#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../common/constants.qh"
- #include "../../common/triggers/subs.qh"
- #include "../../common/util.qh"
- #include "../../server/command/common.qh"
- #include "../../server/constants.qh"
- #include "../../server/defs.qh"
+ #include <common/constants.qh>
+ #include <common/triggers/subs.qh>
+ #include <common/util.qh>
+ #include <server/command/common.qh>
+ #include <server/constants.qh>
+ #include <server/defs.qh>
#endif
#ifdef WARPZONELIB_KEEPDEBUG
.float warpzone_teleport_finishtime;
.entity warpzone_teleport_zone;
-void WarpZone_StoreProjectileData(entity e)
-{
- e.warpzone_oldorigin = e.origin;
- e.warpzone_oldvelocity = e.velocity;
- e.warpzone_oldangles = e.angles;
-}
+#ifdef SVQC
+ #define WarpZone_StoreProjectileData(e_) MACRO_BEGIN { \
+ entity e = e_; \
+ e.warpzone_oldorigin = e.origin; \
+ e.warpzone_oldvelocity = e.velocity; \
+ e.warpzone_oldangles = e.angles; \
+ } MACRO_END
+#elif defined(CSQC)
+ #define WarpZone_StoreProjectileData(e_) MACRO_BEGIN { \
+ entity e = e_; \
+ e.warpzone_oldorigin = e.move_origin; \
+ e.warpzone_oldvelocity = e.move_velocity; \
+ e.warpzone_oldangles = e.move_angles; \
+ } MACRO_END
+#endif
void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
{
+#ifdef SVQC
setorigin (player, to); // NOTE: this also aborts the move, when this is called by touch
player.oldorigin = to; // for DP's unsticking
player.angles = to_angles;
player.fixangle = true;
player.velocity = to_velocity;
+#elif defined(CSQC)
+ player.move_origin = to;
+ player.move_angles = to_angles;
+ player.move_velocity = to_velocity;
+#endif
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
if(IS_PLAYER(player))
+#ifdef SVQC
BITCLR_ASSIGN(player.flags, FL_ONGROUND);
+#elif defined(CSQC)
+ BITCLR_ASSIGN(player.move_flags, FL_ONGROUND);
+#endif
WarpZone_PostTeleportPlayer_Callback(player);
}
-bool WarpZone_Teleported_Send(entity to, int sf)
-{SELFPARAM();
+#ifdef SVQC
+bool WarpZone_Teleported_Send(entity this, entity to, int sf)
+{
WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
- WriteCoord(MSG_ENTITY, self.angles.x);
- WriteCoord(MSG_ENTITY, self.angles.y);
- WriteCoord(MSG_ENTITY, self.angles.z);
+ WriteCoord(MSG_ENTITY, this.angles.x);
+ WriteCoord(MSG_ENTITY, this.angles.y);
+ WriteCoord(MSG_ENTITY, this.angles.z);
return true;
}
+#endif
float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
{
vector o0, a0, v0, o1, a1, v1, o10;
+#ifdef SVQC
o0 = player.origin + player.view_ofs;
v0 = player.velocity;
a0 = player.angles;
+#elif defined(CSQC)
+ o0 = player.move_origin + player.view_ofs;
+ v0 = player.move_velocity;
+ a0 = player.move_angles;
+#endif
o10 = o1 = WarpZone_TransformOrigin(wz, o0);
v1 = WarpZone_TransformVelocity(wz, v0);
if (!IS_NOT_A_CLIENT(player))
- a1 = WarpZone_TransformVAngles(wz, player.v_angle);
+ a1 = WarpZone_TransformVAngles(wz, PHYS_INPUT_ANGLES(player));
else
a1 = WarpZone_TransformAngles(wz, a0);
player.warpzone_teleport_finishtime = time;
player.warpzone_teleport_zone = wz;
+#ifdef SVQC
// prevent further teleports back
float dt = (o1 - o10) * v1 * (1 / (v1 * v1));
- if(dt < sys_frametime)
- player.warpzone_teleport_finishtime += sys_frametime - dt;
+ if(dt < PHYS_INPUT_FRAMETIME)
+ player.warpzone_teleport_finishtime += PHYS_INPUT_FRAMETIME - dt;
+#endif
#ifndef WARPZONE_USE_FIXANGLE
+ #ifdef SVQC
if(IS_VEHICLE(player) && player.owner)
player = player.owner; // hax
if(IS_PLAYER(player))
entity ts = new(warpzone_teleported);
setmodel(ts, MDL_Null);
- ts.SendEntity = WarpZone_Teleported_Send;
+ ts.SendEntity = SendEntity_self;
+ ts.SendEntity3 = WarpZone_Teleported_Send;
ts.SendFlags = 0xFFFFFF;
ts.drawonlytoclient = player;
- ts.think = SUB_Remove;
+ ts.think = SUB_Remove_self;
ts.nextthink = time + 1;
ts.owner = player;
ts.enemy = wz;
ts.effects = EF_NODEPTHTEST;
ts.angles = wz.warpzone_transform;
}
+ #elif defined(CSQC)
+ setproperty(VF_CL_VIEWANGLES, WarpZone_TransformVAngles(wz, getpropertyvec(VF_CL_VIEWANGLES)));
+ //if(checkextension("DP_CSQC_ROTATEMOVES"))
+ //CL_RotateMoves(wz.warpzone_transform);
+ #endif
#endif
return 1;
return;
// FIXME needs a better check to know what is safe to teleport and what not
+#ifdef SVQC
if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW || other.tag_entity)
+#elif defined(CSQC)
+ if(other.move_movetype == MOVETYPE_NONE || other.move_movetype == MOVETYPE_FOLLOW || other.tag_networkentity)
+#endif
return;
- if(WarpZoneLib_ExactTrigger_Touch())
+ if(WarpZoneLib_ExactTrigger_Touch(self, other))
return;
- if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
+#ifdef SVQC
+ if(WarpZone_PlaneDist(this, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
+#elif defined(CSQC)
+ if(WarpZone_PlaneDist(this, other.move_origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
+#endif
return;
float f;
float d;
d = 24 + max(vlen(other.mins), vlen(other.maxs));
if(IS_NOT_A_CLIENT(other))
+ #ifdef SVQC
f = -d / bound(frametime * d * 1, frametime * vlen(other.velocity), d);
+ #elif defined(CSQC)
+ f = -d / bound(frametime * d * 1, frametime * vlen(other.move_velocity), d);
+ #endif
else
f = -1;
- if(WarpZone_Teleport(self, other, f, 0))
+ if(WarpZone_Teleport(this, other, f, 0))
{
+#ifdef SVQC
string save1, save2;
- activator = other;
-
- save1 = self.target; self.target = string_null;
- save2 = self.target3; self.target3 = string_null;
- SUB_UseTargets();
- if (!self.target) self.target = save1;
- if (!self.target3) self.target3 = save2;
-
- setself(self.enemy);
- save1 = self.target; self.target = string_null;
- save2 = self.target2; self.target2 = string_null;
- SUB_UseTargets();
- if (!self.target) self.target = save1;
- if (!self.target2) self.target2 = save2;
- setself(this);
+
+ save1 = this.target; this.target = string_null;
+ save2 = this.target3; this.target3 = string_null;
+ SUB_UseTargets(this, other, other); // use other too?
+ if (!this.target) this.target = save1;
+ if (!this.target3) this.target3 = save2;
+
+ save1 = this.target; this.target = string_null;
+ save2 = this.target2; this.target2 = string_null;
+ SUB_UseTargets(this.enemy, other, other); // use other too?
+ if (!this.target) this.target = save1;
+ if (!this.target2) this.target2 = save2;
+#endif
}
else
{
}
}
-bool WarpZone_Send(entity to, int sendflags)
-{SELFPARAM();
+#ifdef SVQC
+bool WarpZone_Send(entity this, entity to, int sendflags)
+{
WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE);
// we must send this flag for clientside to match properly too
int f = 0;
- if(self.warpzone_isboxy)
+ if(this.warpzone_isboxy)
BITSET_ASSIGN(f, 1);
- if(self.warpzone_fadestart)
+ if(this.warpzone_fadestart)
BITSET_ASSIGN(f, 2);
- if(self.origin != '0 0 0')
+ if(this.origin != '0 0 0')
BITSET_ASSIGN(f, 4);
WriteByte(MSG_ENTITY, f);
// we need THESE to render the warpzone (and cull properly)...
if(f & 4)
{
- WriteCoord(MSG_ENTITY, self.origin.x);
- WriteCoord(MSG_ENTITY, self.origin.y);
- WriteCoord(MSG_ENTITY, self.origin.z);
+ WriteCoord(MSG_ENTITY, this.origin.x);
+ WriteCoord(MSG_ENTITY, this.origin.y);
+ WriteCoord(MSG_ENTITY, this.origin.z);
}
- WriteShort(MSG_ENTITY, self.modelindex);
- WriteCoord(MSG_ENTITY, self.mins.x);
- WriteCoord(MSG_ENTITY, self.mins.y);
- WriteCoord(MSG_ENTITY, self.mins.z);
- WriteCoord(MSG_ENTITY, self.maxs.x);
- WriteCoord(MSG_ENTITY, self.maxs.y);
- WriteCoord(MSG_ENTITY, self.maxs.z);
- WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
+ WriteShort(MSG_ENTITY, this.modelindex);
+ WriteCoord(MSG_ENTITY, this.mins.x);
+ WriteCoord(MSG_ENTITY, this.mins.y);
+ WriteCoord(MSG_ENTITY, this.mins.z);
+ WriteCoord(MSG_ENTITY, this.maxs.x);
+ WriteCoord(MSG_ENTITY, this.maxs.y);
+ WriteCoord(MSG_ENTITY, this.maxs.z);
+ WriteByte(MSG_ENTITY, bound(1, this.scale * 16, 255));
// we need THESE to calculate the proper transform
- WriteCoord(MSG_ENTITY, self.warpzone_origin.x);
- WriteCoord(MSG_ENTITY, self.warpzone_origin.y);
- WriteCoord(MSG_ENTITY, self.warpzone_origin.z);
- WriteCoord(MSG_ENTITY, self.warpzone_angles.x);
- WriteCoord(MSG_ENTITY, self.warpzone_angles.y);
- WriteCoord(MSG_ENTITY, self.warpzone_angles.z);
- WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.x);
- WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.y);
- WriteCoord(MSG_ENTITY, self.warpzone_targetorigin.z);
- WriteCoord(MSG_ENTITY, self.warpzone_targetangles.x);
- WriteCoord(MSG_ENTITY, self.warpzone_targetangles.y);
- WriteCoord(MSG_ENTITY, self.warpzone_targetangles.z);
+ WriteCoord(MSG_ENTITY, this.warpzone_origin.x);
+ WriteCoord(MSG_ENTITY, this.warpzone_origin.y);
+ WriteCoord(MSG_ENTITY, this.warpzone_origin.z);
+ WriteCoord(MSG_ENTITY, this.warpzone_angles.x);
+ WriteCoord(MSG_ENTITY, this.warpzone_angles.y);
+ WriteCoord(MSG_ENTITY, this.warpzone_angles.z);
+ WriteCoord(MSG_ENTITY, this.warpzone_targetorigin.x);
+ WriteCoord(MSG_ENTITY, this.warpzone_targetorigin.y);
+ WriteCoord(MSG_ENTITY, this.warpzone_targetorigin.z);
+ WriteCoord(MSG_ENTITY, this.warpzone_targetangles.x);
+ WriteCoord(MSG_ENTITY, this.warpzone_targetangles.y);
+ WriteCoord(MSG_ENTITY, this.warpzone_targetangles.z);
if(f & 2)
{
- WriteShort(MSG_ENTITY, self.warpzone_fadestart);
- WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+ WriteShort(MSG_ENTITY, this.warpzone_fadestart);
+ WriteShort(MSG_ENTITY, this.warpzone_fadeend);
}
return true;
}
-bool WarpZone_Camera_Send(entity to, int sendflags)
-{SELFPARAM();
+bool WarpZone_Camera_Send(entity this, entity to, int sendflags)
+{
int f = 0;
WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
- if(self.warpzone_fadestart)
+ if(this.warpzone_fadestart)
BITSET_ASSIGN(f, 2);
- if(self.origin != '0 0 0')
+ if(this.origin != '0 0 0')
BITSET_ASSIGN(f, 4);
WriteByte(MSG_ENTITY, f);
// we need THESE to render the warpzone (and cull properly)...
if(f & 4)
{
- WriteCoord(MSG_ENTITY, self.origin.x);
- WriteCoord(MSG_ENTITY, self.origin.y);
- WriteCoord(MSG_ENTITY, self.origin.z);
+ WriteCoord(MSG_ENTITY, this.origin.x);
+ WriteCoord(MSG_ENTITY, this.origin.y);
+ WriteCoord(MSG_ENTITY, this.origin.z);
}
- WriteShort(MSG_ENTITY, self.modelindex);
- WriteCoord(MSG_ENTITY, self.mins.x);
- WriteCoord(MSG_ENTITY, self.mins.y);
- WriteCoord(MSG_ENTITY, self.mins.z);
- WriteCoord(MSG_ENTITY, self.maxs.x);
- WriteCoord(MSG_ENTITY, self.maxs.y);
- WriteCoord(MSG_ENTITY, self.maxs.z);
- WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
+ WriteShort(MSG_ENTITY, this.modelindex);
+ WriteCoord(MSG_ENTITY, this.mins.x);
+ WriteCoord(MSG_ENTITY, this.mins.y);
+ WriteCoord(MSG_ENTITY, this.mins.z);
+ WriteCoord(MSG_ENTITY, this.maxs.x);
+ WriteCoord(MSG_ENTITY, this.maxs.y);
+ WriteCoord(MSG_ENTITY, this.maxs.z);
+ WriteByte(MSG_ENTITY, bound(1, this.scale * 16, 255));
// we need THESE to calculate the proper transform
- WriteCoord(MSG_ENTITY, self.enemy.origin.x);
- WriteCoord(MSG_ENTITY, self.enemy.origin.y);
- WriteCoord(MSG_ENTITY, self.enemy.origin.z);
- WriteCoord(MSG_ENTITY, self.enemy.angles.x);
- WriteCoord(MSG_ENTITY, self.enemy.angles.y);
- WriteCoord(MSG_ENTITY, self.enemy.angles.z);
+ WriteCoord(MSG_ENTITY, this.enemy.origin.x);
+ WriteCoord(MSG_ENTITY, this.enemy.origin.y);
+ WriteCoord(MSG_ENTITY, this.enemy.origin.z);
+ WriteCoord(MSG_ENTITY, this.enemy.angles.x);
+ WriteCoord(MSG_ENTITY, this.enemy.angles.y);
+ WriteCoord(MSG_ENTITY, this.enemy.angles.z);
if(f & 2)
{
- WriteShort(MSG_ENTITY, self.warpzone_fadestart);
- WriteShort(MSG_ENTITY, self.warpzone_fadeend);
+ WriteShort(MSG_ENTITY, this.warpzone_fadestart);
+ WriteShort(MSG_ENTITY, this.warpzone_fadeend);
}
return true;
{SELFPARAM();
vector o0, v0;
- o0 = player.origin + player.view_ofs;
- v0 = player.velocity;
+ .vector orgvec, velvec;
+#ifdef SVQC
+ orgvec = origin;
+ velvec = velocity;
+#elif defined(CSQC)
+ orgvec = move_origin;
+ velvec = move_velocity;
+#endif
+
+ o0 = player.orgvec + player.view_ofs;
+ v0 = player.velvec;
// if we teleported shortly before, abort
if(time <= player.warpzone_teleport_finishtime + 0.1)
LOG_INFO("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
#endif
LOG_INFO("Entity type: ", player.classname, "\n");
- LOG_INFO("Origin: ", vtos(player.origin), "\n");
- LOG_INFO("Velocity: ", vtos(player.velocity), "\n");
+ LOG_INFO("Origin: ", vtos(player.orgvec), "\n");
+ LOG_INFO("Velocity: ", vtos(player.velvec), "\n");
#ifdef WARPZONELIB_REMOVEHACK
return 0;
#else
// retry previous move
+#ifdef SVQC
setorigin(player, player.warpzone_oldorigin);
- player.velocity = player.warpzone_oldvelocity;
+#elif defined(CSQC)
+ player.move_origin = player.warpzone_oldorigin;
+#endif
+ player.velvec = player.warpzone_oldvelocity;
if(WarpZone_Teleport(wz, player, 0, 1))
{
- entity oldself;
string save1, save2;
- oldself = self;
- self = wz;
- other = player;
- activator = player;
-
- save1 = self.target; self.target = string_null;
- save2 = self.target3; self.target3 = string_null;
- SUB_UseTargets();
- if (!self.target) self.target = save1;
- if (!self.target3) self.target3 = save2;
-
- self = self.enemy;
- save1 = self.target; self.target = string_null;
- save2 = self.target2; self.target2 = string_null;
- SUB_UseTargets();
- if (!self.target) self.target = save1;
- if (!self.target2) self.target2 = save2;
- self = oldself;
+ save1 = wz.target; wz.target = string_null;
+ save2 = wz.target3; wz.target3 = string_null;
+ SUB_UseTargets(wz, player, player);
+ if (!wz.target) wz.target = save1;
+ if (!wz.target3) wz.target3 = save2;
+
+ save1 = wz.enemy.target; wz.enemy.target = string_null;
+ save2 = wz.enemy.target2; wz.enemy.target2 = string_null;
+ SUB_UseTargets(wz.enemy, player, player);
+ if (!wz.enemy.target) wz.enemy.target = save1;
+ if (!wz.enemy.target2) wz.enemy.target2 = save2;
}
else
{
setorigin(player, o0 - player.view_ofs);
- player.velocity = v0;
+ player.velvec = v0;
}
return +1;
#endif
}
#endif
+#endif
float WarpZone_Projectile_Touch()
{SELFPARAM();
// engine now aborts moves on teleport, so this SHOULD not happen any more
// but if this is called from TouchAreaGrid of the projectile moving,
// then this won't do
- if(time == self.warpzone_teleport_time)
+ if(time == this.warpzone_teleport_time)
return true;
+#ifdef SVQC
#ifdef WARPZONELIB_KEEPDEBUG
// this SEEMS to not happen at the moment, but if it did, it would be more reliable
{
save_inopen = trace_inopen;
save_inwater = trace_inwater;
float f;
- if((f = WarpZone_CheckProjectileImpact(self)) != 0)
+ if((f = WarpZone_CheckProjectileImpact(this)) != 0)
return (f > 0);
trace_dpstartcontents = save_dpstartcontents;
trace_dphitcontents = save_dphitcontents;
if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
return true;
+#endif
return false;
}
-void WarpZone_InitStep_FindOriginTarget()
-{SELFPARAM();
- if(self.killtarget != "")
+#ifdef SVQC
+
+void WarpZone_InitStep_FindOriginTarget(entity this)
+{
+ if(this.killtarget != "")
{
- self.aiment = find(world, targetname, self.killtarget);
- if(self.aiment == world)
+ this.aiment = find(world, targetname, this.killtarget);
+ if(this.aiment == world)
{
error("Warp zone with nonexisting killtarget");
return;
}
- self.killtarget = string_null;
+ this.killtarget = string_null;
}
}
-void WarpZonePosition_InitStep_FindTarget()
-{SELFPARAM();
- if(self.target == "")
+void WarpZonePosition_InitStep_FindTarget(entity this)
+{
+ if(this.target == "")
{
error("Warp zone position with no target");
return;
}
- self.enemy = find(world, targetname, self.target);
- if(self.enemy == world)
+ this.enemy = find(world, targetname, this.target);
+ if(this.enemy == world)
{
error("Warp zone position with nonexisting target");
return;
}
- if(self.enemy.aiment)
+ if(this.enemy.aiment)
{
// already is positioned
error("Warp zone position targeting already oriented warpzone");
return;
}
- self.enemy.aiment = self;
+ this.enemy.aiment = this;
}
void WarpZoneCamera_Think()
{SELFPARAM();
- if(self.warpzone_save_origin != self.origin
- || self.warpzone_save_angles != self.angles
- || self.warpzone_save_eorigin != self.enemy.origin
- || self.warpzone_save_eangles != self.enemy.angles)
+ if(this.warpzone_save_origin != this.origin
+ || this.warpzone_save_angles != this.angles
+ || this.warpzone_save_eorigin != this.enemy.origin
+ || this.warpzone_save_eangles != this.enemy.angles)
{
- WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
- self.warpzone_save_origin = self.origin;
- self.warpzone_save_angles = self.angles;
- self.warpzone_save_eorigin = self.enemy.origin;
- self.warpzone_save_eangles = self.enemy.angles;
+ WarpZone_Camera_SetUp(this, this.enemy.origin, this.enemy.angles);
+ this.warpzone_save_origin = this.origin;
+ this.warpzone_save_angles = this.angles;
+ this.warpzone_save_eorigin = this.enemy.origin;
+ this.warpzone_save_eangles = this.enemy.angles;
}
- self.nextthink = time;
+ this.nextthink = time;
}
-void WarpZoneCamera_InitStep_FindTarget()
-{SELFPARAM();
+void WarpZoneCamera_InitStep_FindTarget(entity this)
+{
entity e;
float i;
- if(self.target == "")
+ if(this.target == "")
{
error("Camera with no target");
return;
}
- self.enemy = world;
- for(e = world, i = 0; (e = find(e, targetname, self.target)); )
+ this.enemy = world;
+ for(e = world, i = 0; (e = find(e, targetname, this.target)); )
if(random() * ++i < 1)
- self.enemy = e;
- if(self.enemy == world)
+ this.enemy = e;
+ if(this.enemy == world)
{
error("Camera with nonexisting target");
return;
}
warpzone_cameras_exist = 1;
- WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
- self.SendFlags = 0xFFFFFF;
- if(self.spawnflags & 1)
+ WarpZone_Camera_SetUp(this, this.enemy.origin, this.enemy.angles);
+ this.SendFlags = 0xFFFFFF;
+ if(this.spawnflags & 1)
{
- self.think = WarpZoneCamera_Think;
- self.nextthink = time;
+ this.think = WarpZoneCamera_Think;
+ this.nextthink = time;
}
else
- self.nextthink = 0;
+ this.nextthink = 0;
}
-void WarpZone_InitStep_UpdateTransform()
-{SELFPARAM();
+void WarpZone_InitStep_UpdateTransform(entity this)
+{
vector org, ang, norm, point;
float area;
vector tri, a, b, c, n;
float i_s, i_t, n_t;
string tex;
- org = self.origin;
+ org = this.origin;
if(org == '0 0 0')
- org = 0.5 * (self.mins + self.maxs);
+ org = 0.5 * (this.mins + this.maxs);
norm = point = '0 0 0';
area = 0;
for(i_s = 0; ; ++i_s)
{
- tex = getsurfacetexture(self, i_s);
+ tex = getsurfacetexture(this, i_s);
if (!tex)
break; // this is beyond the last one
if(tex == "textures/common/trigger" || tex == "trigger")
continue;
- n_t = getsurfacenumtriangles(self, i_s);
+ n_t = getsurfacenumtriangles(this, i_s);
for(i_t = 0; i_t < n_t; ++i_t)
{
- tri = getsurfacetriangle(self, i_s, i_t);
- a = getsurfacepoint(self, i_s, tri.x);
- b = getsurfacepoint(self, i_s, tri.y);
- c = getsurfacepoint(self, i_s, tri.z);
+ tri = getsurfacetriangle(this, i_s, i_t);
+ a = getsurfacepoint(this, i_s, tri.x);
+ b = getsurfacepoint(this, i_s, tri.y);
+ c = getsurfacepoint(this, i_s, tri.z);
n = cross(c - a, b - a);
area = area + vlen(n);
norm = norm + n;
{
norm = norm * (1 / area);
point = point * (1 / (3 * area));
- if(vlen(norm) < 0.99)
+ if(vdist(norm, <, 0.99))
{
- LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
+ LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " is nonplanar. BEWARE.\n");
area = 0; // no autofixing in this case
}
norm = normalize(norm);
}
ang = '0 0 0';
- if(self.aiment)
+ if(this.aiment)
{
- org = self.aiment.origin;
- ang = self.aiment.angles;
+ org = this.aiment.origin;
+ ang = this.aiment.angles;
if(area > 0)
{
org = org - ((org - point) * norm) * norm; // project to plane
makevectors(ang);
if(norm * v_forward < 0)
{
- LOG_INFO("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
+ LOG_INFO("Position target of trigger_warpzone near ", vtos(this.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
norm = -1 * norm;
}
ang = vectoangles2(norm, v_up); // keep rotation, but turn exactly against plane
ang.x = -ang.x;
if(norm * v_forward < 0.99)
- LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
- if(vlen(org - self.aiment.origin) > 0.5)
- LOG_INFO("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
+ LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been turned to match plane orientation (", vtos(this.aiment.angles), " -> ", vtos(ang), "\n");
+ if(vdist(org - this.aiment.origin, >, 0.5))
+ LOG_INFO("trigger_warpzone near ", vtos(this.aiment.origin), " has been moved to match the plane (", vtos(this.aiment.origin), " -> ", vtos(org), ").\n");
}
}
else if(area > 0)
else
error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
- self.warpzone_origin = org;
- self.warpzone_angles = ang;
+ this.warpzone_origin = org;
+ this.warpzone_angles = ang;
}
-void WarpZone_InitStep_ClearTarget()
-{SELFPARAM();
- if(self.enemy)
- self.enemy.enemy = world;
- self.enemy = world;
+void WarpZone_InitStep_ClearTarget(entity this)
+{
+ if(this.enemy)
+ this.enemy.enemy = world;
+ this.enemy = world;
}
entity warpzone_first; .entity warpzone_next;
-void WarpZone_InitStep_FindTarget()
-{SELFPARAM();
+void WarpZone_InitStep_FindTarget(entity this)
+{
float i;
entity e, e2;
- if(self.enemy)
+ if(this.enemy)
return;
// this way only one of the two ents needs to target
- if(self.target != "")
+ if(this.target != "")
{
- self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
+ this.enemy = this; // so the if(!e.enemy) check also skips this, saves one IF
e2 = world;
- for(e = world, i = 0; (e = find(e, targetname, self.target)); )
+ for(e = world, i = 0; (e = find(e, targetname, this.target)); )
if(!e.enemy)
- if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
+ if(e.classname == this.classname) // possibly non-warpzones may use the same targetname!
if(random() * ++i < 1)
e2 = e;
if(!e2)
{
- self.enemy = world;
+ this.enemy = world;
error("Warpzone with non-existing target");
return;
}
- self.enemy = e2;
- e2.enemy = self;
+ this.enemy = e2;
+ e2.enemy = this;
}
}
void WarpZone_Think();
-void WarpZone_InitStep_FinalizeTransform()
-{SELFPARAM();
- if(!self.enemy || self.enemy.enemy != self)
+void WarpZone_InitStep_FinalizeTransform(entity this)
+{
+ if(!this.enemy || this.enemy.enemy != this)
{
error("Invalid warp zone detected. Killed.");
return;
}
warpzone_warpzones_exist = 1;
- WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
- self.touch = WarpZone_Touch;
- self.SendFlags = 0xFFFFFF;
- if(self.spawnflags & 1)
+ WarpZone_SetUp(this, this.warpzone_origin, this.warpzone_angles, this.enemy.warpzone_origin, this.enemy.warpzone_angles);
+ settouch(this, WarpZone_Touch);
+ this.SendFlags = 0xFFFFFF;
+ if(this.spawnflags & 1)
{
- self.think = WarpZone_Think;
- self.nextthink = time;
+ this.think = WarpZone_Think;
+ this.nextthink = time;
}
else
- self.nextthink = 0;
+ this.nextthink = 0;
}
float warpzone_initialized;
spawnfunc(misc_warpzone_position)
{
// "target", "angles", "origin"
- self.warpzone_next = warpzone_position_first;
- warpzone_position_first = self;
+ this.warpzone_next = warpzone_position_first;
+ warpzone_position_first = this;
}
spawnfunc(trigger_warpzone_position)
{
// the map, with another killtarget to designate its
// orientation
- if(!self.scale)
- self.scale = self.modelscale;
- if(!self.scale)
- self.scale = 1;
+ if(!this.scale)
+ this.scale = this.modelscale;
+ if(!this.scale)
+ this.scale = 1;
string m;
- m = self.model;
- WarpZoneLib_ExactTrigger_Init();
+ m = this.model;
+ WarpZoneLib_ExactTrigger_Init(this);
if(m != "")
{
precache_model(m);
- _setmodel(self, m); // no precision needed
+ _setmodel(this, m); // no precision needed
}
- setorigin(self, self.origin);
- if(self.scale)
- setsize(self, self.mins * self.scale, self.maxs * self.scale);
+ setorigin(this, this.origin);
+ if(this.scale)
+ setsize(this, this.mins * this.scale, this.maxs * this.scale);
else
- setsize(self, self.mins, self.maxs);
- self.SendEntity = WarpZone_Send;
- self.SendFlags = 0xFFFFFF;
- BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
- self.warpzone_next = warpzone_first;
- warpzone_first = self;
+ setsize(this, this.mins, this.maxs);
+ this.SendEntity = SendEntity_self;
+ this.SendEntity3 = WarpZone_Send;
+ this.SendFlags = 0xFFFFFF;
+ BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
+ this.warpzone_next = warpzone_first;
+ warpzone_first = this;
}
spawnfunc(func_camera)
{
- if(!self.scale)
- self.scale = self.modelscale;
- if(!self.scale)
- self.scale = 1;
- if(self.model != "")
+ if(!this.scale)
+ this.scale = this.modelscale;
+ if(!this.scale)
+ this.scale = 1;
+ if(this.model != "")
{
- precache_model(self.model);
- _setmodel(self, self.model); // no precision needed
+ precache_model(this.model);
+ _setmodel(this, this.model); // no precision needed
}
- setorigin(self, self.origin);
- if(self.scale)
- setsize(self, self.mins * self.scale, self.maxs * self.scale);
+ setorigin(this, this.origin);
+ if(this.scale)
+ setsize(this, this.mins * this.scale, this.maxs * this.scale);
else
- setsize(self, self.mins, self.maxs);
- if(!self.solid)
- self.solid = SOLID_BSP;
- else if(self.solid < 0)
- self.solid = SOLID_NOT;
- self.SendEntity = WarpZone_Camera_Send;
- self.SendFlags = 0xFFFFFF;
- self.warpzone_next = warpzone_camera_first;
- warpzone_camera_first = self;
+ setsize(this, this.mins, this.maxs);
+ if(!this.solid)
+ this.solid = SOLID_BSP;
+ else if(this.solid < 0)
+ this.solid = SOLID_NOT;
+ this.SendEntity = SendEntity_self;
+ this.SendEntity3 = WarpZone_Camera_Send;
+ this.SendFlags = 0xFFFFFF;
+ this.warpzone_next = warpzone_camera_first;
+ warpzone_camera_first = this;
}
void WarpZones_Reconnect()
-{SELFPARAM();
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- WarpZone_InitStep_ClearTarget();
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- WarpZone_InitStep_FindTarget();
- for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
- WarpZoneCamera_InitStep_FindTarget();
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- WarpZone_InitStep_FinalizeTransform();
- setself(this);
+{
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ WarpZone_InitStep_ClearTarget(e);
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ WarpZone_InitStep_FindTarget(e);
+ for(entity e = warpzone_camera_first; e; e = e.warpzone_next)
+ WarpZoneCamera_InitStep_FindTarget(e);
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ WarpZone_InitStep_FinalizeTransform(e);
}
void WarpZone_Think()
{SELFPARAM();
- if(self.warpzone_save_origin != self.origin
- || self.warpzone_save_angles != self.angles
- || self.warpzone_save_eorigin != self.enemy.origin
- || self.warpzone_save_eangles != self.enemy.angles)
+ if(this.warpzone_save_origin != this.origin
+ || this.warpzone_save_angles != this.angles
+ || this.warpzone_save_eorigin != this.enemy.origin
+ || this.warpzone_save_eangles != this.enemy.angles)
{
- WarpZone_InitStep_UpdateTransform();
- setself(self.enemy);
- WarpZone_InitStep_UpdateTransform();
- setself(this);
- WarpZone_InitStep_FinalizeTransform();
- setself(self.enemy);
- WarpZone_InitStep_FinalizeTransform();
- setself(this);
- self.warpzone_save_origin = self.origin;
- self.warpzone_save_angles = self.angles;
- self.warpzone_save_eorigin = self.enemy.origin;
- self.warpzone_save_eangles = self.enemy.angles;
- }
- self.nextthink = time;
+ WarpZone_InitStep_UpdateTransform(this);
+ WarpZone_InitStep_UpdateTransform(this.enemy);
+ WarpZone_InitStep_FinalizeTransform(this);
+ WarpZone_InitStep_FinalizeTransform(this.enemy);
+ this.warpzone_save_origin = this.origin;
+ this.warpzone_save_angles = this.angles;
+ this.warpzone_save_eorigin = this.enemy.origin;
+ this.warpzone_save_eangles = this.enemy.angles;
+ }
+ this.nextthink = time;
}
void WarpZone_StartFrame()
-{SELFPARAM();
- entity e;
- if(warpzone_initialized == 0)
+{
+ if (!warpzone_initialized)
{
- warpzone_initialized = 1;
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- WarpZone_InitStep_FindOriginTarget();
- for(setself(warpzone_position_first); self; setself(self.warpzone_next))
- WarpZonePosition_InitStep_FindTarget();
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- WarpZone_InitStep_UpdateTransform();
- setself(this);
+ warpzone_initialized = true;
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ WarpZone_InitStep_FindOriginTarget(e);
+ for(entity e = warpzone_position_first; e; e = e.warpzone_next)
+ WarpZonePosition_InitStep_FindTarget(e);
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ WarpZone_InitStep_UpdateTransform(e);
WarpZones_Reconnect();
WarpZone_PostInitialize_Callback();
}
- entity oldother;
- oldother = other;
- for(e = world; (e = nextent(e)); )
+ entity oldother = other;
+
+ FOREACH_ENTITY(!is_pure(it),
{
- if(warpzone_warpzones_exist) { WarpZone_StoreProjectileData(e); }
+ if(warpzone_warpzones_exist)
+ WarpZone_StoreProjectileData(it);
- if(IS_REAL_CLIENT(e))
+ if(IS_OBSERVER(it) || it.solid == SOLID_NOT)
+ if(IS_CLIENT(it)) // we don't care about it being a bot
{
- if(e.solid == SOLID_NOT) // not spectating?
- if(e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY || e.movetype == MOVETYPE_FLY_WORLDONLY) // not spectating? (this is to catch observers)
- {
- other = e; // player
-
- // warpzones
- if(warpzone_warpzones_exist) {
- setself(WarpZone_Find(e.origin + e.mins, e.origin + e.maxs));
- if(self)
- if(!WarpZoneLib_ExactTrigger_Touch())
- if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
- WarpZone_Teleport(self, e, -1, 0); } // NOT triggering targets by this!
-
- // teleporters
- setself(Teleport_Find(e.origin + e.mins, e.origin + e.maxs));
- if(self)
- if(!WarpZoneLib_ExactTrigger_Touch())
- Simple_TeleportPlayer(self, other); // NOT triggering targets by this!
+ other = it; // player
+
+ // warpzones
+ if (warpzone_warpzones_exist) {
+ entity e = WarpZone_Find(it.origin + it.mins, it.origin + it.maxs);
+ if (e)
+ if (!WarpZoneLib_ExactTrigger_Touch(e, other))
+ if (WarpZone_PlaneDist(e, it.origin + it.view_ofs) <= 0)
+ WarpZone_Teleport(e, it, -1, 0); // NOT triggering targets by this!
}
- }
- if(IS_NOT_A_CLIENT(e))
- {
- if(warpzone_warpzones_exist)
- for (; (e = nextent(e)); )
- WarpZone_StoreProjectileData(e);
- break;
+ // teleporters
+ if(other.teleportable)
+ {
+ entity ent = Teleport_Find(it.origin + it.mins, it.origin + it.maxs);
+ if (ent)
+ if (!WarpZoneLib_ExactTrigger_Touch(ent, other))
+ Simple_TeleportPlayer(ent, other); // NOT triggering targets by this!
+ }
}
- }
- setself(this);
+ });
other = oldother;
}
.float warpzone_reconnecting;
-float visible_to_some_client(entity ent)
+bool visible_to_some_client(entity ent)
{
- entity e;
- for(e = nextent(world); !IS_NOT_A_CLIENT(e); e = nextent(e))
- if(IS_PLAYER(e) && IS_REAL_CLIENT(e))
- if(checkpvs(e.origin + e.view_ofs, ent))
- return 1;
- return 0;
+ FOREACH_ENTITY(!IS_NOT_A_CLIENT(it), LAMBDA(
+ if (IS_PLAYER(it) && IS_REAL_CLIENT(it) && checkpvs(it.origin + it.view_ofs, ent)) return true;
+ ));
+ return false;
}
-void trigger_warpzone_reconnect_use()
-{SELFPARAM();
- entity e;
- e = self;
+void trigger_warpzone_reconnect_use(entity this, entity actor, entity trigger)
+{
// NOTE: this matches for target, not targetname, but of course
// targetname must be set too on the other entities
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
- for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
- self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- if(self.warpzone_reconnecting)
- WarpZone_InitStep_ClearTarget();
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- if(self.warpzone_reconnecting)
- WarpZone_InitStep_FindTarget();
- for(setself(warpzone_camera_first); self; setself(self.warpzone_next))
- if(self.warpzone_reconnecting)
- WarpZoneCamera_InitStep_FindTarget();
- for(setself(warpzone_first); self; setself(self.warpzone_next))
- if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
- WarpZone_InitStep_FinalizeTransform();
- setself(e);
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ e.warpzone_reconnecting = ((this.target == "" || e.target == this.target) && !((this.spawnflags & 1) && (visible_to_some_client(e) || visible_to_some_client(e.enemy))));
+ for(entity e = warpzone_camera_first; e; e = e.warpzone_next)
+ e.warpzone_reconnecting = ((this.target == "" || e.target == this.target) && !((this.spawnflags & 1) && visible_to_some_client(e)));
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ if(e.warpzone_reconnecting)
+ WarpZone_InitStep_ClearTarget(e);
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ if(e.warpzone_reconnecting)
+ WarpZone_InitStep_FindTarget(e);
+ for(entity e = warpzone_camera_first; e; e = e.warpzone_next)
+ if(e.warpzone_reconnecting)
+ WarpZoneCamera_InitStep_FindTarget(e);
+ for(entity e = warpzone_first; e; e = e.warpzone_next)
+ if(e.warpzone_reconnecting || e.enemy.warpzone_reconnecting)
+ WarpZone_InitStep_FinalizeTransform(e);
}
spawnfunc(trigger_warpzone_reconnect)
{
- self.use = trigger_warpzone_reconnect_use;
+ this.use = trigger_warpzone_reconnect_use;
}
spawnfunc(target_warpzone_reconnect)
spawnfunc_trigger_warpzone_reconnect(this); // both names make sense here :(
}
-void WarpZone_PlayerPhysics_FixVAngle()
-{SELFPARAM();
+void WarpZone_PlayerPhysics_FixVAngle(entity this)
+{
#ifndef WARPZONE_DONT_FIX_VANGLE
- if(IS_REAL_CLIENT(self))
- if(self.v_angle.z <= 360) // if not already adjusted
- if(time - self.ping * 0.001 < self.warpzone_teleport_time)
+ if(IS_REAL_CLIENT(this))
+ if(this.v_angle.z <= 360) // if not already adjusted
+ if(time - this.ping * 0.001 < this.warpzone_teleport_time)
{
- self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
- self.v_angle_z += 720; // mark as adjusted
+ this.v_angle = WarpZone_TransformVAngles(this.warpzone_teleport_zone, this.v_angle);
+ this.v_angle_z += 720; // mark as adjusted
}
#endif
}
+
+#endif