarpZone_refsys)
742 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
745 void WarpZone_RefSys_Copy(entity me, entity from)
747 if(from.WarpZone_refsys)
749 WarpZone_RefSys_CheckCreate(me);
750 me.WarpZone_refsys.warpzone_shift = from.WarpZone_refsys.warpzone_shift;
751 me.WarpZone_refsys.warpzone_transform = from.WarpZone_refsys.warpzone_transform;
754 WarpZone_RefSys_Clear(me);
756 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
760 WarpZone_RefSys_Copy(e, me);