void trigger_teleport_use()
{
- if(teams_matter)
+ if(teamplay)
self.team = activator.team;
}
{
TDEATHLOOP(org)
{
- if not(teams_matter && autocvar_g_telefrags_teamplay && head.team == player.team)
+ if not(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)
if(head.classname == "player")
if(head.health >= 1)
return 1;
{
if (player.classname == "player" && player.health >= 1)
{
- if not(teams_matter && autocvar_g_telefrags_teamplay && head.team == player.team)
+ if not(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)
{
if(head.classname == "player")
if(head.health >= 1)
if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
- sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
+ sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
if(tflags & TELEPORT_FLAG_PARTICLES)
{
pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
}
}
-void Simple_TeleportPlayer(entity teleporter, entity player)
+entity Simple_TeleportPlayer(entity teleporter, entity player)
{
vector locout;
entity e;
float p;
// Find the output teleporter
- if(!teleporter.enemy)
+ if(teleporter.enemy)
+ {
+ e = teleporter.enemy;
+ }
+ else
{
RandomSelection_Init();
for(e = world; (e = find(e, targetname, teleporter.target)); )
}
RandomSelection_Add(e, 0, string_null, (e.cnt ? e.cnt : 1), p);
}
- teleporter.enemy = RandomSelection_chosen_ent;
+ e = RandomSelection_chosen_ent;
}
- if(!teleporter.enemy) { sprint(player, "Teleport destination vanished. Sorry... please complain to the mapper.\n"); }
+ if(!e) { sprint(player, "Teleport destination vanished. Sorry... please complain to the mapper.\n"); }
- makevectors(teleporter.enemy.mangle);
+ makevectors(e.mangle);
- if(teleporter.enemy.speed)
- if(vlen(player.velocity) > teleporter.enemy.speed)
- player.velocity = normalize(player.velocity) * max(0, teleporter.enemy.speed);
+ if(e.speed)
+ if(vlen(player.velocity) > e.speed)
+ player.velocity = normalize(player.velocity) * max(0, e.speed);
if(autocvar_g_teleport_maxspeed)
if(vlen(player.velocity) > autocvar_g_teleport_maxspeed)
player.velocity = normalize(player.velocity) * max(0, autocvar_g_teleport_maxspeed);
- locout = teleporter.enemy.origin + '0 0 1' * (1 - player.mins_z - 24);
- TeleportPlayer(teleporter, player, locout, teleporter.enemy.mangle, v_forward * vlen(player.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
+ locout = e.origin + '0 0 1' * (1 - player.mins_z - 24);
+ TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
+
+ return e;
}
void Teleport_Touch (void)
if (self.active != ACTIVE_ACTIVE)
return;
- if (other.deadflag != DEAD_NO)
+ if not(other.iscreature)
+ return;
+
+ // for gameplay: vehicles can't teleport
+ if (other.vehicle_flags & VHF_ISVEHICLE)
return;
- if not(other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
+
+ if (other.deadflag != DEAD_NO)
return;
if(self.team)
if(other.classname == "player")
RemoveGrapplingHook(other);
- Simple_TeleportPlayer(self, other);
+ entity e;
+ e = Simple_TeleportPlayer(self, other);
activator = other;
s = self.target; self.target = string_null;
if not(self.target) self.target = s;
oldself = self;
- self = self.enemy;
+ self = e;
SUB_UseTargets();
self = oldself;
}
entity e;
float n;
- RandomSelection_Init();
n = 0;
for(e = world; (e = find(e, targetname, self.target)); )
{
++n;
if(e.movetype == MOVETYPE_NONE)
- RandomSelection_Add(e, 0, string_null, 1, 1);
+ waypoint_spawnforteleporter(self, e.origin, 0);
if(e.classname != "info_teleport_destination")
print("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
}
- if(RandomSelection_chosen_ent)
- waypoint_spawnforteleporter(self, RandomSelection_chosen_ent.origin, 0);
if(n == 0)
{
{
// exactly one dest - bots love that
self.enemy = find(e, targetname, self.target);
- self.dest = self.enemy.origin;
}
else
{
void WarpZone_PostTeleportPlayer_Callback(entity pl)
{
UpdateCSQCProjectileAfterTeleport(pl);
+ // "disown" projectiles after teleport
+ if(pl.owner)
+ if(pl.owner == pl.realowner)
+ {
+ if(!(pl.flags & FL_PROJECTILE))
+ print("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, ".\n");
+ pl.owner = world;
+ }
if(pl.classname == "player")
{
// reset tracking of oldvelocity for impact damage (sudden velocity changes)