1 void WarpZone_Fade_PreDraw()
3 if(self.warpzone_fadestart)
4 self.alpha = (self.warpzone_fadeend - vlen(view_origin - self.origin)) / (self.warpzone_fadeend - self.warpzone_fadestart);
10 self.drawmask = MASK_NORMAL;
13 void WarpZone_Read(float isnew)
17 ++warpzone_warpzones_exist;
21 self.enemy.classname = "warpzone_from";
23 self.classname = "trigger_warpzone";
26 self.warpzone_isboxy = (f & 1);
27 self.origin_x = ReadCoord();
28 self.origin_y = ReadCoord();
29 self.origin_z = ReadCoord();
30 self.modelindex = ReadShort();
31 self.mins_x = ReadCoord();
32 self.mins_y = ReadCoord();
33 self.mins_z = ReadCoord();
34 self.maxs_x = ReadCoord();
35 self.maxs_y = ReadCoord();
36 self.maxs_z = ReadCoord();
37 self.scale = ReadByte() / 16;
38 self.enemy.oldorigin_x = ReadCoord();
39 self.enemy.oldorigin_y = ReadCoord();
40 self.enemy.oldorigin_z = ReadCoord();
41 self.enemy.avelocity_x = ReadCoord();
42 self.enemy.avelocity_y = ReadCoord();
43 self.enemy.avelocity_z = ReadCoord();
44 self.oldorigin_x = ReadCoord();
45 self.oldorigin_y = ReadCoord();
46 self.oldorigin_z = ReadCoord();
47 self.avelocity_x = ReadCoord();
48 self.avelocity_y = ReadCoord();
49 self.avelocity_z = ReadCoord();
53 self.warpzone_fadestart = ReadShort();
54 self.warpzone_fadeend = max(self.warpzone_fadestart + 1, ReadShort());
58 self.warpzone_fadestart = 0;
59 self.warpzone_fadeend = 0;
63 WarpZone_SetUp(self, self.enemy.oldorigin, self.enemy.avelocity, self.oldorigin, self.avelocity);
66 //setmodel(self, self.model);
67 setorigin(self, self.origin);
68 setsize(self, self.mins, self.maxs);
71 // engine currently wants this
72 if(self.warpzone_fadestart)
73 self.predraw = WarpZone_Fade_PreDraw;
75 self.drawmask = MASK_NORMAL;
78 void WarpZone_Camera_Read(float isnew)
81 ++warpzone_cameras_exist;
82 self.classname = "func_warpzone_camera";
85 self.origin_x = ReadCoord();
86 self.origin_y = ReadCoord();
87 self.origin_z = ReadCoord();
88 self.modelindex = ReadShort();
89 self.mins_x = ReadCoord();
90 self.mins_y = ReadCoord();
91 self.mins_z = ReadCoord();
92 self.maxs_x = ReadCoord();
93 self.maxs_y = ReadCoord();
94 self.maxs_z = ReadCoord();
95 self.scale = ReadByte() / 16;
96 self.oldorigin_x = ReadCoord();
97 self.oldorigin_y = ReadCoord();
98 self.oldorigin_z = ReadCoord();
99 self.avelocity_x = ReadCoord();
100 self.avelocity_y = ReadCoord();
101 self.avelocity_z = ReadCoord();
105 self.warpzone_fadestart = ReadShort();
106 self.warpzone_fadeend = max(self.warpzone_fadestart + 1, ReadShort());
110 self.warpzone_fadestart = 0;
111 self.warpzone_fadeend = 0;
115 WarpZone_Camera_SetUp(self, self.oldorigin, self.avelocity);
117 // engine currently wants this
118 self.drawmask = MASK_NORMAL;
121 //setmodel(self, self.model);
122 setorigin(self, self.origin);
123 setsize(self, self.mins, self.maxs);
126 // engine currently wants this
127 if(self.warpzone_fadestart)
128 self.predraw = WarpZone_Fade_PreDraw;
130 self.drawmask = MASK_NORMAL;
133 float warpzone_fixingview;
134 float warpzone_fixingview_drawexteriormodel;
135 //float warpzone_fixingview_sidespeed;
136 //float warpzone_fixingview_forwardspeed;
137 void WarpZone_Inside()
139 if(warpzone_fixingview)
141 warpzone_fixingview = 1;
142 warpzone_fixingview_drawexteriormodel = cvar("r_drawexteriormodel");
143 //warpzone_fixingview_sidespeed = cvar("cl_sidespeed");
144 //warpzone_fixingview_forwardspeed = cvar("cl_forwardspeed");
145 cvar_set("r_drawexteriormodel", "0");
146 //cvar_set("cl_sidespeed", ftos(warpzone_fixingview_sidespeed / 100)); // just keep a bit of it in case player gets stuck
147 //cvar_set("cl_forwardspeed", ftos(warpzone_fixingview_forwardspeed / 100)); // just keep a bit of it in case player gets stuck
150 void WarpZone_Outside()
152 if(!warpzone_fixingview)
154 warpzone_fixingview = 0;
155 cvar_set("r_drawexteriormodel", ftos(warpzone_fixingview_drawexteriormodel));
156 //cvar_set("cl_sidespeed", ftos(warpzone_fixingview_sidespeed));
157 //cvar_set("cl_forwardspeed", ftos(warpzone_fixingview_forwardspeed));
160 vector WarpZone_FixNearClip(vector o, vector c0, vector c1, vector c2, vector c3)
162 float nearclipdistance;
167 mi_x = min5(o_x, c0_x, c1_x, c2_x, c3_x);
168 ma_x = max5(o_x, c0_x, c1_x, c2_x, c3_x);
169 mi_y = min5(o_y, c0_y, c1_y, c2_y, c3_y);
170 ma_y = max5(o_y, c0_y, c1_y, c2_y, c3_y);
171 mi_z = min5(o_z, c0_z, c1_z, c2_z, c3_z);
172 ma_z = max5(o_z, c0_z, c1_z, c2_z, c3_z);
174 e = WarpZone_Find(mi, ma);
177 if(WarpZone_PlaneDist(e, o) < 0)
179 // can't really be, though, but if it is, this is not my warpzone, but a random different one in the same mins/maxs
181 WarpZone_PlaneDist(e, c0),
182 WarpZone_PlaneDist(e, c1),
183 WarpZone_PlaneDist(e, c2),
184 WarpZone_PlaneDist(e, c3)
187 return e.warpzone_forward * -pd;
193 float warpzone_saved;
194 vector warpzone_saved_origin;
195 vector warpzone_saved_angles;
196 vector warpzone_saved_cl_viewangles;
198 var float autocvar_cl_rollkillspeed = 10;
200 void WarpZone_FixView()
205 vector corner0, corner1, corner2, corner3, nearclip;
208 warpzone_saved_origin = warpzone_fixview_origin;
209 warpzone_saved_angles = warpzone_fixview_angles;
210 warpzone_saved_cl_viewangles = warpzone_fixview_cl_viewangles;
212 nearclip = '0 0 1' * (cvar("r_nearclip") * 1.125);
213 corner0 = cs_unproject('0 0 0' + nearclip);
214 corner1 = cs_unproject('1 0 0' * cvar("vid_conwidth") + nearclip);
215 corner2 = cs_unproject('0 1 0' * cvar("vid_conheight") + nearclip);
216 corner3 = cs_unproject('1 0 0' * cvar("vid_conwidth") + '0 1 0' * cvar("vid_conheight") + nearclip);
219 if(warpzone_fixview_angles_z != 0 || warpzone_fixview_cl_viewangles_z != 0)
221 if(autocvar_cl_rollkillspeed)
222 f = max(0, (1 - frametime * autocvar_cl_rollkillspeed));
225 warpzone_fixview_angles_z *= f;
226 warpzone_fixview_cl_viewangles_z *= f;
227 warpzone_saved_angles_z *= f; // PERMANENTLY apply that change!
228 warpzone_saved_cl_viewangles_z *= f; // PERMANENTLY apply that change!
230 R_SetView(VF_CL_VIEWANGLES_Z, warpzone_fixview_angles_z);
234 e = WarpZone_Find(warpzone_fixview_origin, warpzone_fixview_origin);
238 warpzone_fixview_origin = WarpZone_TransformOrigin(e, warpzone_fixview_origin);
239 corner0 = WarpZone_TransformOrigin(e, corner0);
240 corner1 = WarpZone_TransformOrigin(e, corner1);
241 corner2 = WarpZone_TransformOrigin(e, corner2);
242 corner3 = WarpZone_TransformOrigin(e, corner3);
243 warpzone_fixview_angles = WarpZone_TransformVAngles(e, warpzone_fixview_angles);
244 warpzone_fixview_cl_viewangles = WarpZone_TransformVAngles(e, warpzone_fixview_cl_viewangles);
250 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
251 o = WarpZone_FixNearClip(warpzone_fixview_origin, corner0, corner1, corner2, corner3);
255 warpzone_fixview_origin += o;
258 if(warpzone_saved == 1)
260 R_SetView(VF_ORIGIN, warpzone_fixview_origin);
261 R_SetView(VF_ANGLES, warpzone_fixview_cl_viewangles);
264 void WarpZone_UnFixView()
268 warpzone_fixview_origin = warpzone_saved_origin;
269 warpzone_fixview_angles = warpzone_saved_angles;
270 warpzone_fixview_cl_viewangles = warpzone_saved_cl_viewangles;
271 R_SetView(VF_ORIGIN, warpzone_fixview_origin);
272 R_SetView(VF_ANGLES, warpzone_fixview_angles);
273 R_SetView(VF_CL_VIEWANGLES, warpzone_fixview_cl_viewangles);
281 void WarpZone_Shutdown()