]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/lib/warpzone/server.qc
Remove .move_* fields and MOVETYPE_PUSH logic (doesn't work)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / warpzone / server.qc
index 4f15d62123d366ad2c6d00bb5d4598798e817265..594bd48e1568aaec57e514cd4742867c6136810e 100644 (file)
 .float warpzone_teleport_finishtime;
 .entity warpzone_teleport_zone;
 
-#ifdef SVQC
-       #define WarpZone_StoreProjectileData(e_) MACRO_BEGIN { \
-               entity e = e_; \
-               e.warpzone_oldorigin = e.origin; \
-               e.warpzone_oldvelocity = e.velocity; \
-               e.warpzone_oldangles = e.angles; \
-               } MACRO_END
-#elif defined(CSQC)
-       #define WarpZone_StoreProjectileData(e_) MACRO_BEGIN { \
-               entity e = e_; \
-               e.warpzone_oldorigin = e.move_origin; \
-               e.warpzone_oldvelocity = e.move_velocity; \
-               e.warpzone_oldangles = e.move_angles; \
-               } MACRO_END
-#endif
+#define WarpZone_StoreProjectileData(e_) MACRO_BEGIN { \
+       entity e = e_; \
+       e.warpzone_oldorigin = e.origin; \
+       e.warpzone_oldvelocity = e.velocity; \
+       e.warpzone_oldangles = e.angles; \
+       } MACRO_END
 
 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
 {
+       setorigin(player, to); // NOTE: this also aborts the move, when this is called by touch
 #ifdef SVQC
-       setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch
        player.oldorigin = to; // for DP's unsticking
+#endif
        player.angles = to_angles;
        player.fixangle = true;
        player.velocity = to_velocity;
-#elif defined(CSQC)
-       player.move_origin = to;
-       player.move_angles = to_angles;
-       player.move_velocity = to_velocity;
-#endif
 
        BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
 
        if(IS_PLAYER(player))
-#ifdef SVQC
                BITCLR_ASSIGN(player.flags, FL_ONGROUND);
-#elif defined(CSQC)
-               BITCLR_ASSIGN(player.move_flags, FL_ONGROUND);
-#endif
 
        WarpZone_PostTeleportPlayer_Callback(player);
 }
 
 #ifdef SVQC
-bool WarpZone_Teleported_Send(entity to, int sf)
-{SELFPARAM();
+bool WarpZone_Teleported_Send(entity this, entity to, int sf)
+{
        WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
-       WriteCoord(MSG_ENTITY, self.angles.x);
-       WriteCoord(MSG_ENTITY, self.angles.y);
-       WriteCoord(MSG_ENTITY, self.angles.z);
+       WriteCoord(MSG_ENTITY, this.angles.x);
+       WriteCoord(MSG_ENTITY, this.angles.y);
+       WriteCoord(MSG_ENTITY, this.angles.z);
        return true;
 }
 #endif
@@ -85,15 +68,9 @@ float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
 {
        vector o0, a0, v0, o1, a1, v1, o10;
 
-#ifdef SVQC
        o0 = player.origin + player.view_ofs;
        v0 = player.velocity;
        a0 = player.angles;
-#elif defined(CSQC)
-       o0 = player.move_origin + player.view_ofs;
-       v0 = player.move_velocity;
-       a0 = player.move_angles;
-#endif
 
        o10 = o1 = WarpZone_TransformOrigin(wz, o0);
        v1 = WarpZone_TransformVelocity(wz, v0);
@@ -111,7 +88,7 @@ float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
                {
                        entity own;
                        own = player.owner;
-                       player.owner = world;
+                       player.owner = NULL;
                        tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
                        player.owner = own;
                }
@@ -169,10 +146,10 @@ float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
 
                entity ts = new(warpzone_teleported);
                setmodel(ts, MDL_Null);
-               ts.SendEntity = WarpZone_Teleported_Send;
+               setSendEntity(ts, WarpZone_Teleported_Send);
                ts.SendFlags = 0xFFFFFF;
                ts.drawonlytoclient = player;
-               ts.think = SUB_Remove_self;
+               setthink(ts, SUB_Remove);
                ts.nextthink = time + 1;
                ts.owner = player;
                ts.enemy = wz;
@@ -189,30 +166,27 @@ float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
        return 1;
 }
 
-void WarpZone_Touch ()
-{SELFPARAM();
-       if(other.classname == "trigger_warpzone")
+void WarpZone_Touch(entity this, entity toucher)
+{
+       if(toucher.classname == "trigger_warpzone")
                return;
 
-       if(time <= other.warpzone_teleport_finishtime) // already teleported this frame
+       if(time <= toucher.warpzone_teleport_finishtime) // already teleported this frame
                return;
 
        // FIXME needs a better check to know what is safe to teleport and what not
-#ifdef SVQC
-       if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW || other.tag_entity)
-#elif defined(CSQC)
-       if(other.move_movetype == MOVETYPE_NONE || other.move_movetype == MOVETYPE_FOLLOW || other.tag_networkentity)
+       if(toucher.movetype == MOVETYPE_NONE || toucher.movetype == MOVETYPE_FOLLOW || toucher.tag_entity
+       || toucher.move_movetype == MOVETYPE_NONE || toucher.move_movetype == MOVETYPE_FOLLOW
+#ifdef CSQC
+       || tag_networkentity
 #endif
+       )
                return;
 
-       if(WarpZoneLib_ExactTrigger_Touch())
+       if(WarpZoneLib_ExactTrigger_Touch(this, toucher))
                return;
 
-#ifdef SVQC
-       if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
-#elif defined(CSQC)
-       if(WarpZone_PlaneDist(self, other.move_origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
-#endif
+       if(WarpZone_PlaneDist(this, toucher.origin + toucher.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
                return;
 
        float f;
@@ -227,34 +201,27 @@ void WarpZone_Touch ()
        //       24/(0.25/frametime)
        //       96*frametime
        float d;
-       d = 24 + max(vlen(other.mins), vlen(other.maxs));
-       if(IS_NOT_A_CLIENT(other))
-       #ifdef SVQC
-               f = -d / bound(frametime * d * 1, frametime * vlen(other.velocity), d);
-       #elif defined(CSQC)
-               f = -d / bound(frametime * d * 1, frametime * vlen(other.move_velocity), d);
-       #endif
+       d = 24 + max(vlen(toucher.mins), vlen(toucher.maxs));
+       if(IS_NOT_A_CLIENT(toucher))
+               f = -d / bound(frametime * d * 1, frametime * vlen(toucher.velocity), d);
        else
                f = -1;
-       if(WarpZone_Teleport(self, other, f, 0))
+       if(WarpZone_Teleport(this, toucher, f, 0))
        {
 #ifdef SVQC
                string save1, save2;
-               activator = other;
-
-               save1 = self.target; self.target = string_null;
-               save2 = self.target3; self.target3 = string_null;
-               SUB_UseTargets();
-               if (!self.target) self.target = save1;
-               if (!self.target3) self.target3 = save2;
-
-               setself(self.enemy);
-               save1 = self.target; self.target = string_null;
-               save2 = self.target2; self.target2 = string_null;
-               SUB_UseTargets();
-               if (!self.target) self.target = save1;
-               if (!self.target2) self.target2 = save2;
-               setself(this);
+
+               save1 = this.target; this.target = string_null;
+               save2 = this.target3; this.target3 = string_null;
+               SUB_UseTargets(this, toucher, toucher); // use toucher too?
+               if (!this.target) this.target = save1;
+               if (!this.target3) this.target3 = save2;
+
+               save1 = this.target; this.target = string_null;
+               save2 = this.target2; this.target2 = string_null;
+               SUB_UseTargets(this.enemy, toucher, toucher); // use toucher too?
+               if (!this.target) this.target = save1;
+               if (!this.target2) this.target2 = save2;
 #endif
        }
        else
@@ -264,100 +231,100 @@ void WarpZone_Touch ()
 }
 
 #ifdef SVQC
-bool WarpZone_Send(entity to, int sendflags)
-{SELFPARAM();
+bool WarpZone_Send(entity this, entity to, int sendflags)
+{
        WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE);
 
        // we must send this flag for clientside to match properly too
        int f = 0;
-       if(self.warpzone_isboxy)
+       if(this.warpzone_isboxy)
                BITSET_ASSIGN(f, 1);
-       if(self.warpzone_fadestart)
+       if(this.warpzone_fadestart)
                BITSET_ASSIGN(f, 2);
-       if(self.origin != '0 0 0')
+       if(this.origin != '0 0 0')
                BITSET_ASSIGN(f, 4);
        WriteByte(MSG_ENTITY, f);
 
        // we need THESE to render the warpzone (and cull properly)...
        if(f & 4)
        {
-               WriteCoord(MSG_ENTITY, self.origin.x);
-               WriteCoord(MSG_ENTITY, self.origin.y);
-               WriteCoord(MSG_ENTITY, self.origin.z);
+               WriteCoord(MSG_ENTITY, this.origin.x);
+               WriteCoord(MSG_ENTITY, this.origin.y);
+               WriteCoord(MSG_ENTITY, this.origin.z);
        }
 
-       WriteShort(MSG_ENTITY, self.modelindex);
-       WriteCoord(MSG_ENTITY, self.mins.x);
-       WriteCoord(MSG_ENTITY, self.mins.y);
-       WriteCoord(MSG_ENTITY, self.mins.z);
-       WriteCoord(MSG_ENTITY, self.maxs.x);
-       WriteCoord(MSG_ENTITY, self.maxs.y);
-       WriteCoord(MSG_ENTITY, self.maxs.z);
-       WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
+       WriteShort(MSG_ENTITY, this.modelindex);
+       WriteCoord(MSG_ENTITY, this.mins.x);
+       WriteCoord(MSG_ENTITY, this.mins.y);
+       WriteCoord(MSG_ENTITY, this.mins.z);
+       WriteCoord(MSG_ENTITY, this.maxs.x);
+       WriteCoord(MSG_ENTITY, this.maxs.y);
+       WriteCoord(MSG_ENTITY, this.maxs.z);
+       WriteByte(MSG_ENTITY, bound(1, this.scale * 16, 255));
 
        // we need THESE to calculate the proper transform
-       WriteCoord(MSG_ENTITY, self.warpzone_origin.x);
-       WriteCoord(MSG_ENTITY, self.warpzone_origin.y);
-       WriteCoord(MSG_ENTITY, self.warpzone_origin.z);
-       WriteCoord(MSG_ENTITY, self.warpzone_angles.x);
-       WriteCoord(MSG_ENTITY, self.warpzone_angles.y);
-       WriteCoord(MSG_ENTITY, self.warpzone_angles.z);
-       WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.x);
-       WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.y);
-       WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.z);
-       WriteCoord(MSG_ENTITY, self.warpzone_targetangles.x);
-       WriteCoord(MSG_ENTITY, self.warpzone_targetangles.y);
-       WriteCoord(MSG_ENTITY, self.warpzone_targetangles.z);
+       WriteCoord(MSG_ENTITY, this.warpzone_origin.x);
+       WriteCoord(MSG_ENTITY, this.warpzone_origin.y);
+       WriteCoord(MSG_ENTITY, this.warpzone_origin.z);
+       WriteCoord(MSG_ENTITY, this.warpzone_angles.x);
+       WriteCoord(MSG_ENTITY, this.warpzone_angles.y);
+       WriteCoord(MSG_ENTITY, this.warpzone_angles.z);
+       WriteCoord(MSG_ENTITY, this.warpzone_targetorigin.x);
+       WriteCoord(MSG_ENTITY, this.warpzone_targetorigin.y);
+       WriteCoord(MSG_ENTITY, this.warpzone_targetorigin.z);
+       WriteCoord(MSG_ENTITY, this.warpzone_targetangles.x);
+       WriteCoord(MSG_ENTITY, this.warpzone_targetangles.y);
+       WriteCoord(MSG_ENTITY, this.warpzone_targetangles.z);
 
        if(f & 2)
        {
-               WriteShort(MSG_ENTITY, self.warpzone_fadestart);
-               WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+               WriteShort(MSG_ENTITY, this.warpzone_fadestart);
+               WriteShort(MSG_ENTITY, this.warpzone_fadeend);
        }
 
        return true;
 }
 
-bool WarpZone_Camera_Send(entity to, int sendflags)
-{SELFPARAM();
+bool WarpZone_Camera_Send(entity this, entity to, int sendflags)
+{
        int f = 0;
        WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
 
-       if(self.warpzone_fadestart)
+       if(this.warpzone_fadestart)
                BITSET_ASSIGN(f, 2);
-       if(self.origin != '0 0 0')
+       if(this.origin != '0 0 0')
                BITSET_ASSIGN(f, 4);
        WriteByte(MSG_ENTITY, f);
 
        // we need THESE to render the warpzone (and cull properly)...
        if(f & 4)
        {
-               WriteCoord(MSG_ENTITY, self.origin.x);
-               WriteCoord(MSG_ENTITY, self.origin.y);
-               WriteCoord(MSG_ENTITY, self.origin.z);
+               WriteCoord(MSG_ENTITY, this.origin.x);
+               WriteCoord(MSG_ENTITY, this.origin.y);
+               WriteCoord(MSG_ENTITY, this.origin.z);
        }
 
-       WriteShort(MSG_ENTITY, self.modelindex);
-       WriteCoord(MSG_ENTITY, self.mins.x);
-       WriteCoord(MSG_ENTITY, self.mins.y);
-       WriteCoord(MSG_ENTITY, self.mins.z);
-       WriteCoord(MSG_ENTITY, self.maxs.x);
-       WriteCoord(MSG_ENTITY, self.maxs.y);
-       WriteCoord(MSG_ENTITY, self.maxs.z);
-       WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
+       WriteShort(MSG_ENTITY, this.modelindex);
+       WriteCoord(MSG_ENTITY, this.mins.x);
+       WriteCoord(MSG_ENTITY, this.mins.y);
+       WriteCoord(MSG_ENTITY, this.mins.z);
+       WriteCoord(MSG_ENTITY, this.maxs.x);
+       WriteCoord(MSG_ENTITY, this.maxs.y);
+       WriteCoord(MSG_ENTITY, this.maxs.z);
+       WriteByte(MSG_ENTITY, bound(1, this.scale * 16, 255));
 
        // we need THESE to calculate the proper transform
-       WriteCoord(MSG_ENTITY, self.enemy.origin.x);
-       WriteCoord(MSG_ENTITY, self.enemy.origin.y);
-       WriteCoord(MSG_ENTITY, self.enemy.origin.z);
-       WriteCoord(MSG_ENTITY, self.enemy.angles.x);
-       WriteCoord(MSG_ENTITY, self.enemy.angles.y);
-       WriteCoord(MSG_ENTITY, self.enemy.angles.z);
+       WriteCoord(MSG_ENTITY, this.enemy.origin.x);
+       WriteCoord(MSG_ENTITY, this.enemy.origin.y);
+       WriteCoord(MSG_ENTITY, this.enemy.origin.z);
+       WriteCoord(MSG_ENTITY, this.enemy.angles.x);
+       WriteCoord(MSG_ENTITY, this.enemy.angles.y);
+       WriteCoord(MSG_ENTITY, this.enemy.angles.z);
 
        if(f & 2)
        {
-               WriteShort(MSG_ENTITY, self.warpzone_fadestart);
-               WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+               WriteShort(MSG_ENTITY, this.warpzone_fadestart);
+               WriteShort(MSG_ENTITY, this.warpzone_fadeend);
        }
 
        return true;
@@ -365,20 +332,11 @@ bool WarpZone_Camera_Send(entity to, int sendflags)
 
 #ifdef WARPZONELIB_KEEPDEBUG
 float WarpZone_CheckProjectileImpact(entity player)
-{SELFPARAM();
+{
        vector o0, v0;
 
-       .vector orgvec, velvec;
-#ifdef SVQC
-       orgvec = origin;
-       velvec = velocity;
-#elif defined(CSQC)
-       orgvec = move_origin;
-       velvec = move_velocity;
-#endif
-
-       o0 = player.orgvec + player.view_ofs;
-       v0 = player.velvec;
+       o0 = player.origin + player.view_ofs;
+       v0 = player.velocity;
 
        // if we teleported shortly before, abort
        if(time <= player.warpzone_teleport_finishtime + 0.1)
@@ -396,47 +354,35 @@ float WarpZone_CheckProjectileImpact(entity player)
        LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
 #endif
        LOG_INFO("Entity type: ", player.classname, "\n");
-       LOG_INFO("Origin: ", vtos(player.orgvec), "\n");
-       LOG_INFO("Velocity: ", vtos(player.velvec), "\n");
+       LOG_INFO("Origin: ", vtos(player.origin), "\n");
+       LOG_INFO("Velocity: ", vtos(player.velocity), "\n");
 
 #ifdef WARPZONELIB_REMOVEHACK
        return 0;
 #else
        // retry previous move
-#ifdef SVQC
        setorigin(player, player.warpzone_oldorigin);
-#elif defined(CSQC)
-       player.move_origin = player.warpzone_oldorigin;
-#endif
-       player.velvec = player.warpzone_oldvelocity;
+       player.velocity = player.warpzone_oldvelocity;
        if(WarpZone_Teleport(wz, player, 0, 1))
        {
-               entity oldself;
                string save1, save2;
 
-               oldself = self;
-               self = wz;
-               other = player;
-               activator = player;
-
-               save1 = self.target; self.target = string_null;
-               save2 = self.target3; self.target3 = string_null;
-               SUB_UseTargets();
-               if (!self.target) self.target = save1;
-               if (!self.target3) self.target3 = save2;
-
-               self = self.enemy;
-               save1 = self.target; self.target = string_null;
-               save2 = self.target2; self.target2 = string_null;
-               SUB_UseTargets();
-               if (!self.target) self.target = save1;
-               if (!self.target2) self.target2 = save2;
-               self = oldself;
+               save1 = wz.target; wz.target = string_null;
+               save2 = wz.target3; wz.target3 = string_null;
+               SUB_UseTargets(wz, player, player);
+               if (!wz.target) wz.target = save1;
+               if (!wz.target3) wz.target3 = save2;
+
+               save1 = wz.enemy.target; wz.enemy.target = string_null;
+               save2 = wz.enemy.target2; wz.enemy.target2 = string_null;
+               SUB_UseTargets(wz.enemy, player, player);
+               if (!wz.enemy.target) wz.enemy.target = save1;
+               if (!wz.enemy.target2) wz.enemy.target2 = save2;
        }
        else
        {
                setorigin(player, o0 - player.view_ofs);
-               player.velvec = v0;
+               player.velocity = v0;
        }
 
        return +1;
@@ -445,9 +391,9 @@ float WarpZone_CheckProjectileImpact(entity player)
 #endif
 #endif
 
-float WarpZone_Projectile_Touch()
-{SELFPARAM();
-       if(other.classname == "trigger_warpzone")
+float WarpZone_Projectile_Touch(entity this, entity toucher)
+{
+       if(toucher.classname == "trigger_warpzone")
                return true;
 
        // no further impacts if we teleported this frame!
@@ -456,7 +402,7 @@ float WarpZone_Projectile_Touch()
        // engine now aborts moves on teleport, so this SHOULD not happen any more
        // but if this is called from TouchAreaGrid of the projectile moving,
        // then this won't do
-       if(time == self.warpzone_teleport_time)
+       if(time == this.warpzone_teleport_time)
                return true;
 
 #ifdef SVQC
@@ -489,9 +435,8 @@ float WarpZone_Projectile_Touch()
                save_ent = trace_ent;
                save_inopen = trace_inopen;
                save_inwater = trace_inwater;
-               float f;
-               if((f = WarpZone_CheckProjectileImpact(self)) != 0)
-                       return (f > 0);
+               float f = WarpZone_CheckProjectileImpact(this);
+               if (f) return (f > 0);
                trace_dpstartcontents = save_dpstartcontents;
                trace_dphitcontents = save_dphitcontents;
                trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
@@ -508,7 +453,7 @@ float WarpZone_Projectile_Touch()
        }
 #endif
 
-       if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
+       if(WarpZone_Projectile_Touch_ImpactFilter_Callback(this, toucher))
                return true;
 #endif
 
@@ -517,116 +462,116 @@ float WarpZone_Projectile_Touch()
 
 #ifdef SVQC
 
-void WarpZone_InitStep_FindOriginTarget()
-{SELFPARAM();
-       if(self.killtarget != "")
+void WarpZone_InitStep_FindOriginTarget(entity this)
+{
+       if(this.killtarget != "")
        {
-               self.aiment = find(world, targetname, self.killtarget);
-               if(self.aiment == world)
+               this.aiment = find(NULL, targetname, this.killtarget);
+               if(this.aiment == NULL)
                {
                        error("Warp zone with nonexisting killtarget");
                        return;
                }
-               self.killtarget = string_null;
+               this.killtarget = string_null;
        }
 }
 
-void WarpZonePosition_InitStep_FindTarget()
-{SELFPARAM();
-       if(self.target == "")
+void WarpZonePosition_InitStep_FindTarget(entity this)
+{
+       if(this.target == "")
        {
                error("Warp zone position with no target");
                return;
        }
-       self.enemy = find(world, targetname, self.target);
-       if(self.enemy == world)
+       this.enemy = find(NULL, targetname, this.target);
+       if(this.enemy == NULL)
        {
                error("Warp zone position with nonexisting target");
                return;
        }
-       if(self.enemy.aiment)
+       if(this.enemy.aiment)
        {
                // already is positioned
                error("Warp zone position targeting already oriented warpzone");
                return;
        }
-       self.enemy.aiment = self;
+       this.enemy.aiment = this;
 }
 
-void WarpZoneCamera_Think()
-{SELFPARAM();
-       if(self.warpzone_save_origin != self.origin
-       || self.warpzone_save_angles != self.angles
-       || self.warpzone_save_eorigin != self.enemy.origin
-       || self.warpzone_save_eangles != self.enemy.angles)
+void WarpZoneCamera_Think(entity this)
+{
+       if(this.warpzone_save_origin != this.origin
+       || this.warpzone_save_angles != this.angles
+       || this.warpzone_save_eorigin != this.enemy.origin
+       || this.warpzone_save_eangles != this.enemy.angles)
        {
-               WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
-               self.warpzone_save_origin = self.origin;
-               self.warpzone_save_angles = self.angles;
-               self.warpzone_save_eorigin = self.enemy.origin;
-               self.warpzone_save_eangles = self.enemy.angles;
+               WarpZone_Camera_SetUp(this, this.enemy.origin, this.enemy.angles);
+               this.warpzone_save_origin = this.origin;
+               this.warpzone_save_angles = this.angles;
+               this.warpzone_save_eorigin = this.enemy.origin;
+               this.warpzone_save_eangles = this.enemy.angles;
        }
-       self.nextthink = time;
+       this.nextthink = time;
 }
 
-void WarpZoneCamera_InitStep_FindTarget()
-{SELFPARAM();
+void WarpZoneCamera_InitStep_FindTarget(entity this)
+{
        entity e;
        float i;
-       if(self.target == "")
+       if(this.target == "")
        {
                error("Camera with no target");
                return;
        }
-       self.enemy = world;
-       for(e = world, i = 0; (e = find(e, targetname, self.target)); )
+       this.enemy = NULL;
+       for(e = NULL, i = 0; (e = find(e, targetname, this.target)); )
                if(random() * ++i < 1)
-                       self.enemy = e;
-       if(self.enemy == world)
+                       this.enemy = e;
+       if(this.enemy == NULL)
        {
                error("Camera with nonexisting target");
                return;
        }
        warpzone_cameras_exist = 1;
-       WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
-       self.SendFlags = 0xFFFFFF;
-       if(self.spawnflags & 1)
+       WarpZone_Camera_SetUp(this, this.enemy.origin, this.enemy.angles);
+       this.SendFlags = 0xFFFFFF;
+       if(this.spawnflags & 1)
        {
-               self.think = WarpZoneCamera_Think;
-               self.nextthink = time;
+               setthink(this, WarpZoneCamera_Think);
+               this.nextthink = time;
        }
        else
-               self.nextthink = 0;
+               this.nextthink = 0;
 }
 
-void WarpZone_InitStep_UpdateTransform()
-{SELFPARAM();
+void WarpZone_InitStep_UpdateTransform(entity this)
+{
        vector org, ang, norm, point;
        float area;
        vector tri, a, b, c, n;
        float i_s, i_t, n_t;
        string tex;
 
-       org = self.origin;
+       org = this.origin;
        if(org == '0 0 0')
-               org = 0.5 * (self.mins + self.maxs);
+               org = 0.5 * (this.mins + this.maxs);
 
        norm = point = '0 0 0';
        area = 0;
        for(i_s = 0; ; ++i_s)
        {
-               tex = getsurfacetexture(self, i_s);
+               tex = getsurfacetexture(this, i_s);
                if (!tex)
                        break; // this is beyond the last one
                if(tex == "textures/common/trigger" || tex == "trigger")
                        continue;
-               n_t = getsurfacenumtriangles(self, i_s);
+               n_t = getsurfacenumtriangles(this, i_s);
                for(i_t = 0; i_t < n_t; ++i_t)
                {
-                       tri = getsurfacetriangle(self, i_s, i_t);
-                       a = getsurfacepoint(self, i_s, tri.x);
-                       b = getsurfacepoint(self, i_s, tri.y);
-                       c = getsurfacepoint(self, i_s, tri.z);
+                       tri = getsurfacetriangle(this, i_s, i_t);
+                       a = getsurfacepoint(this, i_s, tri.x);
+                       b = getsurfacepoint(this, i_s, tri.y);
+                       c = getsurfacepoint(this, i_s, tri.z);
                        n = cross(c - a, b - a);
                        area = area + vlen(n);
                        norm = norm + n;
@@ -639,32 +584,32 @@ void WarpZone_InitStep_UpdateTransform()
                point = point * (1 / (3 * area));
                if(vdist(norm, <, 0.99))
                {
-                       LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
+                       LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " is nonplanar. BEWARE.\n");
                        area = 0; // no autofixing in this case
                }
                norm = normalize(norm);
        }
 
        ang = '0 0 0';
-       if(self.aiment)
+       if(this.aiment)
        {
-               org = self.aiment.origin;
-               ang = self.aiment.angles;
+               org = this.aiment.origin;
+               ang = this.aiment.angles;
                if(area > 0)
                {
                        org = org - ((org - point) * norm) * norm; // project to plane
                        makevectors(ang);
                        if(norm * v_forward < 0)
                        {
-                               LOG_INFO("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
+                               LOG_INFO("Position target of trigger_warpzone near ", vtos(this.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
                                norm = -1 * norm;
                        }
                        ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
                        ang.x = -ang.x;
                        if(norm * v_forward < 0.99)
-                               LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
-                       if(vdist(org - self.aiment.origin, >, 0.5))
-                               LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
+                               LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been turned to match plane orientation (", vtos(this.aiment.angles), " -> ", vtos(ang), "\n");
+                       if(vdist(org - this.aiment.origin, >, 0.5))
+                               LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been moved to match the plane (", vtos(this.aiment.origin), " -> ", vtos(org), ").\n");
                }
        }
        else if(area > 0)
@@ -676,68 +621,68 @@ void WarpZone_InitStep_UpdateTransform()
        else
                error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
 
-       self.warpzone_origin = org;
-       self.warpzone_angles = ang;
+       this.warpzone_origin = org;
+       this.warpzone_angles = ang;
 }
 
-void WarpZone_InitStep_ClearTarget()
-{SELFPARAM();
-       if(self.enemy)
-               self.enemy.enemy = world;
-       self.enemy = world;
+void WarpZone_InitStep_ClearTarget(entity this)
+{
+       if(this.enemy)
+               this.enemy.enemy = NULL;
+       this.enemy = NULL;
 }
 
 entity warpzone_first; .entity warpzone_next;
-void WarpZone_InitStep_FindTarget()
-{SELFPARAM();
+void WarpZone_InitStep_FindTarget(entity this)
+{
        float i;
        entity e, e2;
 
-       if(self.enemy)
+       if(this.enemy)
                return;
 
        // this way only one of the two ents needs to target
-       if(self.target != "")
+       if(this.target != "")
        {
-               self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
+               this.enemy = this; // so the if(!e.enemy) check also skips this, saves one IF
 
-               e2 = world;
-               for(e = world, i = 0; (e = find(e, targetname, self.target)); )
+               e2 = NULL;
+               for(e = NULL, i = 0; (e = find(e, targetname, this.target)); )
                        if(!e.enemy)
-                               if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
+                               if(e.classname == this.classname) // possibly non-warpzones may use the same targetname!
                                        if(random() * ++i < 1)
                                                e2 = e;
                if(!e2)
                {
-                       self.enemy = world;
+                       this.enemy = NULL;
                        error("Warpzone with non-existing target");
                        return;
                }
-               self.enemy = e2;
-               e2.enemy = self;
+               this.enemy = e2;
+               e2.enemy = this;
        }
 }
 
-void WarpZone_Think();
-void WarpZone_InitStep_FinalizeTransform()
-{SELFPARAM();
-       if(!self.enemy || self.enemy.enemy != self)
+void WarpZone_Think(entity this);
+void WarpZone_InitStep_FinalizeTransform(entity this)
+{
+       if(!this.enemy || this.enemy.enemy != this)
        {
                error("Invalid warp zone detected. Killed.");
                return;
        }
 
        warpzone_warpzones_exist = 1;
-       WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
-       self.touch = WarpZone_Touch;
-       self.SendFlags = 0xFFFFFF;
-       if(self.spawnflags & 1)
+       WarpZone_SetUp(this, this.warpzone_origin, this.warpzone_angles, this.enemy.warpzone_origin, this.enemy.warpzone_angles);
+       settouch(this, WarpZone_Touch);
+       this.SendFlags = 0xFFFFFF;
+       if(this.spawnflags & 1)
        {
-               self.think = WarpZone_Think;
-               self.nextthink = time;
+               setthink(this, WarpZone_Think);
+               this.nextthink = time;
        }
        else
-               self.nextthink = 0;
+               this.nextthink = 0;
 }
 
 float warpzone_initialized;
@@ -748,8 +693,8 @@ entity warpzone_camera_first;
 spawnfunc(misc_warpzone_position)
 {
        // "target", "angles", "origin"
-       self.warpzone_next = warpzone_position_first;
-       warpzone_position_first = self;
+       this.warpzone_next = warpzone_position_first;
+       warpzone_position_first = this;
 }
 spawnfunc(trigger_warpzone_position)
 {
@@ -765,137 +710,127 @@ spawnfunc(trigger_warpzone)
        //              the map, with another killtarget to designate its
        //              orientation
 
-       if(!self.scale)
-               self.scale = self.modelscale;
-       if(!self.scale)
-               self.scale = 1;
+       if(!this.scale)
+               this.scale = this.modelscale;
+       if(!this.scale)
+               this.scale = 1;
        string m;
-       m = self.model;
-       WarpZoneLib_ExactTrigger_Init();
+       m = this.model;
+       WarpZoneLib_ExactTrigger_Init(this);
        if(m != "")
        {
                precache_model(m);
-               _setmodel(self, m); // no precision needed
+               _setmodel(this, m); // no precision needed
        }
-       setorigin(self, self.origin);
-       if(self.scale)
-               setsize(self, self.mins * self.scale, self.maxs * self.scale);
+       setorigin(this, this.origin);
+       if(this.scale)
+               setsize(this, this.mins * this.scale, this.maxs * this.scale);
        else
-               setsize(self, self.mins, self.maxs);
-       self.SendEntity = WarpZone_Send;
-       self.SendFlags = 0xFFFFFF;
-       BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
-       self.warpzone_next = warpzone_first;
-       warpzone_first = self;
+               setsize(this, this.mins, this.maxs);
+       setSendEntity(this, WarpZone_Send);
+       this.SendFlags = 0xFFFFFF;
+       BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
+       this.warpzone_next = warpzone_first;
+       warpzone_first = this;
 }
 spawnfunc(func_camera)
 {
-       if(!self.scale)
-               self.scale = self.modelscale;
-       if(!self.scale)
-               self.scale = 1;
-       if(self.model != "")
+       if(!this.scale)
+               this.scale = this.modelscale;
+       if(!this.scale)
+               this.scale = 1;
+       if(this.model != "")
        {
-               precache_model(self.model);
-               _setmodel(self, self.model); // no precision needed
+               precache_model(this.model);
+               _setmodel(this, this.model); // no precision needed
        }
-       setorigin(self, self.origin);
-       if(self.scale)
-               setsize(self, self.mins * self.scale, self.maxs * self.scale);
+       setorigin(this, this.origin);
+       if(this.scale)
+               setsize(this, this.mins * this.scale, this.maxs * this.scale);
        else
-               setsize(self, self.mins, self.maxs);
-       if(!self.solid)
-               self.solid = SOLID_BSP;
-       else if(self.solid < 0)
-               self.solid = SOLID_NOT;
-       self.SendEntity = WarpZone_Camera_Send;
-       self.SendFlags = 0xFFFFFF;
-       self.warpzone_next = warpzone_camera_first;
-       warpzone_camera_first = self;
+               setsize(this, this.mins, this.maxs);
+       if(!this.solid)
+               this.solid = SOLID_BSP;
+       else if(this.solid < 0)
+               this.solid = SOLID_NOT;
+       setSendEntity(this, WarpZone_Camera_Send);
+       this.SendFlags = 0xFFFFFF;
+       this.warpzone_next = warpzone_camera_first;
+       warpzone_camera_first = this;
 }
 void WarpZones_Reconnect()
-{SELFPARAM();
-       for(setself(warpzone_first); self; setself(self.warpzone_next))
-               WarpZone_InitStep_ClearTarget();
-       for(setself(warpzone_first); self; setself(self.warpzone_next))
-               WarpZone_InitStep_FindTarget();
-       for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
-               WarpZoneCamera_InitStep_FindTarget();
-       for(setself(warpzone_first); self; setself(self.warpzone_next))
-               WarpZone_InitStep_FinalizeTransform();
-       setself(this);
+{
+       for(entity e = warpzone_first; e; e = e.warpzone_next)
+               WarpZone_InitStep_ClearTarget(e);
+       for(entity e = warpzone_first; e; e = e.warpzone_next)
+               WarpZone_InitStep_FindTarget(e);
+       for(entity e = warpzone_camera_first; e; e = e.warpzone_next)
+               WarpZoneCamera_InitStep_FindTarget(e);
+       for(entity e = warpzone_first; e; e = e.warpzone_next)
+               WarpZone_InitStep_FinalizeTransform(e);
 }
 
-void WarpZone_Think()
-{SELFPARAM();
-       if(self.warpzone_save_origin != self.origin
-       || self.warpzone_save_angles != self.angles
-       || self.warpzone_save_eorigin != self.enemy.origin
-       || self.warpzone_save_eangles != self.enemy.angles)
+void WarpZone_Think(entity this)
+{
+       if(this.warpzone_save_origin != this.origin
+       || this.warpzone_save_angles != this.angles
+       || this.warpzone_save_eorigin != this.enemy.origin
+       || this.warpzone_save_eangles != this.enemy.angles)
        {
-               WarpZone_InitStep_UpdateTransform();
-               setself(self.enemy);
-               WarpZone_InitStep_UpdateTransform();
-               setself(this);
-               WarpZone_InitStep_FinalizeTransform();
-               setself(self.enemy);
-               WarpZone_InitStep_FinalizeTransform();
-               setself(this);
-               self.warpzone_save_origin = self.origin;
-               self.warpzone_save_angles = self.angles;
-               self.warpzone_save_eorigin = self.enemy.origin;
-               self.warpzone_save_eangles = self.enemy.angles;
-       }
-       self.nextthink = time;
+               WarpZone_InitStep_UpdateTransform(this);
+               WarpZone_InitStep_UpdateTransform(this.enemy);
+               WarpZone_InitStep_FinalizeTransform(this);
+               WarpZone_InitStep_FinalizeTransform(this.enemy);
+               this.warpzone_save_origin = this.origin;
+               this.warpzone_save_angles = this.angles;
+               this.warpzone_save_eorigin = this.enemy.origin;
+               this.warpzone_save_eangles = this.enemy.angles;
+       }
+       this.nextthink = time;
 }
 
 void WarpZone_StartFrame()
 {
-       SELFPARAM();
        if (!warpzone_initialized)
        {
                warpzone_initialized = true;
-               for (setself(warpzone_first); self; setself(self.warpzone_next))
-                       WarpZone_InitStep_FindOriginTarget();
-               for (setself(warpzone_position_first); self; setself(self.warpzone_next))
-                       WarpZonePosition_InitStep_FindTarget();
-               for (setself(warpzone_first); self; setself(self.warpzone_next))
-                       WarpZone_InitStep_UpdateTransform();
-               setself(this);
+               for(entity e = warpzone_first; e; e = e.warpzone_next)
+                       WarpZone_InitStep_FindOriginTarget(e);
+               for(entity e = warpzone_position_first; e; e = e.warpzone_next)
+                       WarpZonePosition_InitStep_FindTarget(e);
+               for(entity e = warpzone_first; e; e = e.warpzone_next)
+                       WarpZone_InitStep_UpdateTransform(e);
                WarpZones_Reconnect();
                WarpZone_PostInitialize_Callback();
        }
 
-       entity oldother = other;
-
-       FOREACH_ENTITY(true,
+       FOREACH_ENTITY(!is_pure(it),
        {
                if(warpzone_warpzones_exist)
                        WarpZone_StoreProjectileData(it);
 
-               if((IS_OBSERVER(it) || it.solid == SOLID_NOT))
+               if(IS_OBSERVER(it) || it.solid == SOLID_NOT)
                if(IS_CLIENT(it)) // we don't care about it being a bot
                {
-                       other = it; // player
-
                        // warpzones
                        if (warpzone_warpzones_exist) {
-                               setself(WarpZone_Find(it.origin + it.mins, it.origin + it.maxs));
-                               if (self)
-                               if (!WarpZoneLib_ExactTrigger_Touch())
-                               if (WarpZone_PlaneDist(self, it.origin + it.view_ofs) <= 0)
-                                       WarpZone_Teleport(self, it, -1, 0); // NOT triggering targets by this!
+                               entity e = WarpZone_Find(it.origin + it.mins, it.origin + it.maxs);
+                               if (e)
+                               if (!WarpZoneLib_ExactTrigger_Touch(e, it))
+                               if (WarpZone_PlaneDist(e, it.origin + it.view_ofs) <= 0)
+                                       WarpZone_Teleport(e, it, -1, 0); // NOT triggering targets by this!
                        }
 
                        // teleporters
-                       setself(Teleport_Find(it.origin + it.mins, it.origin + it.maxs));
-                       if (self)
-                       if (!WarpZoneLib_ExactTrigger_Touch())
-                               Simple_TeleportPlayer(self, other); // NOT triggering targets by this!
+                       if(it.teleportable)
+                       {
+                               entity ent = Teleport_Find(it.origin + it.mins, it.origin + it.maxs);
+                               if (ent)
+                               if (!WarpZoneLib_ExactTrigger_Touch(ent, it))
+                                       Simple_TeleportPlayer(ent, it); // NOT triggering targets by this!
+                       }
                }
        });
-       setself(this);
-       other = oldother;
 }
 
 .float warpzone_reconnecting;
@@ -906,34 +841,31 @@ bool visible_to_some_client(entity ent)
        ));
        return false;
 }
-void trigger_warpzone_reconnect_use()
-{SELFPARAM();
-       entity e;
-       e = self;
+void trigger_warpzone_reconnect_use(entity this, entity actor, entity trigger)
+{
        // NOTE: this matches for target, not targetname, but of course
        // targetname must be set too on the other entities
-       for(setself(warpzone_first); self; setself(self.warpzone_next))
-               self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
-       for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
-               self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
-       for(setself(warpzone_first); self; setself(self.warpzone_next))
-               if(self.warpzone_reconnecting)
-                       WarpZone_InitStep_ClearTarget();
-       for(setself(warpzone_first); self; setself(self.warpzone_next))
-               if(self.warpzone_reconnecting)
-                       WarpZone_InitStep_FindTarget();
-       for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
-               if(self.warpzone_reconnecting)
-                       WarpZoneCamera_InitStep_FindTarget();
-       for(setself(warpzone_first); self; setself(self.warpzone_next))
-               if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
-                       WarpZone_InitStep_FinalizeTransform();
-       setself(e);
+       for(entity e = warpzone_first; e; e = e.warpzone_next)
+               e.warpzone_reconnecting = ((this.target == "" || e.target == this.target) && !((this.spawnflags & 1) && (visible_to_some_client(e) || visible_to_some_client(e.enemy))));
+       for(entity e = warpzone_camera_first; e; e = e.warpzone_next)
+               e.warpzone_reconnecting = ((this.target == "" || e.target == this.target) && !((this.spawnflags & 1) && visible_to_some_client(e)));
+       for(entity e = warpzone_first; e; e = e.warpzone_next)
+               if(e.warpzone_reconnecting)
+                       WarpZone_InitStep_ClearTarget(e);
+       for(entity e = warpzone_first; e; e = e.warpzone_next)
+               if(e.warpzone_reconnecting)
+                       WarpZone_InitStep_FindTarget(e);
+       for(entity e = warpzone_camera_first; e; e = e.warpzone_next)
+               if(e.warpzone_reconnecting)
+                       WarpZoneCamera_InitStep_FindTarget(e);
+       for(entity e = warpzone_first; e; e = e.warpzone_next)
+               if(e.warpzone_reconnecting || e.enemy.warpzone_reconnecting)
+                       WarpZone_InitStep_FinalizeTransform(e);
 }
 
 spawnfunc(trigger_warpzone_reconnect)
 {
-       self.use = trigger_warpzone_reconnect_use;
+       this.use = trigger_warpzone_reconnect_use;
 }
 
 spawnfunc(target_warpzone_reconnect)
@@ -941,15 +873,15 @@ spawnfunc(target_warpzone_reconnect)
        spawnfunc_trigger_warpzone_reconnect(this); // both names make sense here :(
 }
 
-void WarpZone_PlayerPhysics_FixVAngle()
-{SELFPARAM();
+void WarpZone_PlayerPhysics_FixVAngle(entity this)
+{
 #ifndef WARPZONE_DONT_FIX_VANGLE
-       if(IS_REAL_CLIENT(self))
-       if(self.v_angle.z <= 360) // if not already adjusted
-       if(time - self.ping * 0.001 < self.warpzone_teleport_time)
+       if(IS_REAL_CLIENT(this))
+       if(this.v_angle.z <= 360) // if not already adjusted
+       if(time - this.ping * 0.001 < this.warpzone_teleport_time)
        {
-               self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
-               self.v_angle_z += 720; // mark as adjusted
+               this.v_angle = WarpZone_TransformVAngles(this.warpzone_teleport_zone, this.v_angle);
+               this.v_angle_z += 720; // mark as adjusted
        }
 #endif
 }