4 #include <common/t_items.qh>
7 #include <common/weapons/_all.qh>
10 void WarpZone_Accumulator_Clear(entity acc)
12 acc.warpzone_transform = '0 0 0';
13 acc.warpzone_shift = '0 0 0';
15 void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
18 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
19 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
20 acc.warpzone_transform = tr;
21 acc.warpzone_shift = st;
23 void WarpZone_Accumulator_Add(entity acc, entity wz)
25 WarpZone_Accumulator_AddTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
27 void WarpZone_Accumulator_AddInverseTransform(entity acc, vector t, vector s)
30 tt = AnglesTransform_Invert(t);
31 ss = AnglesTransform_PrePostShift_GetPostShift(s, tt, '0 0 0');
32 WarpZone_Accumulator_AddTransform(acc, tt, ss);
33 // yes, this probably can be done simpler... but this way is "obvious" :)
35 void WarpZone_Accumulator_AddInverse(entity acc, entity wz)
37 WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
40 float autocvar_cl_warpzone_usetrace = 1;
41 vector WarpZone_camera_transform(entity this, vector org, vector ang)
44 if(this.warpzone_fadestart)
45 if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
47 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
48 // unneeded on client, on server this helps a lot
52 org = WarpZone_TransformOrigin(this, org);
53 vf = WarpZone_TransformVelocity(this, vf);
54 vr = WarpZone_TransformVelocity(this, vr);
55 vu = WarpZone_TransformVelocity(this, vu);
56 if(autocvar_cl_warpzone_usetrace)
57 traceline(this.warpzone_targetorigin, org, MOVE_NOMONSTERS, NULL);
59 trace_endpos = this.warpzone_targetorigin;
66 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
68 e.warpzone_transform = AnglesTransform_RightDivide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
69 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
70 e.warpzone_origin = my_org;
71 e.warpzone_targetorigin = other_org;
72 e.warpzone_angles = my_ang;
73 e.warpzone_targetangles = other_ang;
74 FIXED_MAKE_VECTORS_NEW(my_ang, forward, right, up);
75 e.warpzone_forward = forward;
76 FIXED_MAKE_VECTORS(other_ang, forward, right, up);
77 e.warpzone_targetforward = forward;
78 setcamera_transform(e, WarpZone_camera_transform);
81 vector WarpZone_Camera_camera_transform(entity this, vector org, vector ang)
83 // a fixed camera view
84 if(this.warpzone_fadestart)
85 if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
87 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
88 // unneeded on client, on server this helps a lot
89 trace_endpos = this.warpzone_origin;
90 makevectors(this.warpzone_angles);
91 return this.warpzone_origin;
94 void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
96 e.warpzone_origin = my_org;
97 e.warpzone_angles = my_ang;
98 setcamera_transform(e, WarpZone_Camera_camera_transform);
103 vector WarpZoneLib_BoxTouchesBrush_mins;
104 vector WarpZoneLib_BoxTouchesBrush_maxs;
105 entity WarpZoneLib_BoxTouchesBrush_ent;
106 entity WarpZoneLib_BoxTouchesBrush_ignore;
107 float WarpZoneLib_BoxTouchesBrush_Recurse()
113 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
115 if (trace_networkentity)
117 LOG_TRACE("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush");
118 // we cannot continue, as a player blocks us...
125 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
130 se.solid = SOLID_NOT;
131 f = WarpZoneLib_BoxTouchesBrush_Recurse();
137 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
141 if(!e.modelindex || e.warpzone_isboxy)
146 WarpZoneLib_BoxTouchesBrush_mins = mi;
147 WarpZoneLib_BoxTouchesBrush_maxs = ma;
148 WarpZoneLib_BoxTouchesBrush_ent = e;
149 WarpZoneLib_BoxTouchesBrush_ignore = ig;
150 f = WarpZoneLib_BoxTouchesBrush_Recurse();
156 entity WarpZone_Find(vector mi, vector ma)
158 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
159 if(!warpzone_warpzones_exist)
161 IL_EACH(g_warpzones, WarpZoneLib_BoxTouchesBrush(mi, ma, it, NULL),
168 void WarpZone_MakeAllSolid()
170 if(!warpzone_warpzones_exist)
172 IL_EACH(g_warpzones, true,
174 it.solid = SOLID_BSP;
178 void WarpZone_MakeAllOther()
180 if(!warpzone_warpzones_exist)
182 IL_EACH(g_warpzones, true,
184 it.solid = SOLID_TRIGGER;
188 void WarpZone_Trace_InitTransform()
190 if(!WarpZone_trace_transform)
192 WarpZone_trace_transform = new_pure(warpzone_trace_transform);
194 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
196 void WarpZone_Trace_AddTransform(entity wz)
198 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
201 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
203 float nomonsters_adjusted;
208 WarpZone_trace_forent = forent;
209 WarpZone_trace_firstzone = NULL;
210 WarpZone_trace_lastzone = NULL;
211 WarpZone_Trace_InitTransform();
212 if(!warpzone_warpzones_exist)
214 if(nomonsters == MOVE_NOTHING)
219 cb(org, trace_endpos, end);
224 tracebox(org, mi, ma, end, nomonsters, WarpZone_trace_forent);
226 cb(org, trace_endpos, end);
235 nomonsters_adjusted = MOVE_NOMONSTERS;
238 nomonsters_adjusted = nomonsters;
241 if((contentshack = (WarpZone_trace_forent.dphitcontentsmask && !(WarpZone_trace_forent.dphitcontentsmask & DPCONTENTS_SOLID))))
242 BITSET_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
244 // if starting in warpzone, first transform
245 wz = WarpZone_Find(org + mi, org + ma);
248 WarpZone_trace_firstzone = wz;
249 WarpZone_trace_lastzone = wz;
250 if(zone && wz != zone)
252 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
258 WarpZone_Trace_AddTransform(wz);
259 org = WarpZone_TransformOrigin(wz, org);
260 end = WarpZone_TransformOrigin(wz, end);
262 WarpZone_MakeAllSolid();
270 LOG_TRACE("Too many warpzones in sequence, aborting trace.");
274 tracebox(org, mi, ma, end, nomonsters_adjusted, WarpZone_trace_forent);
276 cb(org, trace_endpos, end);
278 sol = trace_startsolid;
280 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
281 if(trace_fraction >= 1)
283 if(trace_ent.classname != "trigger_warpzone")
285 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & WarpZone_trace_forent.dphitcontentsmask) == DPCONTENTS_SOLID))
287 // continue the trace, ignoring this hit (we only care for warpzones)
288 org = trace_endpos + normalize(end - org);
290 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
291 // otherwise, players could block entrances that way
295 /*if(trace_ent == wz)
297 // FIXME can this check be removed? Do we really need it?
298 LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace");
303 if(!WarpZone_trace_firstzone)
304 WarpZone_trace_firstzone = wz;
305 WarpZone_trace_lastzone = wz;
306 if(zone && wz != zone)
308 WarpZone_Trace_AddTransform(wz);
309 // we hit a warpzone... so, let's perform the trace after the warp again
310 org = WarpZone_TransformOrigin(wz, trace_endpos);
311 end = WarpZone_TransformOrigin(wz, end);
313 // we got warped, so let's step back a bit
314 tracebox(org, mi, ma, org + normalize(org - end) * 32, nomonsters_adjusted, WarpZone_trace_forent);
317 WarpZone_MakeAllOther();
320 BITCLR_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
321 trace_startsolid = sol;
324 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
326 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, NULL, WarpZone_trace_callback_t_null);
329 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
331 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
334 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
342 g = cvar("sv_gravity") * e.gravity;
344 WarpZone_trace_forent = forent;
345 WarpZone_trace_firstzone = NULL;
346 WarpZone_trace_lastzone = NULL;
347 WarpZone_Trace_InitTransform();
348 WarpZone_tracetoss_time = 0;
349 if(!warpzone_warpzones_exist)
351 tracetoss(e, WarpZone_trace_forent);
353 cb(e.origin, trace_endpos, trace_endpos);
354 dt = vlen(e.origin - o0) / vlen(e.velocity);
355 WarpZone_tracetoss_time += dt;
356 e.velocity_z -= dt * g;
357 WarpZone_tracetoss_velocity = e.velocity;
362 // if starting in warpzone, first transform
363 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
366 WarpZone_trace_firstzone = wz;
367 WarpZone_trace_lastzone = wz;
368 if(zone && wz != zone)
370 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
372 WarpZone_tracetoss_time = 0;
376 WarpZone_Trace_AddTransform(wz);
377 vector org = WarpZone_TransformOrigin(wz, e.origin);
379 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
381 WarpZone_MakeAllSolid();
387 LOG_TRACE("Too many warpzones in sequence, aborting trace.");
391 tracetoss(e, WarpZone_trace_forent);
393 cb(e.origin, trace_endpos, trace_endpos);
394 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
395 WarpZone_tracetoss_time += dt;
396 e.origin = trace_endpos;
397 e.velocity_z -= dt * g;
398 if(trace_fraction >= 1)
400 if(trace_ent.classname != "trigger_warpzone")
404 // FIXME can this check be removed? Do we really need it?
405 LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace");
410 if(!WarpZone_trace_firstzone)
411 WarpZone_trace_firstzone = wz;
412 WarpZone_trace_lastzone = wz;
413 if(zone && wz != zone)
415 WarpZone_Trace_AddTransform(wz);
416 // we hit a warpzone... so, let's perform the trace after the warp again
417 e.origin = WarpZone_TransformOrigin(wz, e.origin);
418 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
420 // we got warped, so let's step back a bit
421 e.velocity = -e.velocity;
422 tracetoss(e, WarpZone_trace_forent);
423 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
424 WarpZone_tracetoss_time -= dt;
425 e.origin = trace_endpos;
426 e.velocity = -e.velocity;
428 WarpZone_MakeAllOther();
430 WarpZone_tracetoss_velocity = e.velocity;
431 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
436 void WarpZone_TraceToss(entity e, entity forent)
438 WarpZone_TraceToss_ThroughZone(e, forent, NULL, WarpZone_trace_callback_t_null);
441 entity WarpZone_TrailParticles_trace_callback_own;
442 float WarpZone_TrailParticles_trace_callback_eff;
443 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
445 __trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
448 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
450 WarpZone_TrailParticles_trace_callback_own = own;
451 WarpZone_TrailParticles_trace_callback_eff = eff;
452 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_trace_callback);
456 float WarpZone_TrailParticles_trace_callback_f;
457 float WarpZone_TrailParticles_trace_callback_flags;
458 void WarpZone_TrailParticles_WithMultiplier_trace_callback(vector from, vector endpos, vector to)
460 boxparticles(WarpZone_TrailParticles_trace_callback_eff, WarpZone_TrailParticles_trace_callback_own, from, endpos, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_own.velocity, WarpZone_TrailParticles_trace_callback_f, WarpZone_TrailParticles_trace_callback_flags);
463 void WarpZone_TrailParticles_WithMultiplier(entity own, float eff, vector org, vector end, float f, int boxflags)
465 WarpZone_TrailParticles_trace_callback_own = own;
466 WarpZone_TrailParticles_trace_callback_eff = eff;
467 WarpZone_TrailParticles_trace_callback_f = f;
468 WarpZone_TrailParticles_trace_callback_flags = boxflags | PARTICLES_DRAWASTRAIL;
469 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_WithMultiplier_trace_callback);
473 float WarpZone_PlaneDist(entity wz, vector v)
475 return (v - wz.warpzone_origin) * wz.warpzone_forward;
478 float WarpZone_TargetPlaneDist(entity wz, vector v)
480 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
483 vector WarpZone_TransformOrigin(entity wz, vector v)
485 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
488 vector WarpZone_TransformVelocity(entity wz, vector v)
490 return AnglesTransform_Apply(wz.warpzone_transform, v);
493 vector WarpZone_TransformAngles(entity wz, vector v)
495 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
498 vector WarpZone_TransformVAngles(entity wz, vector ang)
506 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
509 ang = AnglesTransform_Normalize(ang, true);
510 ang = AnglesTransform_CancelRoll(ang);
513 ang = AnglesTransform_Normalize(ang, false);
519 vector WarpZone_UnTransformOrigin(entity wz, vector v)
521 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
524 vector WarpZone_UnTransformVelocity(entity wz, vector v)
526 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
529 vector WarpZone_UnTransformAngles(entity wz, vector v)
531 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
534 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
541 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
542 ang = AnglesTransform_Normalize(ang, true);
543 ang = AnglesTransform_CancelRoll(ang);
549 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
552 nearest.x = bound(mi.x, org.x, ma.x);
553 nearest.y = bound(mi.y, org.y, ma.y);
554 nearest.z = bound(mi.z, org.z, ma.z);
558 bool WarpZoneLib_BadEntity(entity e)
560 if (is_pure(e)) return true;
561 string s = e.classname;
563 //if (s == "net_linked") return true; // actually some real entities are linked without classname, fail
564 if (s == "") return true;
566 if (startsWith(s, "target_")) return true;
568 if (startsWith(s, "info_")) return true;
573 .float WarpZone_findradius_hit;
574 .entity WarpZone_findradius_next;
575 void WarpZone_FindRadius_Recurse(
576 /** blast origin of current search */
579 /** original blast origin */
581 /** how to untransform (victim to blast system) */
584 bool needlineofsight)
586 if (rad <= 0) return;
588 FOREACH_ENTITY_RADIUS(org, rad, !WarpZoneLib_BadEntity(it), {
589 vector p = WarpZoneLib_NearestPointOnBox(it.origin + it.mins, it.origin + it.maxs, org0);
592 traceline(org, p, MOVE_NOMONSTERS, it);
593 if (trace_fraction < 1) continue;
595 if (!it.WarpZone_findradius_hit || vlen2(it.WarpZone_findradius_dist) > vlen2(org0 - p))
597 it.WarpZone_findradius_nearest = p;
598 it.WarpZone_findradius_dist = org0 - p;
599 it.WarpZone_findradius_findorigin = org;
600 it.WarpZone_findradius_findradius = rad;
601 if (it.classname == "warpzone_refsys")
603 // ignore, especially: do not overwrite the refsys parameters
605 else if (it.classname == "trigger_warpzone")
607 it.WarpZone_findradius_next = wz;
609 it.WarpZone_findradius_hit = 1;
610 it.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
611 it.enemy.WarpZone_findradius_hit = 1;
615 it.warpzone_transform = transform;
616 it.warpzone_shift = shift;
617 it.WarpZone_findradius_hit = 1;
621 for(entity e = wz; e; e = e.WarpZone_findradius_next)
623 if (WarpZoneLib_BadEntity(e)) continue;
625 vector org0_new = WarpZone_TransformOrigin(e, org);
626 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
627 vector org_new = trace_endpos;
629 vector transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
630 vector shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
631 WarpZone_FindRadius_Recurse(
633 bound(0, rad - vlen(org_new - org0_new), rad - 8),
635 transform_new, shift_new,
637 e.WarpZone_findradius_hit = 0;
638 e.enemy.WarpZone_findradius_hit = 0;
641 entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
643 // FIXME: why can't we do this? (sometimes finds nothing, breaking explosions)
644 // if (!warpzone_warpzones_exist && !needlineofsight) return findradius(org, rad);
645 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
646 entity list_first = findchainfloat(WarpZone_findradius_hit, 1);
647 FOREACH_LIST(list, chain, true, it.WarpZone_findradius_hit = 0);
651 .entity WarpZone_refsys;
652 void WarpZone_RefSys_GC(entity this)
654 // garbage collect unused reference systems
655 this.nextthink = time + 1;
656 if(this.owner.WarpZone_refsys != this)
659 void WarpZone_RefSys_CheckCreate(entity me)
661 if(me.WarpZone_refsys.owner != me)
663 me.WarpZone_refsys = new(warpzone_refsys);
664 me.WarpZone_refsys.owner = me;
665 setthink(me.WarpZone_refsys, WarpZone_RefSys_GC);
666 me.WarpZone_refsys.nextthink = time + 1;
667 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
670 void WarpZone_RefSys_Clear(entity me)
672 if(me.WarpZone_refsys)
674 delete(me.WarpZone_refsys);
675 me.WarpZone_refsys = NULL;
678 void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
680 if(t != '0 0 0' || s != '0 0 0')
682 WarpZone_RefSys_CheckCreate(me);
683 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
686 void WarpZone_RefSys_Add(entity me, entity wz)
688 WarpZone_RefSys_AddTransform(me, wz.warpzone_transform, wz.warpzone_shift);
690 void WarpZone_RefSys_AddInverseTransform(entity me, vector t, vector s)
692 if(t != '0 0 0' || s != '0 0 0')
694 WarpZone_RefSys_CheckCreate(me);
695 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, t, s);
698 void WarpZone_RefSys_AddInverse(entity me, entity wz)
700 WarpZone_RefSys_AddInverseTransform(me, wz.warpzone_transform, wz.warpzone_shift);
702 .vector WarpZone_refsys_incremental_shift;
703 .vector WarpZone_refsys_incremental_transform;
704 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
707 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
708 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
710 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, me.WarpZone_refsys_incremental_transform, me.WarpZone_refsys_incremental_shift);
711 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref.WarpZone_refsys);
712 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
713 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
715 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
717 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
718 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
720 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
722 if(from.WarpZone_refsys)
723 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
724 if(to.WarpZone_refsys)
725 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
728 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
730 if(from.WarpZone_refsys)
731 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
732 if(to.WarpZone_refsys)
733 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
736 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
738 if(from.WarpZone_refsys)
739 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
740 if(to.WarpZone_refsys)
741 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
744 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
746 if(from.WarpZone_refsys)
747 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
748 if(to.WarpZone_refsys)
749 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
752 void WarpZone_RefSys_Copy(entity me, entity from)
754 if(from.WarpZone_refsys)
756 WarpZone_RefSys_CheckCreate(me);
757 me.WarpZone_refsys.warpzone_shift = from.WarpZone_refsys.warpzone_shift;
758 me.WarpZone_refsys.warpzone_transform = from.WarpZone_refsys.warpzone_transform;
761 WarpZone_RefSys_Clear(me);
763 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
767 WarpZone_RefSys_Copy(e, me);
771 bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher)
773 return !WarpZoneLib_BoxTouchesBrush(toucher.absmin, toucher.absmax, this, toucher);
777 void WarpZoneLib_MoveOutOfSolid_Expand(entity e, vector by)
780 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
781 if (trace_startsolid)
783 if (trace_fraction < 1)
786 // adjust origin in the other direction...
787 setorigin(e, e.origin - by * (1 - trace_fraction));
791 bool WarpZoneLib_MoveOutOfSolid(entity e)
794 traceline(o, o, MOVE_WORLDONLY, e);
795 if (trace_startsolid)
798 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
799 if (!trace_startsolid)
806 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m0.x); e.mins_x = m0.x;
807 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m1.x); e.maxs_x = m1.x;
808 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m0.y); e.mins_y = m0.y;
809 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m1.y); e.maxs_y = m1.y;
810 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m0.z); e.mins_z = m0.z;
811 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m1.z); e.maxs_z = m1.z;
812 setorigin(e, e.origin);
814 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
815 if (trace_startsolid)