if(head != player) \
if(head.takedamage) \
if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
if(head != player) \
if(head.takedamage) \
if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
float check_tdeath(entity player, vector org, vector telefragmin, vector telefragmax)
{
float check_tdeath(entity player, vector org, vector telefragmin, vector telefragmax)
{
#define TELEPORT_NORMAL 1 // play sounds/effects etc
#define TELEPORT_SIMPLE 2 // only do teleport, nothing special
#define TELEPORT_NORMAL 1 // play sounds/effects etc
#define TELEPORT_SIMPLE 2 // only do teleport, nothing special
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
{
entity telefragger;
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
{
entity telefragger;
if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
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, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
+ sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTEN_NORM);
if(tflags & TELEPORT_FLAG_PARTICLES)
{
pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
if(tflags & TELEPORT_FLAG_PARTICLES)
{
pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
// player no longer is on ground
tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
// player no longer is on ground
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
player.oldvelocity = player.velocity;
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
player.oldvelocity = player.velocity;
makevectors(e.mangle);
if(e.speed)
if(vlen(player.velocity) > e.speed)
player.velocity = normalize(player.velocity) * max(0, e.speed);
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);
if(autocvar_g_teleport_maxspeed)
if(vlen(player.velocity) > autocvar_g_teleport_maxspeed)
player.velocity = normalize(player.velocity) * max(0, autocvar_g_teleport_maxspeed);
entity e;
e = Simple_TeleportPlayer(self, other);
activator = other;
s = self.target; self.target = string_null;
SUB_UseTargets();
entity e;
e = Simple_TeleportPlayer(self, other);
activator = other;
s = self.target; self.target = string_null;
SUB_UseTargets();