-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../warpzonelib/anglestransform.qh"
- #include "../warpzonelib/util_server.qh"
- #include "../common/constants.qh"
- #include "../common/util.qh"
- #include "../common/weapons/weapons.qh"
- #include "autocvars.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "portals.qh"
- #include "g_hook.qh"
-#endif
+#include "portals.qh"
+#include "_all.qh"
+
+#include "g_hook.qh"
+#include "g_subs.qh"
+#include "mutators/mutators_include.qh"
+#include "t_teleporters.qh"
+#include "../common/constants.qh"
+#include "../common/deathtypes.qh"
+#include "../common/notifications.qh"
+#include "../common/util.qh"
+#include "../common/weapons/all.qh"
+#include "../csqcmodellib/sv_model.qh"
+#include "../warpzonelib/anglestransform.qh"
+#include "../warpzonelib/util_server.qh"
#define PORTALS_ARE_NOT_SOLID
{
vector vbest;
- if(v.x < 0) vbest_x = p.mins.x; else vbest_x = p.maxs.x;
- if(v.y < 0) vbest_y = p.mins.y; else vbest_y = p.maxs.y;
- if(v.z < 0) vbest_z = p.mins.z; else vbest_z = p.maxs.z;
+ if(v.x < 0) vbest.x = p.mins.x; else vbest.x = p.maxs.x;
+ if(v.y < 0) vbest.y = p.mins.y; else vbest.y = p.maxs.y;
+ if(v.z < 0) vbest.z = p.mins.z; else vbest.z = p.maxs.z;
return vbest * v;
}
// PLAYERS use different math
#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang.x;
+ ang.x = -ang.x;
#endif
//print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
if(new_up * new_yawforward < 0)
new_up = -1 * new_up;
- ang_y = vectoyaw(new_up); // this vector is the yaw we want
+ ang.y = vectoyaw(new_up); // this vector is the yaw we want
//print("UP/DOWN path: ", vtos(ang), "\n");
}
else
}
#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang.x;
+ ang.x = -ang.x;
#endif
- ang_z = vangle.z;
+ ang.z = vangle.z;
return ang;
}
if(other.classname == "grapplinghook")
return; // handled by think
+ if(!autocvar_g_vehicles_teleportable)
+ if(other.vehicle_flags & VHF_ISVEHICLE)
+ return; // no teleporting vehicles?
+
if(!self.enemy)
error("Portal_Touch called for a broken portal\n");
}
}
-void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void Portal_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(deathtype == DEATH_TELEFRAG)
return;