4 #include "../dpdefs/csprogsdefs.qh"
5 #include "../server/t_items.qh"
8 #include "../common/weapons/all.qh"
9 #include "../dpdefs/dpextensions.qh"
10 #include "../dpdefs/progsdefs.qh"
13 void WarpZone_Accumulator_Clear(entity acc)
15 acc.warpzone_transform = '0 0 0';
16 acc.warpzone_shift = '0 0 0';
18 void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
21 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
22 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
23 acc.warpzone_transform = tr;
24 acc.warpzone_shift = st;
26 void WarpZone_Accumulator_Add(entity acc, entity wz)
28 WarpZone_Accumulator_AddTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
30 void WarpZone_Accumulator_AddInverseTransform(entity acc, vector t, vector s)
33 tt = AnglesTransform_Invert(t);
34 ss = AnglesTransform_PrePostShift_GetPostShift(s, tt, '0 0 0');
35 WarpZone_Accumulator_AddTransform(acc, tt, ss);
36 // yes, this probably can be done simpler... but this way is "obvious" :)
38 void WarpZone_Accumulator_AddInverse(entity acc, entity wz)
40 WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
43 .vector(vector, vector) camera_transform;
44 float autocvar_cl_warpzone_usetrace = 1;
45 vector WarpZone_camera_transform(vector org, vector ang)
48 if(self.warpzone_fadestart)
49 if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
51 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
52 // unneeded on client, on server this helps a lot
56 org = WarpZone_TransformOrigin(self, org);
57 vf = WarpZone_TransformVelocity(self, vf);
58 vr = WarpZone_TransformVelocity(self, vr);
59 vu = WarpZone_TransformVelocity(self, vu);
60 if(autocvar_cl_warpzone_usetrace)
61 traceline(self.warpzone_targetorigin, org, MOVE_NOMONSTERS, world);
63 trace_endpos = self.warpzone_targetorigin;
70 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
72 e.warpzone_transform = AnglesTransform_RightDivide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
73 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
74 e.warpzone_origin = my_org;
75 e.warpzone_targetorigin = other_org;
76 e.warpzone_angles = my_ang;
77 e.warpzone_targetangles = other_ang;
78 fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
79 fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
80 e.camera_transform = WarpZone_camera_transform;
83 vector WarpZone_Camera_camera_transform(vector org, vector ang)
85 // a fixed camera view
86 if(self.warpzone_fadestart)
87 if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
89 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
90 // unneeded on client, on server this helps a lot
91 trace_endpos = self.warpzone_origin;
92 makevectors(self.warpzone_angles);
93 return self.warpzone_origin;
96 void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
98 e.warpzone_origin = my_org;
99 e.warpzone_angles = my_ang;
100 e.camera_transform = WarpZone_Camera_camera_transform;
105 vector WarpZoneLib_BoxTouchesBrush_mins;
106 vector WarpZoneLib_BoxTouchesBrush_maxs;
107 entity WarpZoneLib_BoxTouchesBrush_ent;
108 entity WarpZoneLib_BoxTouchesBrush_ignore;
109 float WarpZoneLib_BoxTouchesBrush_Recurse()
115 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
117 if (trace_networkentity)
119 dprint("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush\n");
120 // we cannot continue, as a player blocks us...
127 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
132 se.solid = SOLID_NOT;
133 f = WarpZoneLib_BoxTouchesBrush_Recurse();
139 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
143 if(!e.modelindex || e.warpzone_isboxy)
148 WarpZoneLib_BoxTouchesBrush_mins = mi;
149 WarpZoneLib_BoxTouchesBrush_maxs = ma;
150 WarpZoneLib_BoxTouchesBrush_ent = e;
151 WarpZoneLib_BoxTouchesBrush_ignore = ig;
152 f = WarpZoneLib_BoxTouchesBrush_Recurse();
158 entity WarpZone_Find(vector mi, vector ma)
160 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
162 if(!warpzone_warpzones_exist)
164 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
165 if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
170 void WarpZone_MakeAllSolid()
173 if(!warpzone_warpzones_exist)
175 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
179 void WarpZone_MakeAllOther()
182 if(!warpzone_warpzones_exist)
184 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
185 e.solid = SOLID_TRIGGER;
188 void WarpZone_Trace_InitTransform()
190 if(!WarpZone_trace_transform)
192 WarpZone_trace_transform = spawn();
193 WarpZone_trace_transform.classname = "warpzone_trace_transform";
195 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
197 void WarpZone_Trace_AddTransform(entity wz)
199 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
202 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
204 float nomonsters_adjusted;
211 WarpZone_trace_forent = forent;
212 WarpZone_trace_firstzone = world;
213 WarpZone_trace_lastzone = world;
214 WarpZone_Trace_InitTransform();
215 if(!warpzone_warpzones_exist)
217 if(nomonsters == MOVE_NOTHING)
222 cb(org, trace_endpos, end);
227 tracebox(org, mi, ma, end, nomonsters, WarpZone_trace_forent);
229 cb(org, trace_endpos, end);
244 nomonsters_adjusted = MOVE_NOMONSTERS;
247 nomonsters_adjusted = nomonsters;
250 if((contentshack = (WarpZone_trace_forent.dphitcontentsmask && !(WarpZone_trace_forent.dphitcontentsmask & DPCONTENTS_SOLID))))
251 BITSET_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
253 // if starting in warpzone, first transform
254 wz = WarpZone_Find(org + mi, org + ma);
257 WarpZone_trace_firstzone = wz;
258 WarpZone_trace_lastzone = wz;
259 if(zone && wz != zone)
261 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
267 WarpZone_Trace_AddTransform(wz);
268 org = WarpZone_TransformOrigin(wz, org);
269 end = WarpZone_TransformOrigin(wz, end);
271 WarpZone_MakeAllSolid();
279 dprint("Too many warpzones in sequence, aborting trace.\n");
283 tracebox(org, mi, ma, end, nomonsters_adjusted, WarpZone_trace_forent);
285 cb(org, trace_endpos, end);
287 sol = trace_startsolid;
289 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
290 if(trace_fraction >= 1)
292 if(trace_ent.classname != "trigger_warpzone")
294 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & WarpZone_trace_forent.dphitcontentsmask) == DPCONTENTS_SOLID))
296 // continue the trace, ignoring this hit (we only care for warpzones)
297 org = trace_endpos + normalize(end - org);
299 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
300 // otherwise, players could block entrances that way
306 // FIXME can this check be removed? Do we really need it?
307 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
312 if(!WarpZone_trace_firstzone)
313 WarpZone_trace_firstzone = wz;
314 WarpZone_trace_lastzone = wz;
315 if(zone && wz != zone)
317 WarpZone_Trace_AddTransform(wz);
318 // we hit a warpzone... so, let's perform the trace after the warp again
319 org = WarpZone_TransformOrigin(wz, trace_endpos);
320 end = WarpZone_TransformOrigin(wz, end);
322 // we got warped, so let's step back a bit
323 tracebox(org, mi, ma, org + normalize(org - end) * 32, nomonsters_adjusted, WarpZone_trace_forent);
326 WarpZone_MakeAllOther();
329 BITCLR_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
330 trace_startsolid = sol;
336 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
338 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, world, WarpZone_trace_callback_t_null);
341 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
343 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
346 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
349 vector vf, vr, vu, v0, o0;
354 g = cvar("sv_gravity") * e.gravity;
356 WarpZone_trace_forent = forent;
357 WarpZone_trace_firstzone = world;
358 WarpZone_trace_lastzone = world;
359 WarpZone_Trace_InitTransform();
360 WarpZone_tracetoss_time = 0;
361 if(!warpzone_warpzones_exist)
363 tracetoss(e, WarpZone_trace_forent);
365 cb(e.origin, trace_endpos, trace_endpos);
366 dt = vlen(e.origin - o0) / vlen(e.velocity);
367 WarpZone_tracetoss_time += dt;
368 e.velocity_z -= dt * g;
369 WarpZone_tracetoss_velocity = e.velocity;
378 // if starting in warpzone, first transform
379 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
382 WarpZone_trace_firstzone = wz;
383 WarpZone_trace_lastzone = wz;
384 if(zone && wz != zone)
386 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
388 WarpZone_tracetoss_time = 0;
392 WarpZone_Trace_AddTransform(wz);
393 setorigin(e, WarpZone_TransformOrigin(wz, e.origin));
394 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
396 WarpZone_MakeAllSolid();
402 dprint("Too many warpzones in sequence, aborting trace.\n");
406 tracetoss(e, WarpZone_trace_forent);
408 cb(e.origin, trace_endpos, trace_endpos);
409 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
410 WarpZone_tracetoss_time += dt;
411 e.origin = trace_endpos;
412 e.velocity_z -= dt * g;
413 if(trace_fraction >= 1)
415 if(trace_ent.classname != "trigger_warpzone")
419 // FIXME can this check be removed? Do we really need it?
420 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
425 if(!WarpZone_trace_firstzone)
426 WarpZone_trace_firstzone = wz;
427 WarpZone_trace_lastzone = wz;
428 if(zone && wz != zone)
430 WarpZone_Trace_AddTransform(wz);
431 // we hit a warpzone... so, let's perform the trace after the warp again
432 e.origin = WarpZone_TransformOrigin(wz, e.origin);
433 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
435 // we got warped, so let's step back a bit
436 e.velocity = -e.velocity;
437 tracetoss(e, WarpZone_trace_forent);
438 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
439 WarpZone_tracetoss_time -= dt;
440 e.origin = trace_endpos;
441 e.velocity = -e.velocity;
443 WarpZone_MakeAllOther();
445 WarpZone_tracetoss_velocity = e.velocity;
449 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
454 void WarpZone_TraceToss(entity e, entity forent)
456 WarpZone_TraceToss_ThroughZone(e, forent, world, WarpZone_trace_callback_t_null);
459 entity WarpZone_TrailParticles_trace_callback_own;
460 float WarpZone_TrailParticles_trace_callback_eff;
461 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
463 trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
466 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
468 WarpZone_TrailParticles_trace_callback_own = own;
469 WarpZone_TrailParticles_trace_callback_eff = eff;
470 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_trace_callback);
474 float WarpZone_TrailParticles_trace_callback_f;
475 float WarpZone_TrailParticles_trace_callback_flags;
476 void WarpZone_TrailParticles_WithMultiplier_trace_callback(vector from, vector endpos, vector to)
478 boxparticles(WarpZone_TrailParticles_trace_callback_eff, WarpZone_TrailParticles_trace_callback_own, from, endpos, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_f, WarpZone_TrailParticles_trace_callback_flags);
481 void WarpZone_TrailParticles_WithMultiplier(entity own, float eff, vector org, vector end, float f, int boxflags)
483 WarpZone_TrailParticles_trace_callback_own = own;
484 WarpZone_TrailParticles_trace_callback_eff = eff;
485 WarpZone_TrailParticles_trace_callback_f = f;
486 WarpZone_TrailParticles_trace_callback_flags = boxflags | PARTICLES_DRAWASTRAIL;
487 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_WithMultiplier_trace_callback);
491 float WarpZone_PlaneDist(entity wz, vector v)
493 return (v - wz.warpzone_origin) * wz.warpzone_forward;
496 float WarpZone_TargetPlaneDist(entity wz, vector v)
498 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
501 vector WarpZone_TransformOrigin(entity wz, vector v)
503 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
506 vector WarpZone_TransformVelocity(entity wz, vector v)
508 return AnglesTransform_Apply(wz.warpzone_transform, v);
511 vector WarpZone_TransformAngles(entity wz, vector v)
513 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
516 vector WarpZone_TransformVAngles(entity wz, vector ang)
524 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
527 ang = AnglesTransform_Normalize(ang, true);
528 ang = AnglesTransform_CancelRoll(ang);
531 ang = AnglesTransform_Normalize(ang, false);
537 vector WarpZone_UnTransformOrigin(entity wz, vector v)
539 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
542 vector WarpZone_UnTransformVelocity(entity wz, vector v)
544 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
547 vector WarpZone_UnTransformAngles(entity wz, vector v)
549 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
552 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
559 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
560 ang = AnglesTransform_Normalize(ang, true);
561 ang = AnglesTransform_CancelRoll(ang);
567 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
570 nearest.x = bound(mi.x, org.x, ma.x);
571 nearest.y = bound(mi.y, org.y, ma.y);
572 nearest.z = bound(mi.z, org.z, ma.z);
576 .float WarpZone_findradius_hit;
577 .entity WarpZone_findradius_next;
578 void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, float needlineofsight)
579 // blast origin of current search original blast origin how to untransform (victim to blast system)
583 vector shift_new, transform_new;
589 e0 = findradius(org, rad);
592 for(e = e0; e; e = e.chain)
594 p = WarpZoneLib_NearestPointOnBox(e.origin + e.mins, e.origin + e.maxs, org0);
597 traceline(org, p, MOVE_NOMONSTERS, e);
598 if(trace_fraction < 1)
601 if(!e.WarpZone_findradius_hit || vlen(e.WarpZone_findradius_dist) > vlen(org0 - p))
603 e.WarpZone_findradius_nearest = p;
604 e.WarpZone_findradius_dist = org0 - p;
605 e.WarpZone_findradius_findorigin = org;
606 e.WarpZone_findradius_findradius = rad;
607 if(e.classname == "warpzone_refsys")
609 // ignore, especially: do not overwrite the refsys parameters
611 else if(e.classname == "trigger_warpzone")
613 e.WarpZone_findradius_next = wz;
615 e.WarpZone_findradius_hit = 1;
616 e.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
617 e.enemy.WarpZone_findradius_hit = 1;
621 e.warpzone_transform = transform;
622 e.warpzone_shift = shift;
623 e.WarpZone_findradius_hit = 1;
627 for(e = wz; e; e = e.WarpZone_findradius_next)
629 org0_new = WarpZone_TransformOrigin(e, org);
630 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
631 org_new = trace_endpos;
633 transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
634 shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
635 WarpZone_FindRadius_Recurse(
637 bound(0, rad - vlen(org_new - org0_new), rad - 8),
639 transform_new, shift_new,
641 e.WarpZone_findradius_hit = 0;
642 e.enemy.WarpZone_findradius_hit = 0;
645 entity WarpZone_FindRadius(vector org, float rad, float needlineofsight)
648 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
649 e0 = findchainfloat(WarpZone_findradius_hit, 1);
650 for(e = e0; e; e = e.chain)
651 e.WarpZone_findradius_hit = 0;
655 .entity WarpZone_refsys;
656 void WarpZone_RefSys_GC()
658 // garbage collect unused reference systems
659 self.nextthink = time + 1;
660 if(self.owner.WarpZone_refsys != self)
663 void WarpZone_RefSys_CheckCreate(entity me)
665 if(me.WarpZone_refsys.owner != me)
667 me.WarpZone_refsys = spawn();
668 me.WarpZone_refsys.classname = "warpzone_refsys";
669 me.WarpZone_refsys.owner = me;
670 me.WarpZone_refsys.think = WarpZone_RefSys_GC;
671 me.WarpZone_refsys.nextthink = time + 1;
672 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
675 void WarpZone_RefSys_Clear(entity me)
677 if(me.WarpZone_refsys)
679 remove(me.WarpZone_refsys);
680 me.WarpZone_refsys = world;
683 void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
685 if(t != '0 0 0' || s != '0 0 0')
687 WarpZone_RefSys_CheckCreate(me);
688 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
691 void WarpZone_RefSys_Add(entity me, entity wz)
693 WarpZone_RefSys_AddTransform(me, wz.warpzone_transform, wz.warpzone_shift);
695 void WarpZone_RefSys_AddInverseTransform(entity me, vector t, vector s)
697 if(t != '0 0 0' || s != '0 0 0')
699 WarpZone_RefSys_CheckCreate(me);
700 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, t, s);
703 void WarpZone_RefSys_AddInverse(entity me, entity wz)
705 WarpZone_RefSys_AddInverseTransform(me, wz.warpzone_transform, wz.warpzone_shift);
707 .vector WarpZone_refsys_incremental_shift;
708 .vector WarpZone_refsys_incremental_transform;
709 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
712 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
713 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
715 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, me.WarpZone_refsys_incremental_transform, me.WarpZone_refsys_incremental_shift);
716 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref.WarpZone_refsys);
717 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
718 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
720 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
722 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
723 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
725 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
727 if(from.WarpZone_refsys)
728 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
729 if(to.WarpZone_refsys)
730 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
733 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
735 if(from.WarpZone_refsys)
736 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
737 if(to.WarpZone_refsys)
738 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
741 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
743 if(from.WarpZone_refsys)
744 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
745 if(to.WarpZone_refsys)
746 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
749 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
751 if(from.WarpZone_refsys)
752 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
753 if(to.WarpZone_refsys)
754 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
757 void WarpZone_RefSys_Copy(entity me, entity from)
759 if(from.WarpZone_refsys)
761 WarpZone_RefSys_CheckCreate(me);
762 me.WarpZone_refsys.warpzone_shift = from.WarpZone_refsys.warpzone_shift;
763 me.WarpZone_refsys.warpzone_transform = from.WarpZone_refsys.warpzone_transform;
766 WarpZone_RefSys_Clear(me);
768 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
772 WarpZone_RefSys_Copy(e, me);