e = self.enemy;
if(WarpZone_Teleport(other))
{
- if(self.aiment.target)
- {
- oldself = self;
- activator = other;
- self = self.aiment;
- SUB_UseTargets();
- self = oldself;
- }
+ string save1, save2;
+ activator = other;
+
+ save1 = self.target; self.target = string_null;
+ save2 = self.target3; self.target3 = string_null;
+ SUB_UseTargets();
+ if not(self.target) self.target = save1;
+ if not(self.target3) self.target3 = save2;
+
+ oldself = self;
+ self = self.enemy;
+ save1 = self.target; self.target = string_null;
+ save2 = self.target2; self.target2 = string_null;
+ SUB_UseTargets();
+ if not(self.target) self.target = save1;
+ if not(self.target2) self.target2 = save2;
+ self = oldself;
}
else
{
float WarpZone_Send(entity to, float sendflags)
{
+ float f;
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
// we must send this flag for clientside to match properly too
- WriteByte(MSG_ENTITY, self.warpzone_isboxy);
+ f = 0;
+ if(self.warpzone_isboxy)
+ f |= 1;
+ if(self.warpzone_fadestart)
+ f |= 2;
+ if(self.origin != '0 0 0')
+ f |= 4;
+ WriteByte(MSG_ENTITY, f);
// we need THESE to render the warpzone (and cull properly)...
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ if(f & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+ }
WriteShort(MSG_ENTITY, self.modelindex);
WriteCoord(MSG_ENTITY, self.mins_x);
WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
+ if(f & 2)
+ {
+ WriteShort(MSG_ENTITY, self.warpzone_fadestart);
+ WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+ }
+
return TRUE;
}
float WarpZone_Camera_Send(entity to, float sendflags)
{
+ float f;
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
+ if(self.warpzone_fadestart)
+ f |= 2;
+ if(self.origin != '0 0 0')
+ f |= 4;
+ WriteByte(MSG_ENTITY, f);
+
// we need THESE to render the warpzone (and cull properly)...
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ if(f & 4)
+ {
+ WriteCoord(MSG_ENTITY, self.origin_x);
+ WriteCoord(MSG_ENTITY, self.origin_y);
+ WriteCoord(MSG_ENTITY, self.origin_z);
+ }
WriteShort(MSG_ENTITY, self.modelindex);
WriteCoord(MSG_ENTITY, self.mins_x);
WriteCoord(MSG_ENTITY, self.enemy.angles_y);
WriteCoord(MSG_ENTITY, self.enemy.angles_z);
+ if(f & 2)
+ {
+ WriteShort(MSG_ENTITY, self.warpzone_fadestart);
+ WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+ }
+
return TRUE;
}
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
setorigin(self, trace_endpos);
self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
- self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.velocity);
+ self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
// in case we are in our warp zone post-teleport, shift the projectile forward a bit
mpd = max(vlen(self.mins), vlen(self.maxs));
error("Warp zone with nonexisting killtarget");
return;
}
+ self.killtarget = string_null;
}
}