.vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
.float warpzone_teleport_time;
+.entity warpzone_teleport_zone;
void WarpZone_StoreProjectileData(entity e)
{
o1 = WarpZone_TransformOrigin(self, o0);
v1 = WarpZone_TransformVelocity(self, v0);
- if(player.classname == "player")
+ if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
a1 = WarpZone_TransformVAngles(self, player.v_angle);
else
a1 = WarpZone_TransformAngles(self, a0);
WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
WarpZone_StoreProjectileData(player);
player.warpzone_teleport_time = time;
+ player.warpzone_teleport_zone = self;
return 1;
}
e = self.enemy;
if(WarpZone_Teleport(other))
{
- if(self.aiment.target)
- {
- oldself = self;
- activator = other;
- self = self.aiment;
- SUB_UseTargets();
- self = oldself;
- }
+ string save1, save2;
+ activator = other;
+
+ save1 = self.target; self.target = string_null;
+ save2 = self.target3; self.target3 = string_null;
+ SUB_UseTargets();
+ if not(self.target) self.target = save1;
+ if not(self.target3) self.target3 = save2;
+
+ oldself = self;
+ self = self.enemy;
+ save1 = self.target; self.target = string_null;
+ save2 = self.target2; self.target2 = string_null;
+ SUB_UseTargets();
+ if not(self.target) self.target = save1;
+ if not(self.target2) self.target2 = save2;
+ self = oldself;
}
else
{
float WarpZone_Send(entity to, float sendflags)
{
+ float f;
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
+ // we must send this flag for clientside to match properly too
+ f = 0;
+ if(self.warpzone_isboxy)
+ f |= 1;
+ if(self.warpzone_fadestart)
+ f |= 2;
+ if(self.origin != '0 0 0')
+ f |= 4;
+ WriteByte(MSG_ENTITY, f);
+
// we need THESE to render the warpzone (and cull properly)...
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ if(f & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+ }
WriteShort(MSG_ENTITY, self.modelindex);
WriteCoord(MSG_ENTITY, self.mins_x);
WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
+ if(f & 2)
+ {
+ WriteShort(MSG_ENTITY, self.warpzone_fadestart);
+ WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+ }
+
return TRUE;
}
float WarpZone_Camera_Send(entity to, float sendflags)
{
+ float f;
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
+ if(self.warpzone_fadestart)
+ f |= 2;
+ if(self.origin != '0 0 0')
+ f |= 4;
+ WriteByte(MSG_ENTITY, f);
+
// we need THESE to render the warpzone (and cull properly)...
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ if(f & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+ }
WriteShort(MSG_ENTITY, self.modelindex);
WriteCoord(MSG_ENTITY, self.mins_x);
WriteCoord(MSG_ENTITY, self.enemy.angles_y);
WriteCoord(MSG_ENTITY, self.enemy.angles_z);
+ if(f & 2)
+ {
+ WriteShort(MSG_ENTITY, self.warpzone_fadestart);
+ WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+ }
+
return TRUE;
}
entity wz;
wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
if(!wz)
- return FALSE;
+ return 0;
+ if(self.warpzone_teleport_time == time)
+ {
+ // 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)
+ // print("2 warps 1 frame\n");
+ return -1;
+ }
o0 = self.origin;
v0 = self.velocity;
a0 = self.angles;
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
setorigin(self, trace_endpos);
self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
- self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.velocity);
+ self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
// in case we are in our warp zone post-teleport, shift the projectile forward a bit
mpd = max(vlen(self.mins), vlen(self.maxs));
pd = WarpZone_TargetPlaneDist(wz, self.origin);
if(pd < mpd)
{
- dpd = normalize(self.velocity) * self.warpzone_targetforward;
+ dpd = normalize(self.velocity) * wz.warpzone_targetforward;
setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
if(!WarpZoneLib_MoveOutOfSolid(self))
{
setorigin(self, o0);
self.angles = a0;
self.velocity = v0;
- return FALSE;
+ return 0;
}
}
WarpZone_RefSys_Add(self, wz);
WarpZone_StoreProjectileData(self);
self.warpzone_teleport_time = time;
- return TRUE;
+ return +1;
}
float WarpZone_Projectile_Touch()
{
+ float f;
if(other.classname == "trigger_warpzone")
return TRUE;
if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
return TRUE;
- if(WarpZone_CheckProjectileImpact())
- return TRUE;
- if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
+ if((f = WarpZone_CheckProjectileImpact()) != 0)
+ return (f > 0);
+ if(self.warpzone_teleport_time == time)
{
+ // sequence: hit warpzone, get teleported, hit wall
+ // print("2 hits 1 frame\n");
setorigin(self, self.warpzone_oldorigin);
self.velocity = self.warpzone_oldvelocity;
self.angles = self.warpzone_oldangles;
return TRUE;
}
-
return FALSE;
}
error("Warp zone with nonexisting killtarget");
return;
}
+ self.killtarget = string_null;
}
}
void WarpZoneCamera_InitStep_FindTarget()
{
+ entity e;
+ float i;
if(self.target == "")
{
error("Camera with no target");
return;
}
- self.enemy = find(world, targetname, self.target);
+ self.enemy = world;
+ for(e = world, i = 0; (e = find(e, targetname, self.target)); )
+ if(random() * ++i < 1)
+ self.enemy = e;
if(self.enemy == world)
{
error("Camera with nonexisting target");
return;
}
+ warpzone_cameras_exist = 1;
+ WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
+ self.SendFlags = 0xFFFFFF;
}
void WarpZone_InitStep_UpdateTransform()
self.enemy = world;
}
+entity warpzone_first; .entity warpzone_next;
void WarpZone_InitStep_FindTarget()
{
float i;
entity e, e2;
+ if(self.enemy)
+ return;
+
// this way only one of the two ents needs to target
if(self.target != "")
{
+ self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
+
e2 = world;
- for(e = world; (e = find(e, targetname, self.target)); )
+ for(e = world, i = 0; (e = find(e, targetname, self.target)); )
if(!e.enemy)
- if(random() * ++i < 1)
- e2 = e;
+ if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
+ if(random() * ++i < 1)
+ e2 = e;
if(!e2)
{
+ self.enemy = world;
error("Warpzone with non-existing target");
return;
}
return;
}
+ warpzone_warpzones_exist = 1;
WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
self.touch = WarpZone_Touch;
self.SendFlags = 0xFFFFFF;
WarpZone_InitStep_ClearTarget();
for(self = warpzone_first; self; self = self.warpzone_next)
WarpZone_InitStep_FindTarget();
+ for(self = warpzone_camera_first; self; self = self.warpzone_next)
+ WarpZoneCamera_InitStep_FindTarget();
for(self = warpzone_first; self; self = self.warpzone_next)
WarpZone_InitStep_FinalizeTransform();
self = e;
WarpZone_InitStep_FindOriginTarget();
for(self = warpzone_position_first; self; self = self.warpzone_next)
WarpZonePosition_InitStep_FindTarget();
- for(self = warpzone_camera_first; self; self = self.warpzone_next)
- WarpZoneCamera_InitStep_FindTarget();
for(self = warpzone_first; self; self = self.warpzone_next)
WarpZone_InitStep_UpdateTransform();
self = e;
WarpZones_Reconnect();
}
- for(e = world; (e = nextent(e)); )
- WarpZone_StoreProjectileData(e);
+
+ if(warpzone_warpzones_exist)
+ {
+ entity oldself, oldother;
+ oldself = self;
+ oldother = other;
+ for(e = world; (e = nextent(e)); )
+ {
+ WarpZone_StoreProjectileData(e);
+ float f;
+ f = clienttype(e);
+ if(f == CLIENTTYPE_REAL)
+ {
+ if(e.solid != SOLID_NOT) // not spectating?
+ continue;
+ if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
+ continue;
+ self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
+ if(!self)
+ continue;
+ other = e;
+ if(WarpZoneLib_ExactTrigger_Touch())
+ continue;
+ WarpZone_Teleport(e); // NOT triggering targets by this!
+ }
+ if(f == CLIENTTYPE_NOTACLIENT)
+ {
+ for(; (e = nextent(e)); )
+ WarpZone_StoreProjectileData(e);
+ break;
+ }
+ }
+ self = oldself;
+ other = oldother;
+ }
}
-void target_warpzone_reconnect_use()
+.float warpzone_reconnecting;
+float visible_to_some_client(entity ent)
+{
+ entity e;
+ for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
+ if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
+ if(checkpvs(e.origin + e.view_ofs, ent))
+ return 1;
+ return 0;
+}
+void trigger_warpzone_reconnect_use()
{
entity e;
e = self;
// NOTE: this matches for target, not targetname, but of course
// targetname must be set too on the other entities
for(self = warpzone_first; self; self = self.warpzone_next)
- if(e.target == "" || self.target == e.target)
+ self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
+ for(self = warpzone_camera_first; self; self = self.warpzone_next)
+ self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
+ for(self = warpzone_first; self; self = self.warpzone_next)
+ if(self.warpzone_reconnecting)
WarpZone_InitStep_ClearTarget();
for(self = warpzone_first; self; self = self.warpzone_next)
- if(e.target == "" || self.target == e.target)
+ if(self.warpzone_reconnecting)
WarpZone_InitStep_FindTarget();
+ for(self = warpzone_camera_first; self; self = self.warpzone_next)
+ if(self.warpzone_reconnecting)
+ WarpZoneCamera_InitStep_FindTarget();
for(self = warpzone_first; self; self = self.warpzone_next)
- if(e.target == "" || self.target == e.target || self.enemy.target == e.target)
+ if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
WarpZone_InitStep_FinalizeTransform();
self = e;
}
-void trigger_warpzone_reconnect()
+void spawnfunc_trigger_warpzone_reconnect()
{
- self.use = target_warpzone_reconnect_use;
+ self.use = trigger_warpzone_reconnect_use;
+}
+
+void spawnfunc_target_warpzone_reconnect()
+{
+ spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
+}
+
+void WarpZone_PlayerPhysics_FixVAngle(void)
+{
+#ifdef WARPZONE_FIX_VANGLE
+ if(self.v_angle_z <= 360)
+ if(clienttype(self) == CLIENTTYPE_REAL)
+ if(time - self.ping * 0.001 < self.warpzone_teleport_time)
+ {
+ self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
+ self.v_angle_z += 720; // mark as adjusted
+ }
+#endif
}