#define TELEPORT_FLAGS_WARPZONE 0
#define TELEPORT_FLAGS_PORTAL (TELEPORT_FLAG_SOUND | TELEPORT_FLAG_PARTICLES | TELEPORT_FLAG_TDEATH | TELEPORT_FLAG_FORCE_TDEATH)
#define TELEPORT_FLAGS_TELEPORTER (TELEPORT_FLAG_SOUND | TELEPORT_FLAG_PARTICLES | TELEPORT_FLAG_TDEATH)
+
+// types for .teleportable entity setting
+#define TELEPORT_NORMAL 1 // play sounds/effects etc
+#define TELEPORT_SIMPLE 2 // only do teleport, nothing special
+
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
{
entity telefragger;
makevectors (to_angles);
- if(player.classname == "player") // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers
+ if(player.teleportable == TELEPORT_NORMAL) // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers
{
if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
{
player.pusher = teleporter.owner;
player.pushltime = time + autocvar_g_maxpushtime;
+ player.istypefrag = player.BUTTON_CHAT;
}
else
{
player.pushltime = 0;
+ player.istypefrag = 0;
}
player.lastteleporttime = time;
}
}
-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 not(other.iscreature)
- if (other.deadflag != DEAD_NO)
+ if not(other.teleportable)
return;
-
- // for gameplay: vehicles can't teleport
- if (other.vehicle_flags & VHF_ISVEHICLE)
+
+ if(other.vehicle)
+ if(!other.vehicle.teleportable)
return;
-
- if (other.deadflag != DEAD_NO)
+
+ if(other.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ return;
+
+ 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;
}
// this must be called to spawn the teleport waypoints for bots
InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
- if (!self.target)
+ if (self.target == "")
{
objerror ("Teleporter with no target");
return;
{
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)