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1 #include "server.qh"
2
3 #include "common.qh"
4 #if defined(CSQC)
5 #elif defined(MENUQC)
6 #elif defined(SVQC)
7         #include "../common/constants.qh"
8         #include "../common/triggers/subs.qh"
9         #include "../common/util.qh"
10         #include "../dpdefs/dpextensions.qh"
11         #include "../dpdefs/progsdefs.qh"
12         #include "../server/command/common.qh"
13         #include "../server/constants.qh"
14         #include "../server/defs.qh"
15 #endif
16
17 #ifdef WARPZONELIB_KEEPDEBUG
18 #define WARPZONELIB_REMOVEHACK
19 #endif
20
21 // for think function
22 .vector warpzone_save_origin;
23 .vector warpzone_save_angles;
24 .vector warpzone_save_eorigin;
25 .vector warpzone_save_eangles;
26
27 // for all entities
28 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
29 .float warpzone_teleport_time;
30 .float warpzone_teleport_finishtime;
31 .entity warpzone_teleport_zone;
32
33 void WarpZone_StoreProjectileData(entity e)
34 {
35         e.warpzone_oldorigin = e.origin;
36         e.warpzone_oldvelocity = e.velocity;
37         e.warpzone_oldangles = e.angles;
38 }
39
40 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
41 {
42         setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch
43         player.oldorigin = to; // for DP's unsticking
44         player.angles = to_angles;
45         player.fixangle = true;
46         player.velocity = to_velocity;
47
48         BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
49
50         if(IS_PLAYER(player))
51                 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
52
53         WarpZone_PostTeleportPlayer_Callback(player);
54 }
55
56 bool WarpZone_Teleported_Send(entity to, int sf)
57 {SELFPARAM();
58         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
59         WriteCoord(MSG_ENTITY, self.angles.x);
60         WriteCoord(MSG_ENTITY, self.angles.y);
61         WriteCoord(MSG_ENTITY, self.angles.z);
62         return true;
63 }
64
65 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
66 {
67         vector o0, a0, v0, o1, a1, v1, o10;
68
69         o0 = player.origin + player.view_ofs;
70         v0 = player.velocity;
71         a0 = player.angles;
72
73         o10 = o1 = WarpZone_TransformOrigin(wz, o0);
74         v1 = WarpZone_TransformVelocity(wz, v0);
75         if (!IS_NOT_A_CLIENT(player))
76                 a1 = WarpZone_TransformVAngles(wz, player.v_angle);
77         else
78                 a1 = WarpZone_TransformAngles(wz, a0);
79
80         if(f0 != 0 || f1 != 0)
81         {
82                 // retry last move but behind the warpzone!
83                 // we must first go back as far as we can, then forward again, to not cause double touch events!
84
85                 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
86                 {
87                         entity own;
88                         own = player.owner;
89                         player.owner = world;
90                         tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
91                         player.owner = own;
92                 }
93                 o1 = trace_endpos + player.view_ofs;
94
95                 float d, dv, md;
96                 md = max(vlen(player.mins), vlen(player.maxs));
97                 d = WarpZone_TargetPlaneDist(wz, o1);
98                 dv = WarpZone_TargetPlaneDist(wz, v1);
99                 if(d < 0)
100                         o1 = o1 - v1 * (d / dv);
101         }
102
103         // put him out of solid
104         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
105         if(trace_startsolid)
106         {
107                 setorigin(player, o1 - player.view_ofs);
108                 if(WarpZoneLib_MoveOutOfSolid(player))
109                 {
110                         o1 = player.origin + player.view_ofs;
111                         setorigin(player, o0 - player.view_ofs);
112                 }
113                 else
114                 {
115                         LOG_INFO("would have to put player in solid, won't do that\n");
116                         setorigin(player, o0 - player.view_ofs);
117                         return 0;
118                 }
119         }
120
121         // do the teleport
122         WarpZone_RefSys_Add(player, wz);
123         WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1);
124         WarpZone_StoreProjectileData(player);
125         player.warpzone_teleport_time = time;
126         player.warpzone_teleport_finishtime = time;
127         player.warpzone_teleport_zone = wz;
128
129         // prevent further teleports back
130         float dt = (o1 - o10) * v1 * (1 / (v1 * v1));
131         if(dt < sys_frametime)
132                 player.warpzone_teleport_finishtime += sys_frametime - dt;
133
134 #ifndef WARPZONE_USE_FIXANGLE
135         if(IS_VEHICLE(player) && player.owner)
136                 player = player.owner; // hax
137         if(IS_PLAYER(player))
138         {
139                 // instead of fixangle, send the transform to the client for smoother operation
140                 player.fixangle = false;
141
142                 entity ts = spawn();
143                 setmodel(ts, MDL_Null);
144                 ts.SendEntity = WarpZone_Teleported_Send;
145                 ts.SendFlags = 0xFFFFFF;
146                 ts.drawonlytoclient = player;
147                 ts.think = SUB_Remove;
148                 ts.nextthink = time + 1;
149                 ts.owner = player;
150                 ts.enemy = wz;
151                 ts.effects = EF_NODEPTHTEST;
152                 ts.classname = "warpzone_teleported";
153                 ts.angles = wz.warpzone_transform;
154         }
155 #endif
156
157         return 1;
158 }
159
160 void WarpZone_Touch (void)
161 {SELFPARAM();
162         if(other.classname == "trigger_warpzone")
163                 return;
164
165         if(time <= other.warpzone_teleport_finishtime) // already teleported this frame
166                 return;
167
168         // FIXME needs a better check to know what is safe to teleport and what not
169         if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW || other.tag_entity)
170                 return;
171
172         if(WarpZoneLib_ExactTrigger_Touch())
173                 return;
174
175         if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
176                 return;
177
178         float f;
179         // number of frames we need to go back:
180         //   dist = 16*sqrt(2) qu
181         //   dist ~ 24 qu
182         //   24 qu = v*t
183         //   24 qu = v*frametime*n
184         //       n = 24 qu/(v*frametime)
185         // for clients go only one frame though, may be too irritating otherwise
186         // but max 0.25 sec = 0.25/frametime frames
187         //       24/(0.25/frametime)
188         //       96*frametime
189         float d;
190         d = 24 + max(vlen(other.mins), vlen(other.maxs));
191         if(IS_NOT_A_CLIENT(other))
192                 f = -d / bound(frametime * d * 1, frametime * vlen(other.velocity), d);
193         else
194                 f = -1;
195         if(WarpZone_Teleport(self, other, f, 0))
196         {
197                 string save1, save2;
198                 activator = other;
199
200                 save1 = self.target; self.target = string_null;
201                 save2 = self.target3; self.target3 = string_null;
202                 SUB_UseTargets();
203                 if (!self.target) self.target = save1;
204                 if (!self.target3) self.target3 = save2;
205
206                 setself(self.enemy);
207                 save1 = self.target; self.target = string_null;
208                 save2 = self.target2; self.target2 = string_null;
209                 SUB_UseTargets();
210                 if (!self.target) self.target = save1;
211                 if (!self.target2) self.target2 = save2;
212                 setself(this);
213         }
214         else
215         {
216                 LOG_TRACE("WARPZONE FAIL AHAHAHAHAH))\n");
217         }
218 }
219
220 bool WarpZone_Send(entity to, int sendflags)
221 {SELFPARAM();
222         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
223
224         // we must send this flag for clientside to match properly too
225         int f = 0;
226         if(self.warpzone_isboxy)
227                 BITSET_ASSIGN(f, 1);
228         if(self.warpzone_fadestart)
229                 BITSET_ASSIGN(f, 2);
230         if(self.origin != '0 0 0')
231                 BITSET_ASSIGN(f, 4);
232         WriteByte(MSG_ENTITY, f);
233
234         // we need THESE to render the warpzone (and cull properly)...
235         if(f & 4)
236         {
237                 WriteCoord(MSG_ENTITY, self.origin.x);
238                 WriteCoord(MSG_ENTITY, self.origin.y);
239                 WriteCoord(MSG_ENTITY, self.origin.z);
240         }
241
242         WriteShort(MSG_ENTITY, self.modelindex);
243         WriteCoord(MSG_ENTITY, self.mins.x);
244         WriteCoord(MSG_ENTITY, self.mins.y);
245         WriteCoord(MSG_ENTITY, self.mins.z);
246         WriteCoord(MSG_ENTITY, self.maxs.x);
247         WriteCoord(MSG_ENTITY, self.maxs.y);
248         WriteCoord(MSG_ENTITY, self.maxs.z);
249         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
250
251         // we need THESE to calculate the proper transform
252         WriteCoord(MSG_ENTITY, self.warpzone_origin.x);
253         WriteCoord(MSG_ENTITY, self.warpzone_origin.y);
254         WriteCoord(MSG_ENTITY, self.warpzone_origin.z);
255         WriteCoord(MSG_ENTITY, self.warpzone_angles.x);
256         WriteCoord(MSG_ENTITY, self.warpzone_angles.y);
257         WriteCoord(MSG_ENTITY, self.warpzone_angles.z);
258         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.x);
259         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.y);
260         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.z);
261         WriteCoord(MSG_ENTITY, self.warpzone_targetangles.x);
262         WriteCoord(MSG_ENTITY, self.warpzone_targetangles.y);
263         WriteCoord(MSG_ENTITY, self.warpzone_targetangles.z);
264
265         if(f & 2)
266         {
267                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
268                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
269         }
270
271         return true;
272 }
273
274 bool WarpZone_Camera_Send(entity to, int sendflags)
275 {SELFPARAM();
276         int f = 0;
277         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
278
279         if(self.warpzone_fadestart)
280                 BITSET_ASSIGN(f, 2);
281         if(self.origin != '0 0 0')
282                 BITSET_ASSIGN(f, 4);
283         WriteByte(MSG_ENTITY, f);
284
285         // we need THESE to render the warpzone (and cull properly)...
286         if(f & 4)
287         {
288                 WriteCoord(MSG_ENTITY, self.origin.x);
289                 WriteCoord(MSG_ENTITY, self.origin.y);
290                 WriteCoord(MSG_ENTITY, self.origin.z);
291         }
292
293         WriteShort(MSG_ENTITY, self.modelindex);
294         WriteCoord(MSG_ENTITY, self.mins.x);
295         WriteCoord(MSG_ENTITY, self.mins.y);
296         WriteCoord(MSG_ENTITY, self.mins.z);
297         WriteCoord(MSG_ENTITY, self.maxs.x);
298         WriteCoord(MSG_ENTITY, self.maxs.y);
299         WriteCoord(MSG_ENTITY, self.maxs.z);
300         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
301
302         // we need THESE to calculate the proper transform
303         WriteCoord(MSG_ENTITY, self.enemy.origin.x);
304         WriteCoord(MSG_ENTITY, self.enemy.origin.y);
305         WriteCoord(MSG_ENTITY, self.enemy.origin.z);
306         WriteCoord(MSG_ENTITY, self.enemy.angles.x);
307         WriteCoord(MSG_ENTITY, self.enemy.angles.y);
308         WriteCoord(MSG_ENTITY, self.enemy.angles.z);
309
310         if(f & 2)
311         {
312                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
313                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
314         }
315
316         return true;
317 }
318
319 #ifdef WARPZONELIB_KEEPDEBUG
320 float WarpZone_CheckProjectileImpact(entity player)
321 {SELFPARAM();
322         vector o0, v0;
323
324         o0 = player.origin + player.view_ofs;
325         v0 = player.velocity;
326
327         // if we teleported shortly before, abort
328         if(time <= player.warpzone_teleport_finishtime + 0.1)
329                 return 0;
330
331         // if player hit a warpzone, abort
332         entity wz;
333         wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
334         if(!wz)
335                 return 0;
336
337 #ifdef WARPZONELIB_REMOVEHACK
338         LOG_INFO("impactfilter found something - and it no longer gets handled correctly - please tell divVerent whether anything behaves broken now\n");
339 #else
340         LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
341 #endif
342         LOG_INFO("Entity type: ", player.classname, "\n");
343         LOG_INFO("Origin: ", vtos(player.origin), "\n");
344         LOG_INFO("Velocity: ", vtos(player.velocity), "\n");
345
346 #ifdef WARPZONELIB_REMOVEHACK
347         return 0;
348 #else
349         // retry previous move
350         setorigin(player, player.warpzone_oldorigin);
351         player.velocity = player.warpzone_oldvelocity;
352         if(WarpZone_Teleport(wz, player, 0, 1))
353         {
354                 entity oldself;
355                 string save1, save2;
356
357                 oldself = self;
358                 self = wz;
359                 other = player;
360                 activator = player;
361
362                 save1 = self.target; self.target = string_null;
363                 save2 = self.target3; self.target3 = string_null;
364                 SUB_UseTargets();
365                 if (!self.target) self.target = save1;
366                 if (!self.target3) self.target3 = save2;
367
368                 self = self.enemy;
369                 save1 = self.target; self.target = string_null;
370                 save2 = self.target2; self.target2 = string_null;
371                 SUB_UseTargets();
372                 if (!self.target) self.target = save1;
373                 if (!self.target2) self.target2 = save2;
374                 self = oldself;
375         }
376         else
377         {
378                 setorigin(player, o0 - player.view_ofs);
379                 player.velocity = v0;
380         }
381
382         return +1;
383 #endif
384 }
385 #endif
386
387 float WarpZone_Projectile_Touch()
388 {SELFPARAM();
389         if(other.classname == "trigger_warpzone")
390                 return true;
391
392         // no further impacts if we teleported this frame!
393         // this is because even if we did teleport, the engine still may raise
394         // touch events for the previous location
395         // engine now aborts moves on teleport, so this SHOULD not happen any more
396         // but if this is called from TouchAreaGrid of the projectile moving,
397         // then this won't do
398         if(time == self.warpzone_teleport_time)
399                 return true;
400
401 #ifdef WARPZONELIB_KEEPDEBUG
402         // this SEEMS to not happen at the moment, but if it did, it would be more reliable
403         {
404                 float save_dpstartcontents;
405                 float save_dphitcontents;
406                 float save_dphitq3surfaceflags;
407                 string save_dphittexturename;
408                 float save_allsolid;
409                 float save_startsolid;
410                 float save_fraction;
411                 vector save_endpos;
412                 vector save_plane_normal;
413                 float save_plane_dist;
414                 entity save_ent;
415                 float save_inopen;
416                 float save_inwater;
417                 save_dpstartcontents = trace_dpstartcontents;
418                 save_dphitcontents = trace_dphitcontents;
419                 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
420                 save_dphittexturename = trace_dphittexturename;
421                 save_allsolid = trace_allsolid;
422                 save_startsolid = trace_startsolid;
423                 save_fraction = trace_fraction;
424                 save_endpos = trace_endpos;
425                 save_plane_normal = trace_plane_normal;
426                 save_plane_dist = trace_plane_dist;
427                 save_ent = trace_ent;
428                 save_inopen = trace_inopen;
429                 save_inwater = trace_inwater;
430                 float f;
431                 if((f = WarpZone_CheckProjectileImpact(self)) != 0)
432                         return (f > 0);
433                 trace_dpstartcontents = save_dpstartcontents;
434                 trace_dphitcontents = save_dphitcontents;
435                 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
436                 trace_dphittexturename = save_dphittexturename;
437                 trace_allsolid = save_allsolid;
438                 trace_startsolid = save_startsolid;
439                 trace_fraction = save_fraction;
440                 trace_endpos = save_endpos;
441                 trace_plane_normal = save_plane_normal;
442                 trace_plane_dist = save_plane_dist;
443                 trace_ent = save_ent;
444                 trace_inopen = save_inopen;
445                 trace_inwater = save_inwater;
446         }
447 #endif
448
449         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
450                 return true;
451
452         return false;
453 }
454
455 void WarpZone_InitStep_FindOriginTarget()
456 {SELFPARAM();
457         if(self.killtarget != "")
458         {
459                 self.aiment = find(world, targetname, self.killtarget);
460                 if(self.aiment == world)
461                 {
462                         error("Warp zone with nonexisting killtarget");
463                         return;
464                 }
465                 self.killtarget = string_null;
466         }
467 }
468
469 void WarpZonePosition_InitStep_FindTarget()
470 {SELFPARAM();
471         if(self.target == "")
472         {
473                 error("Warp zone position with no target");
474                 return;
475         }
476         self.enemy = find(world, targetname, self.target);
477         if(self.enemy == world)
478         {
479                 error("Warp zone position with nonexisting target");
480                 return;
481         }
482         if(self.enemy.aiment)
483         {
484                 // already is positioned
485                 error("Warp zone position targeting already oriented warpzone");
486                 return;
487         }
488         self.enemy.aiment = self;
489 }
490
491 void WarpZoneCamera_Think(void)
492 {SELFPARAM();
493         if(self.warpzone_save_origin != self.origin
494         || self.warpzone_save_angles != self.angles
495         || self.warpzone_save_eorigin != self.enemy.origin
496         || self.warpzone_save_eangles != self.enemy.angles)
497         {
498                 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
499                 self.warpzone_save_origin = self.origin;
500                 self.warpzone_save_angles = self.angles;
501                 self.warpzone_save_eorigin = self.enemy.origin;
502                 self.warpzone_save_eangles = self.enemy.angles;
503         }
504         self.nextthink = time;
505 }
506
507 void WarpZoneCamera_InitStep_FindTarget()
508 {SELFPARAM();
509         entity e;
510         float i;
511         if(self.target == "")
512         {
513                 error("Camera with no target");
514                 return;
515         }
516         self.enemy = world;
517         for(e = world, i = 0; (e = find(e, targetname, self.target)); )
518                 if(random() * ++i < 1)
519                         self.enemy = e;
520         if(self.enemy == world)
521         {
522                 error("Camera with nonexisting target");
523                 return;
524         }
525         warpzone_cameras_exist = 1;
526         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
527         self.SendFlags = 0xFFFFFF;
528         if(self.spawnflags & 1)
529         {
530                 self.think = WarpZoneCamera_Think;
531                 self.nextthink = time;
532         }
533         else
534                 self.nextthink = 0;
535 }
536
537 void WarpZone_InitStep_UpdateTransform()
538 {SELFPARAM();
539         vector org, ang, norm, point;
540         float area;
541         vector tri, a, b, c, n;
542         float i_s, i_t, n_t;
543         string tex;
544
545         org = self.origin;
546         if(org == '0 0 0')
547                 org = 0.5 * (self.mins + self.maxs);
548
549         norm = point = '0 0 0';
550         area = 0;
551         for(i_s = 0; ; ++i_s)
552         {
553                 tex = getsurfacetexture(self, i_s);
554                 if (!tex)
555                         break; // this is beyond the last one
556                 if(tex == "textures/common/trigger" || tex == "trigger")
557                         continue;
558                 n_t = getsurfacenumtriangles(self, i_s);
559                 for(i_t = 0; i_t < n_t; ++i_t)
560                 {
561                         tri = getsurfacetriangle(self, i_s, i_t);
562                         a = getsurfacepoint(self, i_s, tri.x);
563                         b = getsurfacepoint(self, i_s, tri.y);
564                         c = getsurfacepoint(self, i_s, tri.z);
565                         n = cross(c - a, b - a);
566                         area = area + vlen(n);
567                         norm = norm + n;
568                         point = point + vlen(n) * (a + b + c);
569                 }
570         }
571         if(area > 0)
572         {
573                 norm = norm * (1 / area);
574                 point = point * (1 / (3 * area));
575                 if(vlen(norm) < 0.99)
576                 {
577                         LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
578                         area = 0; // no autofixing in this case
579                 }
580                 norm = normalize(norm);
581         }
582
583         ang = '0 0 0';
584         if(self.aiment)
585         {
586                 org = self.aiment.origin;
587                 ang = self.aiment.angles;
588                 if(area > 0)
589                 {
590                         org = org - ((org - point) * norm) * norm; // project to plane
591                         makevectors(ang);
592                         if(norm * v_forward < 0)
593                         {
594                                 LOG_INFO("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
595                                 norm = -1 * norm;
596                         }
597                         ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
598                         ang.x = -ang.x;
599                         if(norm * v_forward < 0.99)
600                                 LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
601                         if(vlen(org - self.aiment.origin) > 0.5)
602                                 LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
603                 }
604         }
605         else if(area > 0)
606         {
607                 org = point;
608                 ang = vectoangles(norm);
609                 ang.x = -ang.x;
610         }
611         else
612                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
613
614         self.warpzone_origin = org;
615         self.warpzone_angles = ang;
616 }
617
618 void WarpZone_InitStep_ClearTarget()
619 {SELFPARAM();
620         if(self.enemy)
621                 self.enemy.enemy = world;
622         self.enemy = world;
623 }
624
625 entity warpzone_first; .entity warpzone_next;
626 void WarpZone_InitStep_FindTarget()
627 {SELFPARAM();
628         float i;
629         entity e, e2;
630
631         if(self.enemy)
632                 return;
633
634         // this way only one of the two ents needs to target
635         if(self.target != "")
636         {
637                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
638
639                 e2 = world;
640                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
641                         if(!e.enemy)
642                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
643                                         if(random() * ++i < 1)
644                                                 e2 = e;
645                 if(!e2)
646                 {
647                         self.enemy = world;
648                         error("Warpzone with non-existing target");
649                         return;
650                 }
651                 self.enemy = e2;
652                 e2.enemy = self;
653         }
654 }
655
656 void WarpZone_Think();
657 void WarpZone_InitStep_FinalizeTransform()
658 {SELFPARAM();
659         if(!self.enemy || self.enemy.enemy != self)
660         {
661                 error("Invalid warp zone detected. Killed.");
662                 return;
663         }
664
665         warpzone_warpzones_exist = 1;
666         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
667         self.touch = WarpZone_Touch;
668         self.SendFlags = 0xFFFFFF;
669         if(self.spawnflags & 1)
670         {
671                 self.think = WarpZone_Think;
672                 self.nextthink = time;
673         }
674         else
675                 self.nextthink = 0;
676 }
677
678 float warpzone_initialized;
679 //entity warpzone_first;
680 entity warpzone_position_first;
681 entity warpzone_camera_first;
682 .entity warpzone_next;
683 void spawnfunc_misc_warpzone_position(void)
684 {SELFPARAM();
685         // "target", "angles", "origin"
686         self.warpzone_next = warpzone_position_first;
687         warpzone_position_first = self;
688 }
689 void spawnfunc_trigger_warpzone_position(void)
690 {
691         spawnfunc_misc_warpzone_position();
692 }
693 void spawnfunc_trigger_warpzone(void)
694 {SELFPARAM();
695         // warp zone entities must have:
696         // "killtarget" pointing to a target_position with a direction arrow
697         //              that points AWAY from the warp zone, and that is inside
698         //              the warp zone trigger
699         // "target"     pointing to an identical warp zone at another place in
700         //              the map, with another killtarget to designate its
701         //              orientation
702
703         if(!self.scale)
704                 self.scale = self.modelscale;
705         if(!self.scale)
706                 self.scale = 1;
707         string m;
708         m = self.model;
709         WarpZoneLib_ExactTrigger_Init();
710         if(m != "")
711         {
712                 precache_model(m);
713                 _setmodel(self, m); // no precision needed
714         }
715         setorigin(self, self.origin);
716         if(self.scale)
717                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
718         else
719                 setsize(self, self.mins, self.maxs);
720         self.SendEntity = WarpZone_Send;
721         self.SendFlags = 0xFFFFFF;
722         BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
723         self.warpzone_next = warpzone_first;
724         warpzone_first = self;
725 }
726 void spawnfunc_func_camera(void)
727 {SELFPARAM();
728         if(!self.scale)
729                 self.scale = self.modelscale;
730         if(!self.scale)
731                 self.scale = 1;
732         if(self.model != "")
733         {
734                 precache_model(self.model);
735                 _setmodel(self, self.model); // no precision needed
736         }
737         setorigin(self, self.origin);
738         if(self.scale)
739                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
740         else
741                 setsize(self, self.mins, self.maxs);
742         if(!self.solid)
743                 self.solid = SOLID_BSP;
744         else if(self.solid < 0)
745                 self.solid = SOLID_NOT;
746         self.SendEntity = WarpZone_Camera_Send;
747         self.SendFlags = 0xFFFFFF;
748         self.warpzone_next = warpzone_camera_first;
749         warpzone_camera_first = self;
750 }
751 void WarpZones_Reconnect()
752 {SELFPARAM();
753         for(setself(warpzone_first); self; setself(self.warpzone_next))
754                 WarpZone_InitStep_ClearTarget();
755         for(setself(warpzone_first); self; setself(self.warpzone_next))
756                 WarpZone_InitStep_FindTarget();
757         for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
758                 WarpZoneCamera_InitStep_FindTarget();
759         for(setself(warpzone_first); self; setself(self.warpzone_next))
760                 WarpZone_InitStep_FinalizeTransform();
761         setself(this);
762 }
763
764 void WarpZone_Think()
765 {SELFPARAM();
766         if(self.warpzone_save_origin != self.origin
767         || self.warpzone_save_angles != self.angles
768         || self.warpzone_save_eorigin != self.enemy.origin
769         || self.warpzone_save_eangles != self.enemy.angles)
770         {
771                 WarpZone_InitStep_UpdateTransform();
772                 setself(self.enemy);
773                 WarpZone_InitStep_UpdateTransform();
774                 setself(this);
775                 WarpZone_InitStep_FinalizeTransform();
776                 setself(self.enemy);
777                 WarpZone_InitStep_FinalizeTransform();
778                 setself(this);
779                 self.warpzone_save_origin = self.origin;
780                 self.warpzone_save_angles = self.angles;
781                 self.warpzone_save_eorigin = self.enemy.origin;
782                 self.warpzone_save_eangles = self.enemy.angles;
783         }
784         self.nextthink = time;
785 }
786
787 void WarpZone_StartFrame()
788 {SELFPARAM();
789         entity e;
790         if(warpzone_initialized == 0)
791         {
792                 warpzone_initialized = 1;
793                 for(setself(warpzone_first); self; setself(self.warpzone_next))
794                         WarpZone_InitStep_FindOriginTarget();
795                 for(setself(warpzone_position_first); self; setself(self.warpzone_next))
796                         WarpZonePosition_InitStep_FindTarget();
797                 for(setself(warpzone_first); self; setself(self.warpzone_next))
798                         WarpZone_InitStep_UpdateTransform();
799                 setself(this);
800                 WarpZones_Reconnect();
801                 WarpZone_PostInitialize_Callback();
802         }
803
804         entity oldother;
805         oldother = other;
806         for(e = world; (e = nextent(e)); )
807         {
808                 if(warpzone_warpzones_exist) { WarpZone_StoreProjectileData(e); }
809
810                 if(IS_REAL_CLIENT(e))
811                 {
812                         if(e.solid == SOLID_NOT) // not spectating?
813                         if(e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY || e.movetype == MOVETYPE_FLY_WORLDONLY) // not spectating? (this is to catch observers)
814                         {
815                                 other = e; // player
816
817                                 // warpzones
818                                 if(warpzone_warpzones_exist) {
819                                 setself(WarpZone_Find(e.origin + e.mins, e.origin + e.maxs));
820                                 if(self)
821                                 if(!WarpZoneLib_ExactTrigger_Touch())
822                                         if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
823                                                 WarpZone_Teleport(self, e, -1, 0); } // NOT triggering targets by this!
824
825                                 // teleporters
826                                 setself(Teleport_Find(e.origin + e.mins, e.origin + e.maxs));
827                                 if(self)
828                                 if(!WarpZoneLib_ExactTrigger_Touch())
829                                         Simple_TeleportPlayer(self, other); // NOT triggering targets by this!
830                         }
831                 }
832
833                 if(IS_NOT_A_CLIENT(e))
834                 {
835                         if(warpzone_warpzones_exist)
836                                 for (; (e = nextent(e)); )
837                                         WarpZone_StoreProjectileData(e);
838                         break;
839                 }
840         }
841         setself(this);
842         other = oldother;
843 }
844
845 .float warpzone_reconnecting;
846 float visible_to_some_client(entity ent)
847 {
848         entity e;
849         for(e = nextent(world); !IS_NOT_A_CLIENT(e); e = nextent(e))
850                 if(IS_PLAYER(e) && IS_REAL_CLIENT(e))
851                         if(checkpvs(e.origin + e.view_ofs, ent))
852                                 return 1;
853         return 0;
854 }
855 void trigger_warpzone_reconnect_use()
856 {SELFPARAM();
857         entity e;
858         e = self;
859         // NOTE: this matches for target, not targetname, but of course
860         // targetname must be set too on the other entities
861         for(setself(warpzone_first); self; setself(self.warpzone_next))
862                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
863         for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
864                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
865         for(setself(warpzone_first); self; setself(self.warpzone_next))
866                 if(self.warpzone_reconnecting)
867                         WarpZone_InitStep_ClearTarget();
868         for(setself(warpzone_first); self; setself(self.warpzone_next))
869                 if(self.warpzone_reconnecting)
870                         WarpZone_InitStep_FindTarget();
871         for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
872                 if(self.warpzone_reconnecting)
873                         WarpZoneCamera_InitStep_FindTarget();
874         for(setself(warpzone_first); self; setself(self.warpzone_next))
875                 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
876                         WarpZone_InitStep_FinalizeTransform();
877         setself(e);
878 }
879
880 void spawnfunc_trigger_warpzone_reconnect()
881 {SELFPARAM();
882         self.use = trigger_warpzone_reconnect_use;
883 }
884
885 void spawnfunc_target_warpzone_reconnect()
886 {
887         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
888 }
889
890 void WarpZone_PlayerPhysics_FixVAngle(void)
891 {SELFPARAM();
892 #ifndef WARPZONE_DONT_FIX_VANGLE
893         if(IS_REAL_CLIENT(self))
894         if(self.v_angle.z <= 360) // if not already adjusted
895         if(time - self.ping * 0.001 < self.warpzone_teleport_time)
896         {
897                 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
898                 self.v_angle_z += 720; // mark as adjusted
899         }
900 #endif
901 }