#include "teleporters.qh" #if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) #include "../../server/_all.qh" #include "../../warpzonelib/common.qh" #include "../../warpzonelib/util_server.qh" #include "../../warpzonelib/server.qh" #include "../constants.qh" #include "../triggers/subs.qh" #include "../util.qh" #include "../../server/weapons/csqcprojectile.qh" #include "../../server/autocvars.qh" #include "../../server/constants.qh" #include "../../server/defs.qh" #include "../deathtypes.qh" #include "../turrets/sv_turrets.qh" #include "../vehicles/all.qh" #include "../mapinfo.qh" #include "../../server/anticheat.qh" #endif #ifdef SVQC float check_tdeath(entity player, vector org, vector telefragmin, vector telefragmax) { if (IS_PLAYER(player) && player.health >= 1) { TDEATHLOOP(org) { if (!(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)) if(IS_PLAYER(head)) if(head.health >= 1) return 1; } } return 0; } void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax) { TDEATHLOOP(player.origin) { if (IS_PLAYER(player) && player.health >= 1) { if (!(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)) { if(IS_PLAYER(head)) if(head.health >= 1) ++tdeath_hit; Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0'); } } else // dead bodies and monsters gib themselves instead of telefragging Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0'); } } void spawn_tdeath(vector v0, entity e, vector v) { tdeath(e, e, e, '0 0 0', '0 0 0'); } void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags) {SELFPARAM(); entity telefragger; vector from; if(teleporter.owner) telefragger = teleporter.owner; else telefragger = player; makevectors (to_angles); if(player.teleportable == TELEPORT_NORMAL) // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers { if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps { if(tflags & TELEPORT_FLAG_SOUND) sound (player, CH_TRIGGER, SND_TELEPORT, VOL_BASE, ATTEN_NORM); if(tflags & TELEPORT_FLAG_PARTICLES) { Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1); Send_Effect(EFFECT_TELEPORT, to + v_forward * 32, '0 0 0', 1); } self.pushltime = time + 0.2; } } // Relocate the player // assuming to allows PL_MIN to PL_MAX box and some more from = player.origin; setorigin (player, to); player.oldorigin = to; // don't undo the teleport by unsticking player.angles = to_angles; player.fixangle = true; player.velocity = to_velocity; BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT); makevectors(player.angles); Reset_ArcBeam(player, v_forward); UpdateCSQCProjectileAfterTeleport(player); if(IS_PLAYER(player)) { if(tflags & TELEPORT_FLAG_TDEATH) if(player.takedamage && player.deadflag == DEAD_NO && !g_race && !g_cts && (autocvar_g_telefrags || (tflags & TELEPORT_FLAG_FORCE_TDEATH))) tdeath(player, teleporter, telefragger, telefragmin, telefragmax); // player no longer is on ground player.flags &= ~FL_ONGROUND; // reset tracking of oldvelocity for impact damage (sudden velocity changes) player.oldvelocity = player.velocity; // reset tracking of who pushed you into a hazard (for kill credit) if(teleporter.owner) { player.pusher = teleporter.owner; player.pushltime = time + autocvar_g_maxpushtime; player.istypefrag = player.BUTTON_CHAT; } else { player.pushltime = 0; player.istypefrag = 0; } player.lastteleporttime = time; } } entity Simple_TeleportPlayer(entity teleporter, entity player) { vector locout; entity e; float p; // Find the output teleporter if(teleporter.enemy) { e = teleporter.enemy; } else { RandomSelection_Init(); for(e = world; (e = find(e, targetname, teleporter.target)); ) { p = 1; if(autocvar_g_telefrags_avoid) { locout = e.origin + '0 0 1' * (1 - player.mins.z - 24); if(check_tdeath(player, locout, '0 0 0', '0 0 0')) p = 0; } RandomSelection_Add(e, 0, string_null, (e.cnt ? e.cnt : 1), p); } e = RandomSelection_chosen_ent; } if(!e) { sprint(player, "Teleport destination vanished. Sorry... please complain to the mapper.\n"); } makevectors(e.mangle); if(e.speed) if(vlen(player.velocity) > e.speed) player.velocity = normalize(player.velocity) * max(0, e.speed); if(autocvar_g_teleport_maxspeed) if(vlen(player.velocity) > autocvar_g_teleport_maxspeed) player.velocity = normalize(player.velocity) * max(0, autocvar_g_teleport_maxspeed); locout = e.origin + '0 0 1' * (1 - player.mins.z - 24); TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER); return e; } void teleport_findtarget (void) {SELFPARAM(); entity e; float n; n = 0; for(e = world; (e = find(e, targetname, self.target)); ) { ++n; if(e.movetype == MOVETYPE_NONE) waypoint_spawnforteleporter(self, e.origin, 0); if(e.classname != "info_teleport_destination") LOG_INFO("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n"); } if(n == 0) { // no dest! objerror ("Teleporter with nonexistant target"); return; } else if(n == 1) { // exactly one dest - bots love that self.enemy = find(e, targetname, self.target); } else { // have to use random selection every single time self.enemy = world; } // now enable touch self.touch = Teleport_Touch; } entity Teleport_Find(vector mi, vector ma) { entity e; for(e = world; (e = find(e, classname, "trigger_teleport")); ) if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world)) return e; return world; } void WarpZone_PostTeleportPlayer_Callback(entity pl) {SELFPARAM(); makevectors(pl.angles); Reset_ArcBeam(pl, v_forward); UpdateCSQCProjectileAfterTeleport(pl); { WITH(entity, self, pl, anticheat_fixangle()); } // "disown" projectiles after teleport if(pl.owner) if(pl.owner == pl.realowner) { if(!(pl.flags & FL_PROJECTILE)) LOG_INFO("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".\n"); pl.owner = world; } if(IS_PLAYER(pl)) { // reset tracking of oldvelocity for impact damage (sudden velocity changes) pl.oldvelocity = pl.velocity; // reset teleport time tracking too (or multijump can cause insane speeds) pl.lastteleporttime = time; } } #endif