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[xonotic/xonotic-data.pk3dir.git] / qcsrc / warpzonelib / server.qc
1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
3
4 void WarpZone_StoreProjectileData(entity e)
5 {
6         e.warpzone_oldorigin = e.origin;
7         e.warpzone_oldvelocity = e.velocity;
8         e.warpzone_oldangles = e.angles;
9 }
10
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
12 {
13         vector from;
14
15         makevectors (to_angles);
16
17         from = player.origin;
18         setorigin (player, to);
19         player.oldorigin = to; // for DP's unsticking
20         player.angles = to_angles;
21         player.fixangle = TRUE;
22         player.velocity = to_velocity;
23
24         if(player.effects & EF_TELEPORT_BIT)
25                 player.effects &~= EF_TELEPORT_BIT;
26         else
27                 player.effects |= EF_TELEPORT_BIT;
28
29         if(player.classname == "player")
30                 player.flags &~= FL_ONGROUND;
31
32         WarpZone_PostTeleportPlayer_Callback(player);
33 }
34
35 float WarpZone_Teleport(entity player)
36 {
37         vector o0, a0, v0, o1, a1, v1;
38
39         o0 = player.origin + player.view_ofs;
40         v0 = player.velocity;
41         a0 = player.angles;
42
43         if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
44                 return 2;
45         // no failure, we simply don't want to teleport yet; TODO in
46         // this situation we may want to create a temporary clone
47         // entity of the player to fix graphics glitch
48
49         o1 = WarpZone_TransformOrigin(self, o0);
50         v1 = WarpZone_TransformVelocity(self, v0);
51         if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
52                 a1 = WarpZone_TransformVAngles(self, player.v_angle);
53         else
54                 a1 = WarpZone_TransformAngles(self, a0);
55
56         // put him inside solid
57         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
58         if(trace_startsolid)
59         {
60                 vector mi, ma;
61                 mi = player.mins;
62                 ma = player.maxs;
63                 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64                 setorigin(player, o1);
65                 if(WarpZoneLib_MoveOutOfSolid(player))
66                 {
67                         o1 = player.origin;
68                         setsize(player, mi, ma);
69                         setorigin(player, o0);
70                 }
71                 else
72                 {
73                         print("would have to put player in solid, won't do that\n");
74                         setsize(player, mi, ma);
75                         setorigin(player, o0 - player.view_ofs);
76                         return 0; // cannot fix
77                 }
78         }
79
80         if(WarpZone_TargetPlaneDist(self, o1) <= 0)
81         {
82                 print("inconsistent warp zones or evil roundoff error\n");
83                 return 0;
84         }
85
86         //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
87
88         //o1 = trace_endpos;
89         WarpZone_RefSys_Add(player, self);
90         WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
91         WarpZone_StoreProjectileData(player);
92         player.warpzone_teleport_time = time;
93
94         return 1;
95 }
96
97 void WarpZone_Touch (void)
98 {
99         entity oldself, e;
100
101         if(other.classname == "trigger_warpzone")
102                 return;
103
104         // FIXME needs a better check to know what is safe to teleport and what not
105         if(other.movetype == MOVETYPE_NONE)
106                 return;
107
108         if(WarpZoneLib_ExactTrigger_Touch())
109                 return;
110
111         e = self.enemy;
112         if(WarpZone_Teleport(other))
113         {
114                 string save1, save2;
115                 activator = other;
116
117                 save1 = self.target; self.target = string_null;
118                 save2 = self.target3; self.target3 = string_null;
119                 SUB_UseTargets();
120                 if not(self.target) self.target = save1;
121                 if not(self.target3) self.target3 = save2;
122
123                 oldself = self;
124                 self = self.enemy;
125                 save1 = self.target; self.target = string_null;
126                 save2 = self.target2; self.target2 = string_null;
127                 SUB_UseTargets();
128                 if not(self.target) self.target = save1;
129                 if not(self.target2) self.target2 = save2;
130                 self = oldself;
131         }
132         else
133         {
134                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
135         }
136 }
137
138 float WarpZone_Send(entity to, float sendflags)
139 {
140         float f;
141         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
142
143         // we must send this flag for clientside to match properly too
144         f = 0;
145         if(self.warpzone_isboxy)
146                 f |= 1;
147         if(self.warpzone_fadestart)
148                 f |= 2;
149         if(self.origin != '0 0 0')
150                 f |= 4;
151         WriteByte(MSG_ENTITY, f);
152
153         // we need THESE to render the warpzone (and cull properly)...
154         if(f & 4)
155         {
156                 WriteCoord(MSG_ENTITY, self.origin_x);
157                 WriteCoord(MSG_ENTITY, self.origin_y);
158                 WriteCoord(MSG_ENTITY, self.origin_z);
159         }
160
161         WriteShort(MSG_ENTITY, self.modelindex);
162         WriteCoord(MSG_ENTITY, self.mins_x);
163         WriteCoord(MSG_ENTITY, self.mins_y);
164         WriteCoord(MSG_ENTITY, self.mins_z);
165         WriteCoord(MSG_ENTITY, self.maxs_x);
166         WriteCoord(MSG_ENTITY, self.maxs_y);
167         WriteCoord(MSG_ENTITY, self.maxs_z);
168         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
169
170         // we need THESE to calculate the proper transform
171         WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
172         WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
173         WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
174         WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
175         WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
176         WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
177         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
178         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
179         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
180         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
181         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
182         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
183
184         if(f & 2)
185         {
186                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
187                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
188         }
189
190         return TRUE;
191 }
192
193 float WarpZone_Camera_Send(entity to, float sendflags)
194 {
195         float f;
196         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
197
198         if(self.warpzone_fadestart)
199                 f |= 2;
200         if(self.origin != '0 0 0')
201                 f |= 4;
202         WriteByte(MSG_ENTITY, f);
203
204         // we need THESE to render the warpzone (and cull properly)...
205         if(f & 4)
206         {
207                 WriteCoord(MSG_ENTITY, self.origin_x);
208                 WriteCoord(MSG_ENTITY, self.origin_y);
209                 WriteCoord(MSG_ENTITY, self.origin_z);
210         }
211
212         WriteShort(MSG_ENTITY, self.modelindex);
213         WriteCoord(MSG_ENTITY, self.mins_x);
214         WriteCoord(MSG_ENTITY, self.mins_y);
215         WriteCoord(MSG_ENTITY, self.mins_z);
216         WriteCoord(MSG_ENTITY, self.maxs_x);
217         WriteCoord(MSG_ENTITY, self.maxs_y);
218         WriteCoord(MSG_ENTITY, self.maxs_z);
219         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
220
221         // we need THESE to calculate the proper transform
222         WriteCoord(MSG_ENTITY, self.enemy.origin_x);
223         WriteCoord(MSG_ENTITY, self.enemy.origin_y);
224         WriteCoord(MSG_ENTITY, self.enemy.origin_z);
225         WriteCoord(MSG_ENTITY, self.enemy.angles_x);
226         WriteCoord(MSG_ENTITY, self.enemy.angles_y);
227         WriteCoord(MSG_ENTITY, self.enemy.angles_z);
228
229         if(f & 2)
230         {
231                 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
232                 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
233         }
234
235         return TRUE;
236 }
237
238 float WarpZone_CheckProjectileImpact()
239 {
240         // if self hit a warpzone, abort
241         vector o0, v0, a0;
242         float mpd, pd, dpd;
243         entity wz;
244         wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
245         if(!wz)
246                 return 0;
247         if(self.warpzone_teleport_time == time)
248         {
249                 // 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)
250                 // print("2 warps 1 frame\n");
251                 return -1;
252         }
253         o0 = self.origin;
254         v0 = self.velocity;
255         a0 = self.angles;
256
257         // this approach transports the projectile at its full speed, but does
258         // not properly retain the projectile trail (but we can't retain it
259         // easily anyway without delaying the projectile by two frames, so who
260         // cares)
261         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
262         setorigin(self, trace_endpos);
263         self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
264         self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
265         
266         // in case we are in our warp zone post-teleport, shift the projectile forward a bit
267         mpd = max(vlen(self.mins), vlen(self.maxs));
268         pd = WarpZone_TargetPlaneDist(wz, self.origin);
269         if(pd < mpd)
270         {
271                 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
272                 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
273                 if(!WarpZoneLib_MoveOutOfSolid(self))
274                 {
275                         setorigin(self, o0);
276                         self.angles = a0;
277                         self.velocity = v0;
278                         return 0;
279                 }
280         }
281         WarpZone_RefSys_Add(self, wz);
282         WarpZone_StoreProjectileData(self);
283         self.warpzone_teleport_time = time;
284
285         return +1;
286 }
287 float WarpZone_Projectile_Touch()
288 {
289         float f;
290         if(other.classname == "trigger_warpzone")
291                 return TRUE;
292         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
293                 return TRUE;
294         if((f = WarpZone_CheckProjectileImpact()) != 0)
295                 return (f > 0);
296         if(self.warpzone_teleport_time == time)
297         {
298                 // sequence: hit warpzone, get teleported, hit wall
299                 // print("2 hits 1 frame\n");
300                 setorigin(self, self.warpzone_oldorigin);
301                 self.velocity = self.warpzone_oldvelocity;
302                 self.angles = self.warpzone_oldangles;
303                 return TRUE;
304         }
305         return FALSE;
306 }
307
308 void WarpZone_InitStep_FindOriginTarget()
309 {
310         if(self.killtarget != "")
311         {
312                 self.aiment = find(world, targetname, self.killtarget);
313                 if(self.aiment == world)
314                 {
315                         error("Warp zone with nonexisting killtarget");
316                         return;
317                 }
318                 self.killtarget = string_null;
319         }
320 }
321
322 void WarpZonePosition_InitStep_FindTarget()
323 {
324         if(self.target == "")
325         {
326                 error("Warp zone position with no target");
327                 return;
328         }
329         self.enemy = find(world, targetname, self.target);
330         if(self.enemy == world)
331         {
332                 error("Warp zone position with nonexisting target");
333                 return;
334         }
335         if(self.enemy.aiment)
336         {
337                 // already is positioned
338                 error("Warp zone position targeting already oriented warpzone");
339                 return;
340         }
341         self.enemy.aiment = self;
342 }
343
344 void WarpZoneCamera_InitStep_FindTarget()
345 {
346         entity e;
347         float i;
348         if(self.target == "")
349         {
350                 error("Camera with no target");
351                 return;
352         }
353         self.enemy = world;
354         for(e = world, i = 0; (e = find(e, targetname, self.target)); )
355                 if(random() * ++i < 1)
356                         self.enemy = e;
357         if(self.enemy == world)
358         {
359                 error("Camera with nonexisting target");
360                 return;
361         }
362         warpzone_cameras_exist = 1;
363         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
364         self.SendFlags = 0xFFFFFF;
365 }
366
367 void WarpZone_InitStep_UpdateTransform()
368 {
369         vector org, ang, norm, point;
370         float area;
371         vector tri, a, b, c, p, q, n;
372         float i_s, i_t, n_t;
373         string tex;
374
375         org = self.origin;
376         if(org == '0 0 0')
377                 org = 0.5 * (self.mins + self.maxs);
378
379         norm = point = '0 0 0';
380         area = 0;
381         for(i_s = 0; ; ++i_s)
382         {
383                 tex = getsurfacetexture(self, i_s);
384                 if not(tex)
385                         break; // this is beyond the last one
386                 if(tex == "textures/common/trigger")
387                         continue;
388                 n_t = getsurfacenumtriangles(self, i_s);
389                 for(i_t = 0; i_t < n_t; ++i_t)
390                 {
391                         tri = getsurfacetriangle(self, i_s, i_t);
392                         a = getsurfacepoint(self, i_s, tri_x);
393                         b = getsurfacepoint(self, i_s, tri_y);
394                         c = getsurfacepoint(self, i_s, tri_z);
395                         p = b - a;
396                         q = c - a;
397                         n =     '1 0 0' * (q_y * p_z - q_z * p_y)
398                         +       '0 1 0' * (q_z * p_x - q_x * p_z)
399                         +       '0 0 1' * (q_x * p_y - q_y * p_x);
400                         area = area + vlen(n);
401                         norm = norm + n;
402                         point = point + vlen(n) * (a + b + c);
403                 }
404         }
405         if(area > 0)
406         {
407                 norm = norm * (1 / area);
408                 point = point * (1 / (3 * area));
409                 if(vlen(norm) < 0.99)
410                 {
411                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
412                         area = 0; // no autofixing in this case
413                 }
414                 norm = normalize(norm);
415         }
416
417         if(self.aiment)
418         {
419                 org = self.aiment.origin;
420                 ang = self.aiment.angles;
421                 if(area > 0)
422                 {
423                         org = org - ((org - point) * norm) * norm; // project to plane
424                         makevectors(ang);
425                         if(norm * v_forward < 0)
426                         {
427                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
428                                 norm = -1 * norm;
429                         }
430                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
431                         ang_x = -ang_x;
432                         if(norm * v_forward < 0.99)
433                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
434                         if(vlen(org - self.aiment.origin) > 0.5)
435                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
436                 }
437         }
438         else if(area > 0)
439         {
440                 org = point;
441                 ang = vectoangles(norm);
442                 ang_x = -ang_x;
443         }
444         else
445                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
446
447         self.warpzone_origin = org;
448         self.warpzone_angles = ang;
449 }
450
451 void WarpZone_InitStep_ClearTarget()
452 {
453         if(self.enemy)
454                 self.enemy.enemy = world;
455         self.enemy = world;
456 }
457
458 entity warpzone_first; .entity warpzone_next;
459 void WarpZone_InitStep_FindTarget()
460 {
461         float i;
462         entity e, e2;
463
464         if(self.enemy)
465                 return;
466
467         // this way only one of the two ents needs to target
468         if(self.target != "")
469         {
470                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
471
472                 e2 = world;
473                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
474                         if(!e.enemy)
475                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
476                                         if(random() * ++i < 1)
477                                                 e2 = e;
478                 if(!e2)
479                 {
480                         self.enemy = world;
481                         error("Warpzone with non-existing target");
482                         return;
483                 }
484                 self.enemy = e2;
485                 e2.enemy = self;
486         }
487 }
488
489 void WarpZone_InitStep_FinalizeTransform()
490 {
491         if(!self.enemy || self.enemy.enemy != self)
492         {
493                 error("Invalid warp zone detected. Killed.");
494                 return;
495         }
496
497         warpzone_warpzones_exist = 1;
498         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
499         self.touch = WarpZone_Touch;
500         self.SendFlags = 0xFFFFFF;
501 }
502
503 float warpzone_initialized;
504 entity warpzone_first;
505 entity warpzone_position_first;
506 entity warpzone_camera_first;
507 .entity warpzone_next;
508 void spawnfunc_misc_warpzone_position(void)
509 {
510         // "target", "angles", "origin"
511         self.warpzone_next = warpzone_position_first;
512         warpzone_position_first = self;
513 }
514 void spawnfunc_trigger_warpzone_position(void)
515 {
516         spawnfunc_misc_warpzone_position();
517 }
518 void spawnfunc_trigger_warpzone(void)
519 {
520         // warp zone entities must have:
521         // "killtarget" pointing to a target_position with a direction arrow
522         //              that points AWAY from the warp zone, and that is inside
523         //              the warp zone trigger
524         // "target"     pointing to an identical warp zone at another place in
525         //              the map, with another killtarget to designate its
526         //              orientation
527
528         if(!self.scale)
529                 self.scale = self.modelscale;
530         if(!self.scale)
531                 self.scale = 1;
532         string m;
533         m = self.model;
534         WarpZoneLib_ExactTrigger_Init();
535         if(m != "")
536         {
537                 precache_model(m);
538                 setmodel(self, m); // no precision needed
539         }
540         setorigin(self, self.origin);
541         if(self.scale)
542                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
543         else
544                 setsize(self, self.mins, self.maxs);
545         self.SendEntity = WarpZone_Send;
546         self.SendFlags = 0xFFFFFF;
547         self.effects |= EF_NODEPTHTEST;
548         self.warpzone_next = warpzone_first;
549         warpzone_first = self;
550 }
551 void spawnfunc_func_camera(void)
552 {
553         if(!self.scale)
554                 self.scale = self.modelscale;
555         if(!self.scale)
556                 self.scale = 1;
557         if(self.model != "")
558         {
559                 precache_model(self.model);
560                 setmodel(self, self.model); // no precision needed
561         }
562         setorigin(self, self.origin);
563         if(self.scale)
564                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
565         else
566                 setsize(self, self.mins, self.maxs);
567         if(!self.solid)
568                 self.solid = SOLID_BSP;
569         else if(self.solid < 0)
570                 self.solid = SOLID_NOT;
571         self.SendEntity = WarpZone_Camera_Send;
572         self.SendFlags = 0xFFFFFF;
573         self.warpzone_next = warpzone_camera_first;
574         warpzone_camera_first = self;
575 }
576 void WarpZones_Reconnect()
577 {
578         entity e;
579         e = self;
580         for(self = warpzone_first; self; self = self.warpzone_next)
581                 WarpZone_InitStep_ClearTarget();
582         for(self = warpzone_first; self; self = self.warpzone_next)
583                 WarpZone_InitStep_FindTarget();
584         for(self = warpzone_camera_first; self; self = self.warpzone_next)
585                 WarpZoneCamera_InitStep_FindTarget();
586         for(self = warpzone_first; self; self = self.warpzone_next)
587                 WarpZone_InitStep_FinalizeTransform();
588         self = e;
589 }
590
591 void WarpZone_StartFrame()
592 {
593         entity e;
594         if(warpzone_initialized == 0)
595         {
596                 warpzone_initialized = 1;
597                 e = self;
598                 for(self = warpzone_first; self; self = self.warpzone_next)
599                         WarpZone_InitStep_FindOriginTarget();
600                 for(self = warpzone_position_first; self; self = self.warpzone_next)
601                         WarpZonePosition_InitStep_FindTarget();
602                 for(self = warpzone_first; self; self = self.warpzone_next)
603                         WarpZone_InitStep_UpdateTransform();
604                 self = e;
605                 WarpZones_Reconnect();
606         }
607
608         entity oldself, oldother;
609         oldself = self;
610         oldother = other;
611         for(e = world; (e = nextent(e)); )
612         {
613                 WarpZone_StoreProjectileData(e);
614                 float f;
615                 f = clienttype(e);
616                 if(f == CLIENTTYPE_REAL)
617                 {
618                         if(e.solid != SOLID_NOT) // not spectating?
619                                 continue;
620                         if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
621                                 continue;
622                         self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
623                         if(!self)
624                                 continue;
625                         other = e;
626                         if(WarpZoneLib_ExactTrigger_Touch())
627                                 continue;
628                         WarpZone_Teleport(e); // NOT triggering targets by this!
629                 }
630                 if(f == CLIENTTYPE_NOTACLIENT)
631                 {
632                         for(; (e = nextent(e)); )
633                                 WarpZone_StoreProjectileData(e);
634                         break;
635                 }
636         }
637         self = oldself;
638         other = oldother;
639 }
640
641 .float warpzone_reconnecting;
642 float visible_to_some_client(entity ent)
643 {
644         entity e;
645         for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
646                 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
647                         if(checkpvs(e.origin + e.view_ofs, ent))
648                                 return 1;
649         return 0;
650 }
651 void trigger_warpzone_reconnect_use()
652 {
653         entity e;
654         e = self;
655         // NOTE: this matches for target, not targetname, but of course
656         // targetname must be set too on the other entities
657         for(self = warpzone_first; self; self = self.warpzone_next)
658                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
659         for(self = warpzone_camera_first; self; self = self.warpzone_next)
660                 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
661         for(self = warpzone_first; self; self = self.warpzone_next)
662                 if(self.warpzone_reconnecting)
663                         WarpZone_InitStep_ClearTarget();
664         for(self = warpzone_first; self; self = self.warpzone_next)
665                 if(self.warpzone_reconnecting)
666                         WarpZone_InitStep_FindTarget();
667         for(self = warpzone_camera_first; self; self = self.warpzone_next)
668                 if(self.warpzone_reconnecting)
669                         WarpZoneCamera_InitStep_FindTarget();
670         for(self = warpzone_first; self; self = self.warpzone_next)
671                 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
672                         WarpZone_InitStep_FinalizeTransform();
673         self = e;
674 }
675
676 void spawnfunc_trigger_warpzone_reconnect()
677 {
678         self.use = trigger_warpzone_reconnect_use;
679 }
680
681 void spawnfunc_target_warpzone_reconnect()
682 {
683         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
684 }