4 #include <client/items/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 vector forward, right, up;
75 FIXED_MAKE_VECTORS(my_ang, forward, right, up);
76 e.warpzone_forward = forward;
77 FIXED_MAKE_VECTORS(other_ang, forward, right, up);
78 e.warpzone_targetforward = forward;
79 setcamera_transform(e, WarpZone_camera_transform);
82 vector WarpZone_Camera_camera_transform(entity this, vector org, vector ang)
84 // a fixed camera view
85 if(this.warpzone_fadestart)
86 if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
88 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
89 // unneeded on client, on server this helps a lot
90 trace_endpos = this.warpzone_origin;
91 makevectors(this.warpzone_angles);
92 return this.warpzone_origin;
95 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
97 e.warpzone_origin = my_org;
98 e.warpzone_angles = my_ang;
99 setcamera_transform(e, WarpZone_Camera_camera_transform);
104 float WarpZoneLib_BoxTouchesBrush_Recurse(vector mi, vector ma, entity e, entity ig)
109 tracebox('0 0 0', mi, ma, '0 0 0', MOVE_NOMONSTERS, ig);
111 if (trace_networkentity)
113 LOG_TRACE("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush");
114 // we cannot continue, as a player blocks us...
126 se.solid = SOLID_NOT;
127 f = WarpZoneLib_BoxTouchesBrush_Recurse(mi, ma, e, ig);
133 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
135 // bones_was_here: TODO: when findbox() builtin is available, use it to
136 // optimise this into a single non-recursive function that only calls tracebox once
140 if(!e.modelindex || e.warpzone_isboxy)
145 f = WarpZoneLib_BoxTouchesBrush_Recurse(mi, ma, e, ig);
151 entity WarpZone_Find(vector mi, vector ma)
153 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
154 if(!warpzone_warpzones_exist)
156 IL_EACH(g_warpzones, WarpZoneLib_BoxTouchesBrush(mi, ma, it, NULL),
163 void WarpZone_MakeAllSolid()
165 if(!warpzone_warpzones_exist)
167 IL_EACH(g_warpzones, true,
169 it.solid = SOLID_BSP;
173 void WarpZone_MakeAllOther()
175 if(!warpzone_warpzones_exist)
177 IL_EACH(g_warpzones, true,
179 it.solid = SOLID_TRIGGER;
183 void WarpZone_Trace_InitTransform()
185 if(!WarpZone_trace_transform)
187 WarpZone_trace_transform = new_pure(warpzone_trace_transform);
189 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
191 void WarpZone_Trace_AddTransform(entity wz)
193 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
196 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
198 float nomonsters_adjusted;
204 WarpZone_trace_forent = forent;
205 WarpZone_trace_firstzone = NULL;
206 WarpZone_trace_lastzone = NULL;
207 WarpZone_Trace_InitTransform();
208 if(!warpzone_warpzones_exist)
210 if(nomonsters == MOVE_NOTHING)
215 cb(org, trace_endpos, end);
220 tracebox(org, mi, ma, end, nomonsters, WarpZone_trace_forent);
222 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;
327 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
329 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, NULL, WarpZone_trace_callback_t_null);
332 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
334 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
337 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
340 vector vf, vr, vu, v0, o0;
345 g = cvar("sv_gravity") * e.gravity;
347 WarpZone_trace_forent = forent;
348 WarpZone_trace_firstzone = NULL;
349 WarpZone_trace_lastzone = NULL;
350 WarpZone_Trace_InitTransform();
351 WarpZone_tracetoss_time = 0;
352 if(!warpzone_warpzones_exist)
354 tracetoss(e, WarpZone_trace_forent);
356 cb(e.origin, trace_endpos, trace_endpos);
357 dt = vlen(e.origin - o0) / vlen(e.velocity);
358 WarpZone_tracetoss_time += dt;
359 e.velocity_z -= dt * g;
360 WarpZone_tracetoss_velocity = e.velocity;
369 // if starting in warpzone, first transform
370 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
373 WarpZone_trace_firstzone = wz;
374 WarpZone_trace_lastzone = wz;
375 if(zone && wz != zone)
377 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
379 WarpZone_tracetoss_time = 0;
383 WarpZone_Trace_AddTransform(wz);
384 vector org = WarpZone_TransformOrigin(wz, e.origin);
386 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
388 WarpZone_MakeAllSolid();
394 LOG_TRACE("Too many warpzones in sequence, aborting trace.");
398 tracetoss(e, WarpZone_trace_forent);
400 cb(e.origin, trace_endpos, trace_endpos);
401 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
402 WarpZone_tracetoss_time += dt;
403 e.origin = trace_endpos;
404 e.velocity_z -= dt * g;
405 if(trace_fraction >= 1)
407 if(trace_ent.classname != "trigger_warpzone")
411 // FIXME can this check be removed? Do we really need it?
412 LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace");
417 if(!WarpZone_trace_firstzone)
418 WarpZone_trace_firstzone = wz;
419 WarpZone_trace_lastzone = wz;
420 if(zone && wz != zone)
422 WarpZone_Trace_AddTransform(wz);
423 // we hit a warpzone... so, let's perform the trace after the warp again
424 e.origin = WarpZone_TransformOrigin(wz, e.origin);
425 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
427 // we got warped, so let's step back a bit
428 e.velocity = -e.velocity;
429 tracetoss(e, WarpZone_trace_forent);
430 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
431 WarpZone_tracetoss_time -= dt;
432 e.origin = trace_endpos;
433 e.velocity = -e.velocity;
435 WarpZone_MakeAllOther();
437 WarpZone_tracetoss_velocity = e.velocity;
441 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
446 void WarpZone_TraceToss(entity e, entity forent)
448 WarpZone_TraceToss_ThroughZone(e, forent, NULL, WarpZone_trace_callback_t_null);
451 entity WarpZone_TrailParticles_trace_callback_own;
452 float WarpZone_TrailParticles_trace_callback_eff;
453 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
455 __trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
458 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
460 WarpZone_TrailParticles_trace_callback_own = own;
461 WarpZone_TrailParticles_trace_callback_eff = eff;
462 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_trace_callback);
466 float WarpZone_TrailParticles_trace_callback_f;
467 float WarpZone_TrailParticles_trace_callback_flags;
468 void WarpZone_TrailParticles_WithMultiplier_trace_callback(vector from, vector endpos, vector to)
470 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);
473 void WarpZone_TrailParticles_WithMultiplier(entity own, float eff, vector org, vector end, float f, int boxflags)
475 WarpZone_TrailParticles_trace_callback_own = own;
476 WarpZone_TrailParticles_trace_callback_eff = eff;
477 WarpZone_TrailParticles_trace_callback_f = f;
478 WarpZone_TrailParticles_trace_callback_flags = boxflags | PARTICLES_DRAWASTRAIL;
479 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_WithMultiplier_trace_callback);
483 float WarpZone_PlaneDist(entity wz, vector v)
485 return (v - wz.warpzone_origin) * wz.warpzone_forward;
488 float WarpZone_TargetPlaneDist(entity wz, vector v)
490 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
493 vector WarpZone_TransformOrigin(entity wz, vector v)
495 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
498 vector WarpZone_TransformVelocity(entity wz, vector v)
500 return AnglesTransform_Apply(wz.warpzone_transform, v);
503 vector WarpZone_TransformAngles(entity wz, vector v)
505 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
508 vector WarpZone_TransformVAngles(entity wz, vector ang)
516 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
519 ang = AnglesTransform_Normalize(ang, true);
520 ang = AnglesTransform_CancelRoll(ang);
523 ang = AnglesTransform_Normalize(ang, false);
529 vector WarpZone_UnTransformOrigin(entity wz, vector v)
531 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
534 vector WarpZone_UnTransformVelocity(entity wz, vector v)
536 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
539 vector WarpZone_UnTransformAngles(entity wz, vector v)
541 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
544 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
551 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
552 ang = AnglesTransform_Normalize(ang, true);
553 ang = AnglesTransform_CancelRoll(ang);
559 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
562 nearest.x = bound(mi.x, org.x, ma.x);
563 nearest.y = bound(mi.y, org.y, ma.y);
564 nearest.z = bound(mi.z, org.z, ma.z);
568 // blacklist of entities that WarpZone_FindRadius doesn't care about
569 bool WarpZoneLib_BadEntity(entity e)
571 if (is_pure(e)) return true;
572 string s = e.classname;
577 case "exteriorweaponentity":
578 case "sprite_waypoint":
582 case "chatbubbleentity":
584 //case "net_linked": // actually some real entities are linked without classname, fail
589 if (startsWith(s, "target_")) return true;
591 if (startsWith(s, "info_")) return true;
596 .float WarpZone_findradius_hit;
597 .entity WarpZone_findradius_next;
598 void WarpZone_FindRadius_Recurse(
599 /** blast origin of current search */
602 /** original blast origin */
604 /** how to untransform (victim to blast system) */
607 bool needlineofsight)
609 if (rad <= 0) return;
611 FOREACH_ENTITY_RADIUS(org, rad, !WarpZoneLib_BadEntity(it), {
612 vector p = WarpZoneLib_NearestPointOnBox(it.origin + it.mins, it.origin + it.maxs, org0);
615 traceline(org, p, MOVE_NOMONSTERS, it);
616 if (trace_fraction < 1) continue;
618 if (!it.WarpZone_findradius_hit || vlen2(it.WarpZone_findradius_dist) > vlen2(org0 - p))
620 it.WarpZone_findradius_nearest = p;
621 it.WarpZone_findradius_dist = org0 - p;
622 it.WarpZone_findradius_findorigin = org;
623 it.WarpZone_findradius_findradius = rad;
624 if (it.classname == "warpzone_refsys")
626 // ignore, especially: do not overwrite the refsys parameters
628 else if (it.classname == "trigger_warpzone")
630 it.WarpZone_findradius_next = wz;
632 it.WarpZone_findradius_hit = 1;
633 it.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
634 it.enemy.WarpZone_findradius_hit = 1;
638 it.warpzone_transform = transform;
639 it.warpzone_shift = shift;
640 it.WarpZone_findradius_hit = 1;
644 for(entity e = wz; e; e = e.WarpZone_findradius_next)
646 if (WarpZoneLib_BadEntity(e)) continue;
648 vector org0_new = WarpZone_TransformOrigin(e, org);
649 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
650 vector org_new = trace_endpos;
652 vector transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
653 vector shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
654 WarpZone_FindRadius_Recurse(
656 bound(0, rad - vlen(org_new - org0_new), rad - 8),
658 transform_new, shift_new,
660 e.WarpZone_findradius_hit = 0;
661 e.enemy.WarpZone_findradius_hit = 0;
664 entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
666 // FIXME: why can't we do this? (sometimes finds nothing, breaking explosions)
667 // if (!warpzone_warpzones_exist && !needlineofsight) return findradius(org, rad);
668 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
669 entity list_first = findchainfloat(WarpZone_findradius_hit, 1);
670 FOREACH_LIST(list, chain, true, it.WarpZone_findradius_hit = 0);
674 .entity WarpZone_refsys;
675 void WarpZone_RefSys_GC(entity this)
677 // garbage collect unused reference systems
678 this.nextthink = time + 1;
679 if(this.owner.WarpZone_refsys != this)
682 void WarpZone_RefSys_CheckCreate(entity me)
684 if(me.WarpZone_refsys.owner != me)
686 me.WarpZone_refsys = new(warpzone_refsys);
687 me.WarpZone_refsys.owner = me;
688 setthink(me.WarpZone_refsys, WarpZone_RefSys_GC);
689 me.WarpZone_refsys.nextthink = time + 1;
690 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
693 void WarpZone_RefSys_Clear(entity me)
695 if(me.WarpZone_refsys)
697 delete(me.WarpZone_refsys);
698 me.WarpZone_refsys = NULL;
701 void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
703 if(t != '0 0 0' || s != '0 0 0')
705 WarpZone_RefSys_CheckCreate(me);
706 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
709 void WarpZone_RefSys_Add(entity me, entity wz)
711 WarpZone_RefSys_AddTransform(me, wz.warpzone_transform, wz.warpzone_shift);
713 void WarpZone_RefSys_AddInverseTransform(entity me, vector t, vector s)
715 if(t != '0 0 0' || s != '0 0 0')
717 WarpZone_RefSys_CheckCreate(me);
718 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, t, s);
721 void WarpZone_RefSys_AddInverse(entity me, entity wz)
723 WarpZone_RefSys_AddInverseTransform(me, wz.warpzone_transform, wz.warpzone_shift);
725 .vector WarpZone_refsys_incremental_shift;
726 .vector WarpZone_refsys_incremental_transform;
727 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
730 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
731 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
733 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, me.WarpZone_refsys_incremental_transform, me.WarpZone_refsys_incremental_shift);
734 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref.WarpZone_refsys);
735 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
736 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
738 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
740 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
741 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
743 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
745 if(from.WarpZone_refsys)
746 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
747 if(to.WarpZone_refsys)
748 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
751 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
753 if(from.WarpZone_refsys)
754 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
755 if(to.WarpZone_refsys)
756 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
759 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
761 if(from.WarpZone_refsys)
762 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
763 if(to.WarpZone_refsys)
764 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
767 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
769 if(from.WarpZone_refsys)
770 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
771 if(to.WarpZone_refsys)
772 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
775 void WarpZone_RefSys_Copy(entity me, entity from)
777 if(from.WarpZone_refsys)
779 WarpZone_RefSys_CheckCreate(me);
780 me.WarpZone_refsys.warpzone_shift = from.WarpZone_refsys.warpzone_shift;
781 me.WarpZone_refsys.warpzone_transform = from.WarpZone_refsys.warpzone_transform;
784 WarpZone_RefSys_Clear(me);
786 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
789 WarpZone_RefSys_Copy(e, me);
793 bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher)
795 vector emin = toucher.absmin, emax = toucher.absmax;
798 // DP's tracebox enlarges absolute bounding boxes by a single quake unit
799 // we must undo that here to allow accurate touching
803 return !WarpZoneLib_BoxTouchesBrush(emin, emax, this, toucher);
807 void WarpZoneLib_MoveOutOfSolid_Expand(entity e, vector by)
809 const float eps = 0.0625;
810 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
811 if (trace_startsolid)
813 if (trace_fraction < 1)
816 // adjust origin in the other direction...
817 setorigin(e, e.origin - by * (1 - trace_fraction));
821 bool WarpZoneLib_MoveOutOfSolid(entity e)
824 traceline(o, o, MOVE_WORLDONLY, e);
825 if (trace_startsolid)
828 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
829 if (!trace_startsolid)
836 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m0.x); e.mins_x = m0.x;
837 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m1.x); e.maxs_x = m1.x;
838 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m0.y); e.mins_y = m0.y;
839 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m1.y); e.maxs_y = m1.y;
840 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m0.z); e.mins_z = m0.z;
841 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m1.z); e.maxs_z = m1.z;
842 setorigin(e, e.origin);
844 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
845 if (trace_startsolid)