void WarpZone_Fade_PreDraw() { if(self.warpzone_fadestart) self.alpha = bound(0, (self.warpzone_fadeend - vlen(view_origin - self.origin - 0.5 * (self.mins + self.maxs))) / (self.warpzone_fadeend - self.warpzone_fadestart), 1); else self.alpha = 1; //print(sprintf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs))); if(self.alpha <= 0) self.drawmask = 0; else self.drawmask = MASK_NORMAL; } void WarpZone_Read(float isnew) { float f; warpzone_warpzones_exist = 1; if not(self.enemy) { self.enemy = spawn(); self.enemy.classname = "warpzone_from"; } self.classname = "trigger_warpzone"; f = ReadByte(); self.warpzone_isboxy = (f & 1); if(f & 4) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); } else self.origin = '0 0 0'; self.modelindex = ReadShort(); self.mins_x = ReadCoord(); self.mins_y = ReadCoord(); self.mins_z = ReadCoord(); self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); self.scale = ReadByte() / 16; self.enemy.oldorigin_x = ReadCoord(); self.enemy.oldorigin_y = ReadCoord(); self.enemy.oldorigin_z = ReadCoord(); self.enemy.avelocity_x = ReadCoord(); self.enemy.avelocity_y = ReadCoord(); self.enemy.avelocity_z = ReadCoord(); self.oldorigin_x = ReadCoord(); self.oldorigin_y = ReadCoord(); self.oldorigin_z = ReadCoord(); self.avelocity_x = ReadCoord(); self.avelocity_y = ReadCoord(); self.avelocity_z = ReadCoord(); if(f & 2) { self.warpzone_fadestart = ReadShort(); self.warpzone_fadeend = max(self.warpzone_fadestart + 1, ReadShort()); } else { self.warpzone_fadestart = 0; self.warpzone_fadeend = 0; } // common stuff WarpZone_SetUp(self, self.enemy.oldorigin, self.enemy.avelocity, self.oldorigin, self.avelocity); // link me //setmodel(self, self.model); setorigin(self, self.origin); setsize(self, self.mins, self.maxs); // how to draw // engine currently wants this if(self.warpzone_fadestart) self.predraw = WarpZone_Fade_PreDraw; else self.drawmask = MASK_NORMAL; } void WarpZone_Camera_Read(float isnew) { float f; warpzone_cameras_exist = 1; self.classname = "func_warpzone_camera"; f = ReadByte(); if(f & 4) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); } else self.origin = '0 0 0'; self.modelindex = ReadShort(); self.mins_x = ReadCoord(); self.mins_y = ReadCoord(); self.mins_z = ReadCoord(); self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); self.scale = ReadByte() / 16; self.oldorigin_x = ReadCoord(); self.oldorigin_y = ReadCoord(); self.oldorigin_z = ReadCoord(); self.avelocity_x = ReadCoord(); self.avelocity_y = ReadCoord(); self.avelocity_z = ReadCoord(); if(f & 2) { self.warpzone_fadestart = ReadShort(); self.warpzone_fadeend = max(self.warpzone_fadestart + 1, ReadShort()); } else { self.warpzone_fadestart = 0; self.warpzone_fadeend = 0; } // common stuff WarpZone_Camera_SetUp(self, self.oldorigin, self.avelocity); // engine currently wants this self.drawmask = MASK_NORMAL; // link me //setmodel(self, self.model); setorigin(self, self.origin); setsize(self, self.mins, self.maxs); // how to draw // engine currently wants this if(self.warpzone_fadestart) self.predraw = WarpZone_Fade_PreDraw; else self.drawmask = MASK_NORMAL; } float warpzone_fixingview; float warpzone_fixingview_drawexteriormodel; //float warpzone_fixingview_sidespeed; //float warpzone_fixingview_forwardspeed; void WarpZone_Inside() { if(warpzone_fixingview) return; warpzone_fixingview = 1; warpzone_fixingview_drawexteriormodel = cvar("r_drawexteriormodel"); //warpzone_fixingview_sidespeed = cvar("cl_sidespeed"); //warpzone_fixingview_forwardspeed = cvar("cl_forwardspeed"); cvar_set("r_drawexteriormodel", "0"); //cvar_set("cl_sidespeed", ftos(warpzone_fixingview_sidespeed / 100)); // just keep a bit of it in case player gets stuck //cvar_set("cl_forwardspeed", ftos(warpzone_fixingview_forwardspeed / 100)); // just keep a bit of it in case player gets stuck } void WarpZone_Outside() { if(!warpzone_fixingview) return; warpzone_fixingview = 0; cvar_set("r_drawexteriormodel", ftos(warpzone_fixingview_drawexteriormodel)); //cvar_set("cl_sidespeed", ftos(warpzone_fixingview_sidespeed)); //cvar_set("cl_forwardspeed", ftos(warpzone_fixingview_forwardspeed)); } vector WarpZone_FixNearClip(vector o, vector c0, vector c1, vector c2, vector c3) { vector mi, ma; entity e; float pd; mi_x = min5(o_x, c0_x, c1_x, c2_x, c3_x); ma_x = max5(o_x, c0_x, c1_x, c2_x, c3_x); mi_y = min5(o_y, c0_y, c1_y, c2_y, c3_y); ma_y = max5(o_y, c0_y, c1_y, c2_y, c3_y); mi_z = min5(o_z, c0_z, c1_z, c2_z, c3_z); ma_z = max5(o_z, c0_z, c1_z, c2_z, c3_z); e = WarpZone_Find(mi, ma); if(e) { if(WarpZone_PlaneDist(e, o) < 0) return '0 0 0'; // can't really be, though, but if it is, this is not my warpzone, but a random different one in the same mins/maxs pd = min4( WarpZone_PlaneDist(e, c0), WarpZone_PlaneDist(e, c1), WarpZone_PlaneDist(e, c2), WarpZone_PlaneDist(e, c3) ); if(pd < 0) return e.warpzone_forward * -pd; } return '0 0 0'; } float warpzone_saved; vector warpzone_saved_origin; vector warpzone_saved_angles; vector warpzone_saved_cl_viewangles; #ifndef KEEP_ROLL var float autocvar_cl_rollkillspeed = 10; #endif void WarpZone_FixView() { float f; vector o; entity e; vector corner0, corner1, corner2, corner3, nearclip; warpzone_saved = 0; warpzone_saved_origin = warpzone_fixview_origin; warpzone_saved_angles = warpzone_fixview_angles; warpzone_saved_cl_viewangles = warpzone_fixview_cl_viewangles; nearclip = '0 0 1' * (cvar("r_nearclip") * 1.125); corner0 = cs_unproject('0 0 0' + nearclip); corner1 = cs_unproject('1 0 0' * cvar("vid_conwidth") + nearclip); corner2 = cs_unproject('0 1 0' * cvar("vid_conheight") + nearclip); corner3 = cs_unproject('1 0 0' * cvar("vid_conwidth") + '0 1 0' * cvar("vid_conheight") + nearclip); #ifndef KEEP_ROLL if(warpzone_fixview_angles_z != 0 || warpzone_fixview_cl_viewangles_z != 0) { if(autocvar_cl_rollkillspeed) f = max(0, (1 - frametime * autocvar_cl_rollkillspeed)); else f = 0; warpzone_fixview_angles_z *= f; warpzone_fixview_cl_viewangles_z *= f; warpzone_saved_angles_z *= f; // PERMANENTLY apply that change! warpzone_saved_cl_viewangles_z *= f; // PERMANENTLY apply that change! warpzone_saved = 2; R_SetView(VF_CL_VIEWANGLES_Z, warpzone_fixview_angles_z); } #endif e = WarpZone_Find(warpzone_fixview_origin, warpzone_fixview_origin); if(e) { warpzone_saved = 1; warpzone_fixview_origin = WarpZone_TransformOrigin(e, warpzone_fixview_origin); corner0 = WarpZone_TransformOrigin(e, corner0); corner1 = WarpZone_TransformOrigin(e, corner1); corner2 = WarpZone_TransformOrigin(e, corner2); corner3 = WarpZone_TransformOrigin(e, corner3); warpzone_fixview_angles = WarpZone_TransformVAngles(e, warpzone_fixview_angles); warpzone_fixview_cl_viewangles = WarpZone_TransformVAngles(e, warpzone_fixview_cl_viewangles); WarpZone_Inside(); } else WarpZone_Outside(); // if we are near any warpzone planes - MOVE AWAY (work around nearclip) o = WarpZone_FixNearClip(warpzone_fixview_origin, corner0, corner1, corner2, corner3); if(o != '0 0 0') { warpzone_saved = 1; warpzone_fixview_origin += o; } if(warpzone_saved == 1) { R_SetView(VF_ORIGIN, warpzone_fixview_origin); R_SetView(VF_ANGLES, warpzone_fixview_cl_viewangles); } } void WarpZone_UnFixView() { if(warpzone_saved) { warpzone_fixview_origin = warpzone_saved_origin; warpzone_fixview_angles = warpzone_saved_angles; warpzone_fixview_cl_viewangles = warpzone_saved_cl_viewangles; R_SetView(VF_ORIGIN, warpzone_fixview_origin); R_SetView(VF_ANGLES, warpzone_fixview_angles); R_SetView(VF_CL_VIEWANGLES, warpzone_fixview_cl_viewangles); } } void WarpZone_Init() { } void WarpZone_Shutdown() { WarpZone_Outside(); }