#pragma once #include "defs.qh" IntrusiveList g_teleporters; STATIC_INIT(g_teleporters) { g_teleporters = IL_NEW(); } .entity pusher; const int TELEPORT_FLAG_SOUND = BIT(0); const int TELEPORT_FLAG_PARTICLES = BIT(1); const int TELEPORT_FLAG_TDEATH = BIT(2); const int TELEPORT_FLAG_FORCE_TDEATH = BIT(3); #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 const int TELEPORT_NORMAL = 1; // play sounds/effects etc const int TELEPORT_SIMPLE = 2; // only do teleport, nothing special entity Simple_TeleportPlayer(entity teleporter, entity player); void Teleport_Touch(entity this, entity toucher); void teleport_findtarget(entity this); entity Teleport_Find(vector mi, vector ma); void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags); #ifdef SVQC void trigger_teleport_use(entity this, entity actor, entity trigger); #define TDEATHLOOP(o) \ vector deathmin = (o) + player.mins; \ vector deathmax = (o) + player.maxs; \ if(telefragmin != telefragmax) \ { \ if(deathmin.x > telefragmin.x) deathmin.x = telefragmin.x; \ if(deathmin.y > telefragmin.y) deathmin.y = telefragmin.y; \ if(deathmin.z > telefragmin.z) deathmin.z = telefragmin.z; \ if(deathmax.x < telefragmax.x) deathmax.x = telefragmax.x; \ if(deathmax.y < telefragmax.y) deathmax.y = telefragmax.y; \ if(deathmax.z < telefragmax.z) deathmax.z = telefragmax.z; \ } \ float deathradius = max(vlen(deathmin), vlen(deathmax)); \ for (entity head = findradius(o, deathradius); head; head = head.chain) \ if (head != player && head.takedamage && boxesoverlap(deathmin, deathmax, head.absmin, head.absmax)) float check_tdeath(entity player, vector org, vector telefragmin, vector telefragmax); float tdeath_hit; void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax); void spawn_tdeath(vector v0, entity e, vector v); void Reset_ArcBeam(entity player, vector forward); #endif void WarpZone_PostTeleportPlayer_Callback(entity pl); #ifdef CSQC .entity realowner; #endif