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warpzones: fix attempt for physics to adjust for warpzone transforms; may be VERY...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / warpzonelib / server.qc
1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
3
4 void WarpZone_StoreProjectileData(entity e)
5 {
6         e.warpzone_oldorigin = e.origin;
7         e.warpzone_oldvelocity = e.velocity;
8         e.warpzone_oldangles = e.angles;
9 }
10
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
12 {
13         vector from;
14
15         makevectors (to_angles);
16
17         from = player.origin;
18         setorigin (player, to);
19         player.oldorigin = to; // for DP's unsticking
20         player.angles = to_angles;
21         player.fixangle = TRUE;
22         player.velocity = to_velocity;
23
24         if(player.effects & EF_TELEPORT_BIT)
25                 player.effects &~= EF_TELEPORT_BIT;
26         else
27                 player.effects |= EF_TELEPORT_BIT;
28
29         if(player.classname == "player")
30                 player.flags &~= FL_ONGROUND;
31
32         WarpZone_PostTeleportPlayer_Callback(player);
33 }
34
35 float WarpZone_Teleport(entity player)
36 {
37         vector o0, a0, v0, o1, a1, v1;
38
39         o0 = player.origin + player.view_ofs;
40         v0 = player.velocity;
41         a0 = player.angles;
42
43         if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
44                 return 2;
45         // no failure, we simply don't want to teleport yet; TODO in
46         // this situation we may want to create a temporary clone
47         // entity of the player to fix graphics glitch
48
49         o1 = WarpZone_TransformOrigin(self, o0);
50         v1 = WarpZone_TransformVelocity(self, v0);
51         if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
52                 a1 = WarpZone_TransformVAngles(self, player.v_angle);
53         else
54                 a1 = WarpZone_TransformAngles(self, a0);
55
56         // put him inside solid
57         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
58         if(trace_startsolid)
59         {
60                 vector mi, ma;
61                 mi = player.mins;
62                 ma = player.maxs;
63                 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64                 setorigin(player, o1);
65                 if(WarpZoneLib_MoveOutOfSolid(player))
66                 {
67                         o1 = player.origin;
68                         setsize(player, mi, ma);
69                         setorigin(player, o0);
70                 }
71                 else
72                 {
73                         print("would have to put player in solid, won't do that\n");
74                         setsize(player, mi, ma);
75                         setorigin(player, o0 - player.view_ofs);
76                         return 0; // cannot fix
77                 }
78         }
79
80         if(WarpZone_TargetPlaneDist(self, o1) <= 0)
81         {
82                 print("inconsistent warp zones or evil roundoff error\n");
83                 return 0;
84         }
85
86         //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
87
88         //o1 = trace_endpos;
89         WarpZone_RefSys_Add(player, self);
90         WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
91         WarpZone_StoreProjectileData(player);
92         player.warpzone_teleport_time = servertime;
93         player.warpzone_teleport_zone = self;
94
95         return 1;
96 }
97
98 void WarpZone_Touch (void)
99 {
100         entity oldself, e;
101
102         if(other.classname == "trigger_warpzone")
103                 return;
104
105         // FIXME needs a better check to know what is safe to teleport and what not
106         if(other.movetype == MOVETYPE_NONE)
107                 return;
108
109         if(WarpZoneLib_ExactTrigger_Touch())
110                 return;
111
112         e = self.enemy;
113         if(WarpZone_Teleport(other))
114         {
115                 string save1, save2;
116                 activator = other;
117
118                 save1 = self.target; self.target = string_null;
119                 save2 = self.target3; self.target3 = string_null;
120                 SUB_UseTargets();
121                 if not(self.target) self.target = save1;
122                 if not(self.target3) self.target3 = save2;
123
124                 oldself = self;
125                 self = self.enemy;
126                 save1 = self.target; self.target = string_null;
127                 save2 = self.target2; self.target2 = string_null;
128                 SUB_UseTargets();
129                 if not(self.target) self.target = save1;
130                 if not(self.target2) self.target2 = save2;
131                 self = oldself;
132         }
133         else
134         {
135                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
136         }
137 }
138
139 float WarpZone_Send(entity to, float sendflags)
140 {
141         float f;
142         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
143
144         // we must send this flag for clientside to match properly too
145         f = 0;
146         if(self.warpzone_isboxy)
147                 f |= 1;
148         if(self.warpzone_fadestart)
149                 f |= 2;
150         if(self.origin != '0 0 0')
151                 f |= 4;
152         WriteByte(MSG_ENTITY, f);
153
154         // we need THESE to render the warpzone (and cull properly)...
155         if(f & 4)
156         {
157                 WriteCoord(MSG_ENTITY, self.origin_x);
158                 WriteCoord(MSG_ENTITY, self.origin_y);
159                 WriteCoord(MSG_ENTITY, self.origin_z);
160         }
161
162         WriteShort(MSG_ENTITY, self.modelindex);
163         WriteCoord(MSG_ENTITY, self.mins_x);
164         WriteCoord(MSG_ENTITY, self.mins_y);
165         WriteCoord(MSG_ENTITY, self.mins_z);
166         WriteCoord(MSG_ENTITY, self.maxs_x);
167         WriteCoord(MSG_ENTITY, self.maxs_y);
168         WriteCoord(MSG_ENTITY, self.maxs_z);
169         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
170
171         // we need THESE to calculate the proper transform
172         WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
173         WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
174         WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
175         WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
176         WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
177         WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
178         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
179         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
180         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
181         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
182         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
183         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
184
185         if(f & 2)
186         {
187                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
188                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
189         }
190
191         return TRUE;
192 }
193
194 float WarpZone_Camera_Send(entity to, float sendflags)
195 {
196         float f;
197         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
198
199         if(self.warpzone_fadestart)
200                 f |= 2;
201         if(self.origin != '0 0 0')
202                 f |= 4;
203         WriteByte(MSG_ENTITY, f);
204
205         // we need THESE to render the warpzone (and cull properly)...
206         if(f & 4)
207         {
208                 WriteCoord(MSG_ENTITY, self.origin_x);
209                 WriteCoord(MSG_ENTITY, self.origin_y);
210                 WriteCoord(MSG_ENTITY, self.origin_z);
211         }
212
213         WriteShort(MSG_ENTITY, self.modelindex);
214         WriteCoord(MSG_ENTITY, self.mins_x);
215         WriteCoord(MSG_ENTITY, self.mins_y);
216         WriteCoord(MSG_ENTITY, self.mins_z);
217         WriteCoord(MSG_ENTITY, self.maxs_x);
218         WriteCoord(MSG_ENTITY, self.maxs_y);
219         WriteCoord(MSG_ENTITY, self.maxs_z);
220         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
221
222         // we need THESE to calculate the proper transform
223         WriteCoord(MSG_ENTITY, self.enemy.origin_x);
224         WriteCoord(MSG_ENTITY, self.enemy.origin_y);
225         WriteCoord(MSG_ENTITY, self.enemy.origin_z);
226         WriteCoord(MSG_ENTITY, self.enemy.angles_x);
227         WriteCoord(MSG_ENTITY, self.enemy.angles_y);
228         WriteCoord(MSG_ENTITY, self.enemy.angles_z);
229
230         if(f & 2)
231         {
232                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
233                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
234         }
235
236         return TRUE;
237 }
238
239 float WarpZone_CheckProjectileImpact()
240 {
241         // if self hit a warpzone, abort
242         vector o0, v0, a0;
243         float mpd, pd, dpd;
244         entity wz;
245         wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
246         if(!wz)
247                 return 0;
248         if(self.warpzone_teleport_time == time)
249         {
250                 // just ignore if we got teleported this frame already and now hit a wall and are in a warpzone again (this will cause a detonation)
251                 // print("2 warps 1 frame\n");
252                 return -1;
253         }
254         o0 = self.origin;
255         v0 = self.velocity;
256         a0 = self.angles;
257
258         // this approach transports the projectile at its full speed, but does
259         // not properly retain the projectile trail (but we can't retain it
260         // easily anyway without delaying the projectile by two frames, so who
261         // cares)
262         WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
263         setorigin(self, trace_endpos);
264         self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
265         self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
266         
267         // in case we are in our warp zone post-teleport, shift the projectile forward a bit
268         mpd = max(vlen(self.mins), vlen(self.maxs));
269         pd = WarpZone_TargetPlaneDist(wz, self.origin);
270         if(pd < mpd)
271         {
272                 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
273                 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
274                 if(!WarpZoneLib_MoveOutOfSolid(self))
275                 {
276                         setorigin(self, o0);
277                         self.angles = a0;
278                         self.velocity = v0;
279                         return 0;
280                 }
281         }
282         WarpZone_RefSys_Add(self, wz);
283         WarpZone_StoreProjectileData(self);
284         self.warpzone_teleport_time = time;
285
286         return +1;
287 }
288 float WarpZone_Projectile_Touch()
289 {
290         float f;
291         if(other.classname == "trigger_warpzone")
292                 return TRUE;
293         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
294                 return TRUE;
295         if((f = WarpZone_CheckProjectileImpact()) != 0)
296                 return (f > 0);
297         if(self.warpzone_teleport_time == time)
298         {
299                 // sequence: hit warpzone, get teleported, hit wall
300                 // print("2 hits 1 frame\n");
301                 setorigin(self, self.warpzone_oldorigin);
302                 self.velocity = self.warpzone_oldvelocity;
303                 self.angles = self.warpzone_oldangles;
304                 return TRUE;
305         }
306         return FALSE;
307 }
308
309 void WarpZone_InitStep_FindOriginTarget()
310 {
311         if(self.killtarget != "")
312         {
313                 self.aiment = find(world, targetname, self.killtarget);
314                 if(self.aiment == world)
315                 {
316                         error("Warp zone with nonexisting killtarget");
317                         return;
318                 }
319                 self.killtarget = string_null;
320         }
321 }
322
323 void WarpZonePosition_InitStep_FindTarget()
324 {
325         if(self.target == "")
326         {
327                 error("Warp zone position with no target");
328                 return;
329         }
330         self.enemy = find(world, targetname, self.target);
331         if(self.enemy == world)
332         {
333                 error("Warp zone position with nonexisting target");
334                 return;
335         }
336         if(self.enemy.aiment)
337         {
338                 // already is positioned
339                 error("Warp zone position targeting already oriented warpzone");
340                 return;
341         }
342         self.enemy.aiment = self;
343 }
344
345 void WarpZoneCamera_InitStep_FindTarget()
346 {
347         entity e;
348         float i;
349         if(self.target == "")
350         {
351                 error("Camera with no target");
352                 return;
353         }
354         self.enemy = world;
355         for(e = world, i = 0; (e = find(e, targetname, self.target)); )
356                 if(random() * ++i < 1)
357                         self.enemy = e;
358         if(self.enemy == world)
359         {
360                 error("Camera with nonexisting target");
361                 return;
362         }
363         warpzone_cameras_exist = 1;
364         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
365         self.SendFlags = 0xFFFFFF;
366 }
367
368 void WarpZone_InitStep_UpdateTransform()
369 {
370         vector org, ang, norm, point;
371         float area;
372         vector tri, a, b, c, p, q, n;
373         float i_s, i_t, n_t;
374         string tex;
375
376         org = self.origin;
377         if(org == '0 0 0')
378                 org = 0.5 * (self.mins + self.maxs);
379
380         norm = point = '0 0 0';
381         area = 0;
382         for(i_s = 0; ; ++i_s)
383         {
384                 tex = getsurfacetexture(self, i_s);
385                 if not(tex)
386                         break; // this is beyond the last one
387                 if(tex == "textures/common/trigger")
388                         continue;
389                 n_t = getsurfacenumtriangles(self, i_s);
390                 for(i_t = 0; i_t < n_t; ++i_t)
391                 {
392                         tri = getsurfacetriangle(self, i_s, i_t);
393                         a = getsurfacepoint(self, i_s, tri_x);
394                         b = getsurfacepoint(self, i_s, tri_y);
395                         c = getsurfacepoint(self, i_s, tri_z);
396                         p = b - a;
397                         q = c - a;
398                         n =     '1 0 0' * (q_y * p_z - q_z * p_y)
399                         +       '0 1 0' * (q_z * p_x - q_x * p_z)
400                         +       '0 0 1' * (q_x * p_y - q_y * p_x);
401                         area = area + vlen(n);
402                         norm = norm + n;
403                         point = point + vlen(n) * (a + b + c);
404                 }
405         }
406         if(area > 0)
407         {
408                 norm = norm * (1 / area);
409                 point = point * (1 / (3 * area));
410                 if(vlen(norm) < 0.99)
411                 {
412                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
413                         area = 0; // no autofixing in this case
414                 }
415                 norm = normalize(norm);
416         }
417
418         if(self.aiment)
419         {
420                 org = self.aiment.origin;
421                 ang = self.aiment.angles;
422                 if(area > 0)
423                 {
424                         org = org - ((org - point) * norm) * norm; // project to plane
425                         makevectors(ang);
426                         if(norm * v_forward < 0)
427                         {
428                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
429                                 norm = -1 * norm;
430                         }
431                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
432                         ang_x = -ang_x;
433                         if(norm * v_forward < 0.99)
434                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
435                         if(vlen(org - self.aiment.origin) > 0.5)
436                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
437                 }
438         }
439         else if(area > 0)
440         {
441                 org = point;
442                 ang = vectoangles(norm);
443                 ang_x = -ang_x;
444         }
445         else
446                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
447
448         self.warpzone_origin = org;
449         self.warpzone_angles = ang;
450 }
451
452 void WarpZone_InitStep_ClearTarget()
453 {
454         if(self.enemy)
455                 self.enemy.enemy = world;
456         self.enemy = world;
457 }
458
459 entity warpzone_first; .entity warpzone_next;
460 void WarpZone_InitStep_FindTarget()
461 {
462         float i;
463         entity e, e2;
464
465         if(self.enemy)
466                 return;
467
468         // this way only one of the two ents needs to target
469         if(self.target != "")
470         {
471                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
472
473                 e2 = world;
474                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
475                         if(!e.enemy)
476                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
477                                         if(random() * ++i < 1)
478                                                 e2 = e;
479                 if(!e2)
480                 {
481                         self.enemy = world;
482                         error("Warpzone with non-existing target");
483                         return;
484                 }
485                 self.enemy = e2;
486                 e2.enemy = self;
487         }
488 }
489
490 void WarpZone_InitStep_FinalizeTransform()
491 {
492         if(!self.enemy || self.enemy.enemy != self)
493         {
494                 error("Invalid warp zone detected. Killed.");
495                 return;
496         }
497
498         warpzone_warpzones_exist = 1;
499         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
500         self.touch = WarpZone_Touch;
501         self.SendFlags = 0xFFFFFF;
502 }
503
504 float warpzone_initialized;
505 entity warpzone_first;
506 entity warpzone_position_first;
507 entity warpzone_camera_first;
508 .entity warpzone_next;
509 void spawnfunc_misc_warpzone_position(void)
510 {
511         // "target", "angles", "origin"
512         self.warpzone_next = warpzone_position_first;
513         warpzone_position_first = self;
514 }
515 void spawnfunc_trigger_warpzone_position(void)
516 {
517         spawnfunc_misc_warpzone_position();
518 }
519 void spawnfunc_trigger_warpzone(void)
520 {
521         // warp zone entities must have:
522         // "killtarget" pointing to a target_position with a direction arrow
523         //              that points AWAY from the warp zone, and that is inside
524         //              the warp zone trigger
525         // "target"     pointing to an identical warp zone at another place in
526         //              the map, with another killtarget to designate its
527         //              orientation
528
529         if(!self.scale)
530                 self.scale = self.modelscale;
531         if(!self.scale)
532                 self.scale = 1;
533         string m;
534         m = self.model;
535         WarpZoneLib_ExactTrigger_Init();
536         if(m != "")
537         {
538                 precache_model(m);
539                 setmodel(self, m); // no precision needed
540         }
541         setorigin(self, self.origin);
542         if(self.scale)
543                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
544         else
545                 setsize(self, self.mins, self.maxs);
546         self.SendEntity = WarpZone_Send;
547         self.SendFlags = 0xFFFFFF;
548         self.effects |= EF_NODEPTHTEST;
549         self.warpzone_next = warpzone_first;
550         warpzone_first = self;
551 }
552 void spawnfunc_func_camera(void)
553 {
554         if(!self.scale)
555                 self.scale = self.modelscale;
556         if(!self.scale)
557                 self.scale = 1;
558         if(self.model != "")
559         {
560                 precache_model(self.model);
561                 setmodel(self, self.model); // no precision needed
562         }
563         setorigin(self, self.origin);
564         if(self.scale)
565                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
566         else
567                 setsize(self, self.mins, self.maxs);
568         if(!self.solid)
569                 self.solid = SOLID_BSP;
570         else if(self.solid < 0)
571                 self.solid = SOLID_NOT;
572         self.SendEntity = WarpZone_Camera_Send;
573         self.SendFlags = 0xFFFFFF;
574         self.warpzone_next = warpzone_camera_first;
575         warpzone_camera_first = self;
576 }
577 void WarpZones_Reconnect()
578 {
579         entity e;
580         e = self;
581         for(self = warpzone_first; self; self = self.warpzone_next)
582                 WarpZone_InitStep_ClearTarget();
583         for(self = warpzone_first; self; self = self.warpzone_next)
584                 WarpZone_InitStep_FindTarget();
585         for(self = warpzone_camera_first; self; self = self.warpzone_next)
586                 WarpZoneCamera_InitStep_FindTarget();
587         for(self = warpzone_first; self; self = self.warpzone_next)
588                 WarpZone_InitStep_FinalizeTransform();
589         self = e;
590 }
591
592 void WarpZone_StartFrame()
593 {
594         entity e;
595         if(warpzone_initialized == 0)
596         {
597                 warpzone_initialized = 1;
598                 e = self;
599                 for(self = warpzone_first; self; self = self.warpzone_next)
600                         WarpZone_InitStep_FindOriginTarget();
601                 for(self = warpzone_position_first; self; self = self.warpzone_next)
602                         WarpZonePosition_InitStep_FindTarget();
603                 for(self = warpzone_first; self; self = self.warpzone_next)
604                         WarpZone_InitStep_UpdateTransform();
605                 self = e;
606                 WarpZones_Reconnect();
607         }
608
609         if(warpzone_warpzones_exist)
610         {
611                 entity oldself, oldother;
612                 oldself = self;
613                 oldother = other;
614                 for(e = world; (e = nextent(e)); )
615                 {
616                         WarpZone_StoreProjectileData(e);
617                         float f;
618                         f = clienttype(e);
619                         if(f == CLIENTTYPE_REAL)
620                         {
621                                 if(e.solid != SOLID_NOT) // not spectating?
622                                         continue;
623                                 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
624                                         continue;
625                                 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
626                                 if(!self)
627                                         continue;
628                                 other = e;
629                                 if(WarpZoneLib_ExactTrigger_Touch())
630                                         continue;
631                                 WarpZone_Teleport(e); // NOT triggering targets by this!
632                         }
633                         if(f == CLIENTTYPE_NOTACLIENT)
634                         {
635                                 for(; (e = nextent(e)); )
636                                         WarpZone_StoreProjectileData(e);
637                                 break;
638                         }
639                 }
640                 self = oldself;
641                 other = oldother;
642         }
643 }
644
645 .float warpzone_reconnecting;
646 float visible_to_some_client(entity ent)
647 {
648         entity e;
649         for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
650                 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
651                         if(checkpvs(e.origin + e.view_ofs, ent))
652                                 return 1;
653         return 0;
654 }
655 void trigger_warpzone_reconnect_use()
656 {
657         entity e;
658         e = self;
659         // NOTE: this matches for target, not targetname, but of course
660         // targetname must be set too on the other entities
661         for(self = warpzone_first; self; self = self.warpzone_next)
662                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
663         for(self = warpzone_camera_first; self; self = self.warpzone_next)
664                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
665         for(self = warpzone_first; self; self = self.warpzone_next)
666                 if(self.warpzone_reconnecting)
667                         WarpZone_InitStep_ClearTarget();
668         for(self = warpzone_first; self; self = self.warpzone_next)
669                 if(self.warpzone_reconnecting)
670                         WarpZone_InitStep_FindTarget();
671         for(self = warpzone_camera_first; self; self = self.warpzone_next)
672                 if(self.warpzone_reconnecting)
673                         WarpZoneCamera_InitStep_FindTarget();
674         for(self = warpzone_first; self; self = self.warpzone_next)
675                 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
676                         WarpZone_InitStep_FinalizeTransform();
677         self = e;
678 }
679
680 void spawnfunc_trigger_warpzone_reconnect()
681 {
682         self.use = trigger_warpzone_reconnect_use;
683 }
684
685 void spawnfunc_target_warpzone_reconnect()
686 {
687         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
688 }
689
690 void WarpZone_PlayerPhysics_FixVAngle(void)
691 {
692         if(time < self.warpzone_teleport_time)
693                 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
694 }