Add a function to skip certain target fields when using an entity's targets so they...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / warpzone / server.qc
index 0244b40a9d724c33713d95e4b694cce4b6f84849..66ee6b133c22b2ef98cc1e1e4aae614ed21ae79d 100644 (file)
        #include <server/utils.qh>
 #endif
 
+#ifdef SVQC
+bool autocvar_sv_warpzone_allow_selftarget;
+#endif
+
 #ifdef WARPZONELIB_KEEPDEBUG
 #define WARPZONELIB_REMOVEHACK
 #endif
@@ -213,19 +217,8 @@ void WarpZone_Touch(entity this, entity toucher)
        if(WarpZone_Teleport(this, toucher, f, 0))
        {
 #ifdef SVQC
-               string save1, save2;
-
-               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;
+               SUB_UseTargets_SkipTargets(this, toucher, toucher, BIT(1) | BIT(3)); // use toucher too?
+               SUB_UseTargets_SkipTargets(this.enemy, toucher, toucher, BIT(1) | BIT(2)); // use toucher too?
 #endif
        }
        else
@@ -369,19 +362,8 @@ float WarpZone_CheckProjectileImpact(entity player)
        player.velocity = player.warpzone_oldvelocity;
        if(WarpZone_Teleport(wz, player, 0, 1))
        {
-               string save1, save2;
-
-               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;
+               SUB_UseTargets_SkipTargets(wz, player, player, BIT(1) | BIT(3));
+               SUB_UseTargets_SkipTargets(wz.enemy, player, player, BIT(1) | BIT(2));
        }
        else
        {
@@ -648,7 +630,8 @@ void WarpZone_InitStep_FindTarget(entity this)
        // this way only one of the two ents needs to target
        if(this.target != "")
        {
-               this.enemy = this; // so the if(!e.enemy) check also skips this, saves one IF
+               if(!autocvar_sv_warpzone_allow_selftarget)
+                       this.enemy = this; // so the if(!e.enemy) check also skips this, saves one IF
 
                e2 = NULL;
                for(e = NULL, i = 0; (e = find(e, targetname, this.target)); )