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Merge branch 'master' into terencehill/tooltips_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / warpzone / server.qc
1 #include "server.qh"
2
3 #include "common.qh"
4 #if defined(CSQC)
5 #elif defined(MENUQC)
6 #elif defined(SVQC)
7         #include "../../common/constants.qh"
8         #include "../../common/triggers/subs.qh"
9         #include "../../common/util.qh"
10         #include "../../server/command/common.qh"
11         #include "../../server/constants.qh"
12         #include "../../server/defs.qh"
13 #endif
14
15 #ifdef WARPZONELIB_KEEPDEBUG
16 #define WARPZONELIB_REMOVEHACK
17 #endif
18
19 // for think function
20 .vector warpzone_save_origin;
21 .vector warpzone_save_angles;
22 .vector warpzone_save_eorigin;
23 .vector warpzone_save_eangles;
24
25 // for all entities
26 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
27 .float warpzone_teleport_time;
28 .float warpzone_teleport_finishtime;
29 .entity warpzone_teleport_zone;
30
31 void WarpZone_StoreProjectileData(entity e)
32 {
33         e.warpzone_oldorigin = e.origin;
34         e.warpzone_oldvelocity = e.velocity;
35         e.warpzone_oldangles = e.angles;
36 }
37
38 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
39 {
40         setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch
41         player.oldorigin = to; // for DP's unsticking
42         player.angles = to_angles;
43         player.fixangle = true;
44         player.velocity = to_velocity;
45
46         BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
47
48         if(IS_PLAYER(player))
49                 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
50
51         WarpZone_PostTeleportPlayer_Callback(player);
52 }
53
54 bool WarpZone_Teleported_Send(entity to, int sf)
55 {SELFPARAM();
56         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
57         WriteCoord(MSG_ENTITY, self.angles.x);
58         WriteCoord(MSG_ENTITY, self.angles.y);
59         WriteCoord(MSG_ENTITY, self.angles.z);
60         return true;
61 }
62
63 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
64 {
65         vector o0, a0, v0, o1, a1, v1, o10;
66
67         o0 = player.origin + player.view_ofs;
68         v0 = player.velocity;
69         a0 = player.angles;
70
71         o10 = o1 = WarpZone_TransformOrigin(wz, o0);
72         v1 = WarpZone_TransformVelocity(wz, v0);
73         if (!IS_NOT_A_CLIENT(player))
74                 a1 = WarpZone_TransformVAngles(wz, player.v_angle);
75         else
76                 a1 = WarpZone_TransformAngles(wz, a0);
77
78         if(f0 != 0 || f1 != 0)
79         {
80                 // retry last move but behind the warpzone!
81                 // we must first go back as far as we can, then forward again, to not cause double touch events!
82
83                 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
84                 {
85                         entity own;
86                         own = player.owner;
87                         player.owner = world;
88                         tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
89                         player.owner = own;
90                 }
91                 o1 = trace_endpos + player.view_ofs;
92
93                 float d, dv, md;
94                 md = max(vlen(player.mins), vlen(player.maxs));
95                 d = WarpZone_TargetPlaneDist(wz, o1);
96                 dv = WarpZone_TargetPlaneDist(wz, v1);
97                 if(d < 0)
98                         o1 = o1 - v1 * (d / dv);
99         }
100
101         // put him out of solid
102         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
103         if(trace_startsolid)
104         {
105                 setorigin(player, o1 - player.view_ofs);
106                 if(WarpZoneLib_MoveOutOfSolid(player))
107                 {
108                         o1 = player.origin + player.view_ofs;
109                         setorigin(player, o0 - player.view_ofs);
110                 }
111                 else
112                 {
113                         LOG_INFO("would have to put player in solid, won't do that\n");
114                         setorigin(player, o0 - player.view_ofs);
115                         return 0;
116                 }
117         }
118
119         // do the teleport
120         WarpZone_RefSys_Add(player, wz);
121         WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1);
122         WarpZone_StoreProjectileData(player);
123         player.warpzone_teleport_time = time;
124         player.warpzone_teleport_finishtime = time;
125         player.warpzone_teleport_zone = wz;
126
127         // prevent further teleports back
128         float dt = (o1 - o10) * v1 * (1 / (v1 * v1));
129         if(dt < sys_frametime)
130                 player.warpzone_teleport_finishtime += sys_frametime - dt;
131
132 #ifndef WARPZONE_USE_FIXANGLE
133         if(IS_VEHICLE(player) && player.owner)
134                 player = player.owner; // hax
135         if(IS_PLAYER(player))
136         {
137                 // instead of fixangle, send the transform to the client for smoother operation
138                 player.fixangle = false;
139
140                 entity ts = spawn();
141                 setmodel(ts, MDL_Null);
142                 ts.SendEntity = WarpZone_Teleported_Send;
143                 ts.SendFlags = 0xFFFFFF;
144                 ts.drawonlytoclient = player;
145                 ts.think = SUB_Remove;
146                 ts.nextthink = time + 1;
147                 ts.owner = player;
148                 ts.enemy = wz;
149                 ts.effects = EF_NODEPTHTEST;
150                 ts.classname = "warpzone_teleported";
151                 ts.angles = wz.warpzone_transform;
152         }
153 #endif
154
155         return 1;
156 }
157
158 void WarpZone_Touch (void)
159 {SELFPARAM();
160         if(other.classname == "trigger_warpzone")
161                 return;
162
163         if(time <= other.warpzone_teleport_finishtime) // already teleported this frame
164                 return;
165
166         // FIXME needs a better check to know what is safe to teleport and what not
167         if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW || other.tag_entity)
168                 return;
169
170         if(WarpZoneLib_ExactTrigger_Touch())
171                 return;
172
173         if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
174                 return;
175
176         float f;
177         // number of frames we need to go back:
178         //   dist = 16*sqrt(2) qu
179         //   dist ~ 24 qu
180         //   24 qu = v*t
181         //   24 qu = v*frametime*n
182         //       n = 24 qu/(v*frametime)
183         // for clients go only one frame though, may be too irritating otherwise
184         // but max 0.25 sec = 0.25/frametime frames
185         //       24/(0.25/frametime)
186         //       96*frametime
187         float d;
188         d = 24 + max(vlen(other.mins), vlen(other.maxs));
189         if(IS_NOT_A_CLIENT(other))
190                 f = -d / bound(frametime * d * 1, frametime * vlen(other.velocity), d);
191         else
192                 f = -1;
193         if(WarpZone_Teleport(self, other, f, 0))
194         {
195                 string save1, save2;
196                 activator = other;
197
198                 save1 = self.target; self.target = string_null;
199                 save2 = self.target3; self.target3 = string_null;
200                 SUB_UseTargets();
201                 if (!self.target) self.target = save1;
202                 if (!self.target3) self.target3 = save2;
203
204                 setself(self.enemy);
205                 save1 = self.target; self.target = string_null;
206                 save2 = self.target2; self.target2 = string_null;
207                 SUB_UseTargets();
208                 if (!self.target) self.target = save1;
209                 if (!self.target2) self.target2 = save2;
210                 setself(this);
211         }
212         else
213         {
214                 LOG_TRACE("WARPZONE FAIL AHAHAHAHAH))\n");
215         }
216 }
217
218 bool WarpZone_Send(entity to, int sendflags)
219 {SELFPARAM();
220         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
221
222         // we must send this flag for clientside to match properly too
223         int f = 0;
224         if(self.warpzone_isboxy)
225                 BITSET_ASSIGN(f, 1);
226         if(self.warpzone_fadestart)
227                 BITSET_ASSIGN(f, 2);
228         if(self.origin != '0 0 0')
229                 BITSET_ASSIGN(f, 4);
230         WriteByte(MSG_ENTITY, f);
231
232         // we need THESE to render the warpzone (and cull properly)...
233         if(f & 4)
234         {
235                 WriteCoord(MSG_ENTITY, self.origin.x);
236                 WriteCoord(MSG_ENTITY, self.origin.y);
237                 WriteCoord(MSG_ENTITY, self.origin.z);
238         }
239
240         WriteShort(MSG_ENTITY, self.modelindex);
241         WriteCoord(MSG_ENTITY, self.mins.x);
242         WriteCoord(MSG_ENTITY, self.mins.y);
243         WriteCoord(MSG_ENTITY, self.mins.z);
244         WriteCoord(MSG_ENTITY, self.maxs.x);
245         WriteCoord(MSG_ENTITY, self.maxs.y);
246         WriteCoord(MSG_ENTITY, self.maxs.z);
247         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
248
249         // we need THESE to calculate the proper transform
250         WriteCoord(MSG_ENTITY, self.warpzone_origin.x);
251         WriteCoord(MSG_ENTITY, self.warpzone_origin.y);
252         WriteCoord(MSG_ENTITY, self.warpzone_origin.z);
253         WriteCoord(MSG_ENTITY, self.warpzone_angles.x);
254         WriteCoord(MSG_ENTITY, self.warpzone_angles.y);
255         WriteCoord(MSG_ENTITY, self.warpzone_angles.z);
256         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.x);
257         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.y);
258         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.z);
259         WriteCoord(MSG_ENTITY, self.warpzone_targetangles.x);
260         WriteCoord(MSG_ENTITY, self.warpzone_targetangles.y);
261         WriteCoord(MSG_ENTITY, self.warpzone_targetangles.z);
262
263         if(f & 2)
264         {
265                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
266                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
267         }
268
269         return true;
270 }
271
272 bool WarpZone_Camera_Send(entity to, int sendflags)
273 {SELFPARAM();
274         int f = 0;
275         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
276
277         if(self.warpzone_fadestart)
278                 BITSET_ASSIGN(f, 2);
279         if(self.origin != '0 0 0')
280                 BITSET_ASSIGN(f, 4);
281         WriteByte(MSG_ENTITY, f);
282
283         // we need THESE to render the warpzone (and cull properly)...
284         if(f & 4)
285         {
286                 WriteCoord(MSG_ENTITY, self.origin.x);
287                 WriteCoord(MSG_ENTITY, self.origin.y);
288                 WriteCoord(MSG_ENTITY, self.origin.z);
289         }
290
291         WriteShort(MSG_ENTITY, self.modelindex);
292         WriteCoord(MSG_ENTITY, self.mins.x);
293         WriteCoord(MSG_ENTITY, self.mins.y);
294         WriteCoord(MSG_ENTITY, self.mins.z);
295         WriteCoord(MSG_ENTITY, self.maxs.x);
296         WriteCoord(MSG_ENTITY, self.maxs.y);
297         WriteCoord(MSG_ENTITY, self.maxs.z);
298         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
299
300         // we need THESE to calculate the proper transform
301         WriteCoord(MSG_ENTITY, self.enemy.origin.x);
302         WriteCoord(MSG_ENTITY, self.enemy.origin.y);
303         WriteCoord(MSG_ENTITY, self.enemy.origin.z);
304         WriteCoord(MSG_ENTITY, self.enemy.angles.x);
305         WriteCoord(MSG_ENTITY, self.enemy.angles.y);
306         WriteCoord(MSG_ENTITY, self.enemy.angles.z);
307
308         if(f & 2)
309         {
310                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
311                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
312         }
313
314         return true;
315 }
316
317 #ifdef WARPZONELIB_KEEPDEBUG
318 float WarpZone_CheckProjectileImpact(entity player)
319 {SELFPARAM();
320         vector o0, v0;
321
322         o0 = player.origin + player.view_ofs;
323         v0 = player.velocity;
324
325         // if we teleported shortly before, abort
326         if(time <= player.warpzone_teleport_finishtime + 0.1)
327                 return 0;
328
329         // if player hit a warpzone, abort
330         entity wz;
331         wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
332         if(!wz)
333                 return 0;
334
335 #ifdef WARPZONELIB_REMOVEHACK
336         LOG_INFO("impactfilter found something - and it no longer gets handled correctly - please tell divVerent whether anything behaves broken now\n");
337 #else
338         LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
339 #endif
340         LOG_INFO("Entity type: ", player.classname, "\n");
341         LOG_INFO("Origin: ", vtos(player.origin), "\n");
342         LOG_INFO("Velocity: ", vtos(player.velocity), "\n");
343
344 #ifdef WARPZONELIB_REMOVEHACK
345         return 0;
346 #else
347         // retry previous move
348         setorigin(player, player.warpzone_oldorigin);
349         player.velocity = player.warpzone_oldvelocity;
350         if(WarpZone_Teleport(wz, player, 0, 1))
351         {
352                 entity oldself;
353                 string save1, save2;
354
355                 oldself = self;
356                 self = wz;
357                 other = player;
358                 activator = player;
359
360                 save1 = self.target; self.target = string_null;
361                 save2 = self.target3; self.target3 = string_null;
362                 SUB_UseTargets();
363                 if (!self.target) self.target = save1;
364                 if (!self.target3) self.target3 = save2;
365
366                 self = self.enemy;
367                 save1 = self.target; self.target = string_null;
368                 save2 = self.target2; self.target2 = string_null;
369                 SUB_UseTargets();
370                 if (!self.target) self.target = save1;
371                 if (!self.target2) self.target2 = save2;
372                 self = oldself;
373         }
374         else
375         {
376                 setorigin(player, o0 - player.view_ofs);
377                 player.velocity = v0;
378         }
379
380         return +1;
381 #endif
382 }
383 #endif
384
385 float WarpZone_Projectile_Touch()
386 {SELFPARAM();
387         if(other.classname == "trigger_warpzone")
388                 return true;
389
390         // no further impacts if we teleported this frame!
391         // this is because even if we did teleport, the engine still may raise
392         // touch events for the previous location
393         // engine now aborts moves on teleport, so this SHOULD not happen any more
394         // but if this is called from TouchAreaGrid of the projectile moving,
395         // then this won't do
396         if(time == self.warpzone_teleport_time)
397                 return true;
398
399 #ifdef WARPZONELIB_KEEPDEBUG
400         // this SEEMS to not happen at the moment, but if it did, it would be more reliable
401         {
402                 float save_dpstartcontents;
403                 float save_dphitcontents;
404                 float save_dphitq3surfaceflags;
405                 string save_dphittexturename;
406                 float save_allsolid;
407                 float save_startsolid;
408                 float save_fraction;
409                 vector save_endpos;
410                 vector save_plane_normal;
411                 float save_plane_dist;
412                 entity save_ent;
413                 float save_inopen;
414                 float save_inwater;
415                 save_dpstartcontents = trace_dpstartcontents;
416                 save_dphitcontents = trace_dphitcontents;
417                 save_dphitq3surfaceflags = trace_dphitq3surfaceflags;
418                 save_dphittexturename = trace_dphittexturename;
419                 save_allsolid = trace_allsolid;
420                 save_startsolid = trace_startsolid;
421                 save_fraction = trace_fraction;
422                 save_endpos = trace_endpos;
423                 save_plane_normal = trace_plane_normal;
424                 save_plane_dist = trace_plane_dist;
425                 save_ent = trace_ent;
426                 save_inopen = trace_inopen;
427                 save_inwater = trace_inwater;
428                 float f;
429                 if((f = WarpZone_CheckProjectileImpact(self)) != 0)
430                         return (f > 0);
431                 trace_dpstartcontents = save_dpstartcontents;
432                 trace_dphitcontents = save_dphitcontents;
433                 trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
434                 trace_dphittexturename = save_dphittexturename;
435                 trace_allsolid = save_allsolid;
436                 trace_startsolid = save_startsolid;
437                 trace_fraction = save_fraction;
438                 trace_endpos = save_endpos;
439                 trace_plane_normal = save_plane_normal;
440                 trace_plane_dist = save_plane_dist;
441                 trace_ent = save_ent;
442                 trace_inopen = save_inopen;
443                 trace_inwater = save_inwater;
444         }
445 #endif
446
447         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
448                 return true;
449
450         return false;
451 }
452
453 void WarpZone_InitStep_FindOriginTarget()
454 {SELFPARAM();
455         if(self.killtarget != "")
456         {
457                 self.aiment = find(world, targetname, self.killtarget);
458                 if(self.aiment == world)
459                 {
460                         error("Warp zone with nonexisting killtarget");
461                         return;
462                 }
463                 self.killtarget = string_null;
464         }
465 }
466
467 void WarpZonePosition_InitStep_FindTarget()
468 {SELFPARAM();
469         if(self.target == "")
470         {
471                 error("Warp zone position with no target");
472                 return;
473         }
474         self.enemy = find(world, targetname, self.target);
475         if(self.enemy == world)
476         {
477                 error("Warp zone position with nonexisting target");
478                 return;
479         }
480         if(self.enemy.aiment)
481         {
482                 // already is positioned
483                 error("Warp zone position targeting already oriented warpzone");
484                 return;
485         }
486         self.enemy.aiment = self;
487 }
488
489 void WarpZoneCamera_Think(void)
490 {SELFPARAM();
491         if(self.warpzone_save_origin != self.origin
492         || self.warpzone_save_angles != self.angles
493         || self.warpzone_save_eorigin != self.enemy.origin
494         || self.warpzone_save_eangles != self.enemy.angles)
495         {
496                 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
497                 self.warpzone_save_origin = self.origin;
498                 self.warpzone_save_angles = self.angles;
499                 self.warpzone_save_eorigin = self.enemy.origin;
500                 self.warpzone_save_eangles = self.enemy.angles;
501         }
502         self.nextthink = time;
503 }
504
505 void WarpZoneCamera_InitStep_FindTarget()
506 {SELFPARAM();
507         entity e;
508         float i;
509         if(self.target == "")
510         {
511                 error("Camera with no target");
512                 return;
513         }
514         self.enemy = world;
515         for(e = world, i = 0; (e = find(e, targetname, self.target)); )
516                 if(random() * ++i < 1)
517                         self.enemy = e;
518         if(self.enemy == world)
519         {
520                 error("Camera with nonexisting target");
521                 return;
522         }
523         warpzone_cameras_exist = 1;
524         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
525         self.SendFlags = 0xFFFFFF;
526         if(self.spawnflags & 1)
527         {
528                 self.think = WarpZoneCamera_Think;
529                 self.nextthink = time;
530         }
531         else
532                 self.nextthink = 0;
533 }
534
535 void WarpZone_InitStep_UpdateTransform()
536 {SELFPARAM();
537         vector org, ang, norm, point;
538         float area;
539         vector tri, a, b, c, n;
540         float i_s, i_t, n_t;
541         string tex;
542
543         org = self.origin;
544         if(org == '0 0 0')
545                 org = 0.5 * (self.mins + self.maxs);
546
547         norm = point = '0 0 0';
548         area = 0;
549         for(i_s = 0; ; ++i_s)
550         {
551                 tex = getsurfacetexture(self, i_s);
552                 if (!tex)
553                         break; // this is beyond the last one
554                 if(tex == "textures/common/trigger" || tex == "trigger")
555                         continue;
556                 n_t = getsurfacenumtriangles(self, i_s);
557                 for(i_t = 0; i_t < n_t; ++i_t)
558                 {
559                         tri = getsurfacetriangle(self, i_s, i_t);
560                         a = getsurfacepoint(self, i_s, tri.x);
561                         b = getsurfacepoint(self, i_s, tri.y);
562                         c = getsurfacepoint(self, i_s, tri.z);
563                         n = cross(c - a, b - a);
564                         area = area + vlen(n);
565                         norm = norm + n;
566                         point = point + vlen(n) * (a + b + c);
567                 }
568         }
569         if(area > 0)
570         {
571                 norm = norm * (1 / area);
572                 point = point * (1 / (3 * area));
573                 if(vlen(norm) < 0.99)
574                 {
575                         LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
576                         area = 0; // no autofixing in this case
577                 }
578                 norm = normalize(norm);
579         }
580
581         ang = '0 0 0';
582         if(self.aiment)
583         {
584                 org = self.aiment.origin;
585                 ang = self.aiment.angles;
586                 if(area > 0)
587                 {
588                         org = org - ((org - point) * norm) * norm; // project to plane
589                         makevectors(ang);
590                         if(norm * v_forward < 0)
591                         {
592                                 LOG_INFO("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
593                                 norm = -1 * norm;
594                         }
595                         ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
596                         ang.x = -ang.x;
597                         if(norm * v_forward < 0.99)
598                                 LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
599                         if(vlen(org - self.aiment.origin) > 0.5)
600                                 LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
601                 }
602         }
603         else if(area > 0)
604         {
605                 org = point;
606                 ang = vectoangles(norm);
607                 ang.x = -ang.x;
608         }
609         else
610                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
611
612         self.warpzone_origin = org;
613         self.warpzone_angles = ang;
614 }
615
616 void WarpZone_InitStep_ClearTarget()
617 {SELFPARAM();
618         if(self.enemy)
619                 self.enemy.enemy = world;
620         self.enemy = world;
621 }
622
623 entity warpzone_first; .entity warpzone_next;
624 void WarpZone_InitStep_FindTarget()
625 {SELFPARAM();
626         float i;
627         entity e, e2;
628
629         if(self.enemy)
630                 return;
631
632         // this way only one of the two ents needs to target
633         if(self.target != "")
634         {
635                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
636
637                 e2 = world;
638                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
639                         if(!e.enemy)
640                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
641                                         if(random() * ++i < 1)
642                                                 e2 = e;
643                 if(!e2)
644                 {
645                         self.enemy = world;
646                         error("Warpzone with non-existing target");
647                         return;
648                 }
649                 self.enemy = e2;
650                 e2.enemy = self;
651         }
652 }
653
654 void WarpZone_Think();
655 void WarpZone_InitStep_FinalizeTransform()
656 {SELFPARAM();
657         if(!self.enemy || self.enemy.enemy != self)
658         {
659                 error("Invalid warp zone detected. Killed.");
660                 return;
661         }
662
663         warpzone_warpzones_exist = 1;
664         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
665         self.touch = WarpZone_Touch;
666         self.SendFlags = 0xFFFFFF;
667         if(self.spawnflags & 1)
668         {
669                 self.think = WarpZone_Think;
670                 self.nextthink = time;
671         }
672         else
673                 self.nextthink = 0;
674 }
675
676 float warpzone_initialized;
677 //entity warpzone_first;
678 entity warpzone_position_first;
679 entity warpzone_camera_first;
680 .entity warpzone_next;
681 spawnfunc(misc_warpzone_position)
682 {
683         // "target", "angles", "origin"
684         self.warpzone_next = warpzone_position_first;
685         warpzone_position_first = self;
686 }
687 spawnfunc(trigger_warpzone_position)
688 {
689         spawnfunc_misc_warpzone_position(this);
690 }
691 spawnfunc(trigger_warpzone)
692 {
693         // warp zone entities must have:
694         // "killtarget" pointing to a target_position with a direction arrow
695         //              that points AWAY from the warp zone, and that is inside
696         //              the warp zone trigger
697         // "target"     pointing to an identical warp zone at another place in
698         //              the map, with another killtarget to designate its
699         //              orientation
700
701         if(!self.scale)
702                 self.scale = self.modelscale;
703         if(!self.scale)
704                 self.scale = 1;
705         string m;
706         m = self.model;
707         WarpZoneLib_ExactTrigger_Init();
708         if(m != "")
709         {
710                 precache_model(m);
711                 _setmodel(self, m); // no precision needed
712         }
713         setorigin(self, self.origin);
714         if(self.scale)
715                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
716         else
717                 setsize(self, self.mins, self.maxs);
718         self.SendEntity = WarpZone_Send;
719         self.SendFlags = 0xFFFFFF;
720         BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
721         self.warpzone_next = warpzone_first;
722         warpzone_first = self;
723 }
724 spawnfunc(func_camera)
725 {
726         if(!self.scale)
727                 self.scale = self.modelscale;
728         if(!self.scale)
729                 self.scale = 1;
730         if(self.model != "")
731         {
732                 precache_model(self.model);
733                 _setmodel(self, self.model); // no precision needed
734         }
735         setorigin(self, self.origin);
736         if(self.scale)
737                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
738         else
739                 setsize(self, self.mins, self.maxs);
740         if(!self.solid)
741                 self.solid = SOLID_BSP;
742         else if(self.solid < 0)
743                 self.solid = SOLID_NOT;
744         self.SendEntity = WarpZone_Camera_Send;
745         self.SendFlags = 0xFFFFFF;
746         self.warpzone_next = warpzone_camera_first;
747         warpzone_camera_first = self;
748 }
749 void WarpZones_Reconnect()
750 {SELFPARAM();
751         for(setself(warpzone_first); self; setself(self.warpzone_next))
752                 WarpZone_InitStep_ClearTarget();
753         for(setself(warpzone_first); self; setself(self.warpzone_next))
754                 WarpZone_InitStep_FindTarget();
755         for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
756                 WarpZoneCamera_InitStep_FindTarget();
757         for(setself(warpzone_first); self; setself(self.warpzone_next))
758                 WarpZone_InitStep_FinalizeTransform();
759         setself(this);
760 }
761
762 void WarpZone_Think()
763 {SELFPARAM();
764         if(self.warpzone_save_origin != self.origin
765         || self.warpzone_save_angles != self.angles
766         || self.warpzone_save_eorigin != self.enemy.origin
767         || self.warpzone_save_eangles != self.enemy.angles)
768         {
769                 WarpZone_InitStep_UpdateTransform();
770                 setself(self.enemy);
771                 WarpZone_InitStep_UpdateTransform();
772                 setself(this);
773                 WarpZone_InitStep_FinalizeTransform();
774                 setself(self.enemy);
775                 WarpZone_InitStep_FinalizeTransform();
776                 setself(this);
777                 self.warpzone_save_origin = self.origin;
778                 self.warpzone_save_angles = self.angles;
779                 self.warpzone_save_eorigin = self.enemy.origin;
780                 self.warpzone_save_eangles = self.enemy.angles;
781         }
782         self.nextthink = time;
783 }
784
785 void WarpZone_StartFrame()
786 {SELFPARAM();
787         entity e;
788         if(warpzone_initialized == 0)
789         {
790                 warpzone_initialized = 1;
791                 for(setself(warpzone_first); self; setself(self.warpzone_next))
792                         WarpZone_InitStep_FindOriginTarget();
793                 for(setself(warpzone_position_first); self; setself(self.warpzone_next))
794                         WarpZonePosition_InitStep_FindTarget();
795                 for(setself(warpzone_first); self; setself(self.warpzone_next))
796                         WarpZone_InitStep_UpdateTransform();
797                 setself(this);
798                 WarpZones_Reconnect();
799                 WarpZone_PostInitialize_Callback();
800         }
801
802         entity oldother;
803         oldother = other;
804         for(e = world; (e = nextent(e)); )
805         {
806                 if(warpzone_warpzones_exist) { WarpZone_StoreProjectileData(e); }
807
808                 if(IS_REAL_CLIENT(e))
809                 {
810                         if(e.solid == SOLID_NOT) // not spectating?
811                         if(e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY || e.movetype == MOVETYPE_FLY_WORLDONLY) // not spectating? (this is to catch observers)
812                         {
813                                 other = e; // player
814
815                                 // warpzones
816                                 if(warpzone_warpzones_exist) {
817                                 setself(WarpZone_Find(e.origin + e.mins, e.origin + e.maxs));
818                                 if(self)
819                                 if(!WarpZoneLib_ExactTrigger_Touch())
820                                         if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
821                                                 WarpZone_Teleport(self, e, -1, 0); } // NOT triggering targets by this!
822
823                                 // teleporters
824                                 setself(Teleport_Find(e.origin + e.mins, e.origin + e.maxs));
825                                 if(self)
826                                 if(!WarpZoneLib_ExactTrigger_Touch())
827                                         Simple_TeleportPlayer(self, other); // NOT triggering targets by this!
828                         }
829                 }
830
831                 if(IS_NOT_A_CLIENT(e))
832                 {
833                         if(warpzone_warpzones_exist)
834                                 for (; (e = nextent(e)); )
835                                         WarpZone_StoreProjectileData(e);
836                         break;
837                 }
838         }
839         setself(this);
840         other = oldother;
841 }
842
843 .float warpzone_reconnecting;
844 float visible_to_some_client(entity ent)
845 {
846         entity e;
847         for(e = nextent(world); !IS_NOT_A_CLIENT(e); e = nextent(e))
848                 if(IS_PLAYER(e) && IS_REAL_CLIENT(e))
849                         if(checkpvs(e.origin + e.view_ofs, ent))
850                                 return 1;
851         return 0;
852 }
853 void trigger_warpzone_reconnect_use()
854 {SELFPARAM();
855         entity e;
856         e = self;
857         // NOTE: this matches for target, not targetname, but of course
858         // targetname must be set too on the other entities
859         for(setself(warpzone_first); self; setself(self.warpzone_next))
860                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
861         for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
862                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
863         for(setself(warpzone_first); self; setself(self.warpzone_next))
864                 if(self.warpzone_reconnecting)
865                         WarpZone_InitStep_ClearTarget();
866         for(setself(warpzone_first); self; setself(self.warpzone_next))
867                 if(self.warpzone_reconnecting)
868                         WarpZone_InitStep_FindTarget();
869         for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
870                 if(self.warpzone_reconnecting)
871                         WarpZoneCamera_InitStep_FindTarget();
872         for(setself(warpzone_first); self; setself(self.warpzone_next))
873                 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
874                         WarpZone_InitStep_FinalizeTransform();
875         setself(e);
876 }
877
878 spawnfunc(trigger_warpzone_reconnect)
879 {
880         self.use = trigger_warpzone_reconnect_use;
881 }
882
883 spawnfunc(target_warpzone_reconnect)
884 {
885         spawnfunc_trigger_warpzone_reconnect(this); // both names make sense here :(
886 }
887
888 void WarpZone_PlayerPhysics_FixVAngle(void)
889 {SELFPARAM();
890 #ifndef WARPZONE_DONT_FIX_VANGLE
891         if(IS_REAL_CLIENT(self))
892         if(self.v_angle.z <= 360) // if not already adjusted
893         if(time - self.ping * 0.001 < self.warpzone_teleport_time)
894         {
895                 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
896                 self.v_angle_z += 720; // mark as adjusted
897         }
898 #endif
899 }