#include "teleport.qh" REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_TELEPORT) #ifdef SVQC void trigger_teleport_use(entity this, entity actor, entity trigger) { if(teamplay) this.team = actor.team; #ifdef SVQC this.SendFlags |= SF_TRIGGER_UPDATE; #endif } #endif void Teleport_Touch(entity this, entity toucher) { if (this.active != ACTIVE_ACTIVE) return; #ifdef SVQC if (!toucher.teleportable) return; if(toucher.vehicle) if(!toucher.vehicle.teleportable) return; if(IS_TURRET(toucher)) return; #elif defined(CSQC) if(!IS_PLAYER(toucher)) return; #endif if(IS_DEAD(toucher)) return; if(this.team) if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher))) return; EXACTTRIGGER_TOUCH(this, toucher); #ifdef SVQC if(IS_PLAYER(toucher)) RemoveGrapplingHooks(toucher); #endif entity e; e = Simple_TeleportPlayer(this, toucher); #ifdef SVQC string s = this.target; this.target = string_null; SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for trigger too? if (!this.target) this.target = s; SUB_UseTargets(e, toucher, toucher); #endif } #ifdef SVQC float trigger_teleport_send(entity this, entity to, float sf) { WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_TELEPORT); WriteByte(MSG_ENTITY, this.team); WriteInt24_t(MSG_ENTITY, this.spawnflags); WriteByte(MSG_ENTITY, this.active); WriteCoord(MSG_ENTITY, this.speed); trigger_common_write(this, true); return true; } void trigger_teleport_link(entity this) { //trigger_link(this, trigger_teleport_send); } spawnfunc(trigger_teleport) { this.angles = '0 0 0'; this.active = ACTIVE_ACTIVE; //trigger_init(this); // only for predicted triggers? EXACTTRIGGER_INIT; this.use = trigger_teleport_use; if(this.noise != "") FOREACH_WORD(this.noise, true, precache_sound(it)); // this must be called to spawn the teleport waypoints for bots InitializeEntity(this, teleport_findtarget, INITPRIO_FINDTARGET); if (this.target == "") { objerror (this, "Teleporter with no target"); return; } IL_PUSH(g_teleporters, this); this.teleport_next = teleport_first; teleport_first = this; } #elif defined(CSQC) NET_HANDLE(ENT_CLIENT_TRIGGER_TELEPORT, bool isnew) { this.classname = "trigger_teleport"; if(isnew) IL_PUSH(g_teleporters, this); int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; } this.spawnflags = ReadInt24_t(); this.active = ReadByte(); this.speed = ReadCoord(); trigger_common_read(this, true); this.entremove = trigger_remove_generic; this.solid = SOLID_TRIGGER; //settouch(this, trigger_push_touch); this.move_time = time; defer(this, 0.25, teleport_findtarget); this.teleport_next = teleport_first; teleport_first = this; return true; } #endif