4 const float TELEPORT_FLAG_SOUND = 1;
5 const float TELEPORT_FLAG_PARTICLES = 2;
6 const float TELEPORT_FLAG_TDEATH = 4;
7 const float TELEPORT_FLAG_FORCE_TDEATH = 8;
9 #define TELEPORT_FLAGS_WARPZONE 0
10 #define TELEPORT_FLAGS_PORTAL (TELEPORT_FLAG_SOUND | TELEPORT_FLAG_PARTICLES | TELEPORT_FLAG_TDEATH | TELEPORT_FLAG_FORCE_TDEATH)
11 #define TELEPORT_FLAGS_TELEPORTER (TELEPORT_FLAG_SOUND | TELEPORT_FLAG_PARTICLES | TELEPORT_FLAG_TDEATH)
13 // types for .teleportable entity setting
14 const float TELEPORT_NORMAL = 1; // play sounds/effects etc
15 const float TELEPORT_SIMPLE = 2; // only do teleport, nothing special
17 entity Simple_TeleportPlayer(entity teleporter, entity player);
19 void Teleport_Touch(entity this, entity toucher);
21 void teleport_findtarget(entity this);
23 entity Teleport_Find(vector mi, vector ma);
25 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags);
27 entity teleport_first;
28 .entity teleport_next;
32 void trigger_teleport_use(entity this, entity actor, entity trigger);
34 #define TDEATHLOOP(o) \
39 deathmin = (o) + player.mins; \
40 deathmax = (o) + player.maxs; \
41 if(telefragmin != telefragmax) \
43 if(deathmin.x > telefragmin.x) deathmin.x = telefragmin.x; \
44 if(deathmin.y > telefragmin.y) deathmin.y = telefragmin.y; \
45 if(deathmin.z > telefragmin.z) deathmin.z = telefragmin.z; \
46 if(deathmax.x < telefragmax.x) deathmax.x = telefragmax.x; \
47 if(deathmax.y < telefragmax.y) deathmax.y = telefragmax.y; \
48 if(deathmax.z < telefragmax.z) deathmax.z = telefragmax.z; \
50 deathradius = max(vlen(deathmin), vlen(deathmax)); \
51 for(head = findradius(o, deathradius); head; head = head.chain) \
54 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
56 float check_tdeath(entity player, vector org, vector telefragmin, vector telefragmax);
58 void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax);
60 void spawn_tdeath(vector v0, entity e, vector v);
62 void Reset_ArcBeam(entity player, vector forward);
66 void WarpZone_PostTeleportPlayer_Callback(entity pl);
70 .float lastteleporttime;
72 #define TDEATHLOOP(o) \
77 deathmin = (o) + player.mins; \
78 deathmax = (o) + player.maxs; \
79 if(telefragmin != telefragmax) \
81 if(deathmin.x > telefragmin.x) deathmin.x = telefragmin.x; \
82 if(deathmin.y > telefragmin.y) deathmin.y = telefragmin.y; \
83 if(deathmin.z > telefragmin.z) deathmin.z = telefragmin.z; \
84 if(deathmax.x < telefragmax.x) deathmax.x = telefragmax.x; \
85 if(deathmax.y < telefragmax.y) deathmax.y = telefragmax.y; \
86 if(deathmax.z < telefragmax.z) deathmax.z = telefragmax.z; \
88 deathradius = max(vlen(deathmin), vlen(deathmax)); \
89 for(head = findradius(o, deathradius); head; head = head.chain) \
91 if(head.isplayermodel) \
92 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))