#include "teleporters.qh" #if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) #include #include #include #include "../constants.qh" #include "../triggers/subs.qh" #include "../util.qh" #include #include #include #include #include "../deathtypes/all.qh" #include "../turrets/sv_turrets.qh" #include "../vehicles/all.qh" #include "../mapinfo.qh" #include #endif #ifdef SVQC float check_tdeath(entity player, vector org, vector telefragmin, vector telefragmax) { if (IS_PLAYER(player) && !IS_DEAD(player)) { TDEATHLOOP(org) { #ifdef SVQC if (!(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)) #endif if(IS_PLAYER(head)) if(!IS_DEAD(head)) return 1; } } return 0; } void trigger_teleport_link(entity this); void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax) { TDEATHLOOP(player.origin) { if (IS_PLAYER(player) && player.health >= 1) { if (!(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)) { if(IS_PLAYER(head)) if(head.health >= 1) ++tdeath_hit; Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG.m_id, head.origin, '0 0 0'); } } else // dead bodies and monsters gib themselves instead of telefragging Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG.m_id, telefragger.origin, '0 0 0'); } } void spawn_tdeath(vector v0, entity e, vector v) { tdeath(e, e, e, '0 0 0', '0 0 0'); } #endif void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags) { entity telefragger; vector from; if(teleporter.owner) telefragger = teleporter.owner; else telefragger = player; makevectors (to_angles); #ifdef SVQC 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(teleporter.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps { if(tflags & TELEPORT_FLAG_SOUND) { string thesound = SND(TELEPORT); if(teleporter.noise != "") { RandomSelection_Init(); FOREACH_WORD(teleporter.noise, true, { RandomSelection_AddString(it, 1, 1); }); thesound = RandomSelection_chosen_string; } _sound (player, CH_TRIGGER, thesound, VOL_BASE, ATTEN_NORM); } if(tflags & TELEPORT_FLAG_PARTICLES) { Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1); Send_Effect(EFFECT_TELEPORT, to + v_forward * 32, '0 0 0', 1); } teleporter.pushltime = time + 0.2; } } #endif // Relocate the player // assuming to allows PL_MIN to PL_MAX box and some more #ifdef SVQC from = player.origin; setorigin(player, to); player.oldorigin = to; // don't undo the teleport by unsticking player.angles = to_angles; player.fixangle = true; player.velocity = to_velocity; BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT); makevectors(player.angles); Reset_ArcBeam(player, v_forward); UpdateCSQCProjectileAfterTeleport(player); UpdateItemAfterTeleport(player); #elif defined(CSQC) from = player.origin; setorigin(player, to); player.angles = to_angles; player.velocity = to_velocity; UNSET_ONGROUND(player); player.iflags |= IFLAG_TELEPORTED | IFLAG_V_ANGLE | IFLAG_ANGLES; player.csqcmodel_teleported = 1; player.v_angle = to_angles; if(player == csqcplayer) // not for anything but the main player { setproperty(VF_ANGLES, player.angles); setproperty(VF_CL_VIEWANGLES, player.angles); } #endif #ifdef SVQC if(IS_PLAYER(player)) { if(tflags & TELEPORT_FLAG_TDEATH) if(player.takedamage && !IS_DEAD(player) && !g_race && !g_cts && (autocvar_g_telefrags || (tflags & TELEPORT_FLAG_FORCE_TDEATH))) tdeath(player, teleporter, telefragger, telefragmin, telefragmax); // player no longer is on ground UNSET_ONGROUND(player); // reset tracking of oldvelocity for impact damage (sudden velocity changes) player.oldvelocity = player.velocity; // reset tracking of who pushed you into a hazard (for kill credit) if(teleporter.owner) { player.pusher = teleporter.owner; player.pushltime = time + autocvar_g_maxpushtime; player.istypefrag = PHYS_INPUT_BUTTON_CHAT(player); } else { player.pushltime = 0; player.istypefrag = 0; } player.lastteleporttime = time; } #endif } entity Simple_TeleportPlayer(entity teleporter, entity player) { vector locout; entity e = NULL; // Find the output teleporter if(teleporter.enemy) { e = teleporter.enemy; } else { // sorry CSQC, random stuff ain't gonna happen #ifdef SVQC RandomSelection_Init(); FOREACH_ENTITY_STRING(targetname, teleporter.target, { bool p = true; if(STAT(TELEPORT_TELEFRAG_AVOID, player)) { #ifdef SVQC locout = it.origin + '0 0 1' * (1 - player.mins.z - 24); #elif defined(CSQC) locout = it.origin + '0 0 1' * (1 - player.mins.z - 24); #endif if(check_tdeath(player, locout, '0 0 0', '0 0 0')) p = false; } RandomSelection_AddEnt(it, (it.cnt ? it.cnt : 1), p); }); e = RandomSelection_chosen_ent; #endif } #ifdef SVQC if(!e) { sprint(player, "Teleport destination vanished. Sorry... please complain to the mapper.\n"); } #elif defined(CSQC) if(!e) { LOG_INFO("Teleport destination could not be found from CSQC."); } #endif makevectors(e.mangle); if(e.speed) if(vdist(player.velocity, >, e.speed)) player.velocity = normalize(player.velocity) * max(0, e.speed); if(STAT(TELEPORT_MAXSPEED, player)) if(vdist(player.velocity, >, STAT(TELEPORT_MAXSPEED, player))) player.velocity = normalize(player.velocity) * max(0, STAT(TELEPORT_MAXSPEED, player)); 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_findtarget(entity this) { bool istrigger = (this.solid == SOLID_TRIGGER); int n = 0; for(entity e = NULL; (e = find(e, targetname, this.target)); ) { ++n; #ifdef SVQC if(e.move_movetype == MOVETYPE_NONE) waypoint_spawnforteleporter(this, e.origin, 0); if(e.classname != "info_teleport_destination") LOG_INFO("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work."); #endif } if(n == 0) { // no dest! objerror (this, "Teleporter with nonexistant target"); return; } else if(n == 1) { // exactly one dest - bots love that this.enemy = find(NULL, targetname, this.target); } else { // have to use random selection every single time this.enemy = NULL; } // now enable touch if(istrigger) settouch(this, Teleport_Touch); #ifdef SVQC if(istrigger) trigger_teleport_link(this); #endif } entity Teleport_Find(vector mi, vector ma) { IL_EACH(g_teleporters, WarpZoneLib_BoxTouchesBrush(mi, ma, it, NULL), { return it; }); return NULL; } void WarpZone_PostTeleportPlayer_Callback(entity pl) { #ifdef SVQC makevectors(pl.angles); Reset_ArcBeam(pl, v_forward); UpdateCSQCProjectileAfterTeleport(pl); UpdateItemAfterTeleport(pl); if (IS_PLAYER(pl)) anticheat_fixangle(pl); #endif // "disown" projectiles after teleport if(pl.owner) if(pl.owner == pl.realowner) { #ifdef SVQC if(!(pl.flags & FL_PROJECTILE)) #elif defined(CSQC) if(!(pl.flags & BIT(15))) // FL_PROJECTILE #endif LOG_INFO("A non-projectile got through a warpzone and its owner cleared. It's a ", pl.classname, "."); pl.owner = NULL; } if(IS_PLAYER(pl)) { // reset tracking of oldvelocity for impact damage (sudden velocity changes) #ifdef SVQC pl.oldvelocity = pl.velocity; #endif // reset teleport time tracking too (or multijump can cause insane speeds) pl.lastteleporttime = time; } }