deathmax = (o) + player.maxs; \
if(telefragmin != telefragmax) \
{ \
- if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x; \
- if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y; \
- if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z; \
- if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x; \
- if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y; \
- if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z; \
+ if(deathmin.x > telefragmin.x) deathmin_x = telefragmin.x; \
+ if(deathmin.y > telefragmin.y) deathmin_y = telefragmin.y; \
+ if(deathmin.z > telefragmin.z) deathmin_z = telefragmin.z; \
+ if(deathmax.x < telefragmax.x) deathmax_x = telefragmax.x; \
+ if(deathmax.y < telefragmax.y) deathmax_y = telefragmax.y; \
+ if(deathmax.z < telefragmax.z) deathmax_z = telefragmax.z; \
} \
deathradius = max(vlen(deathmin), vlen(deathmax)); \
for(head = findradius(o, deathradius); head; head = head.chain) \
}
.entity pusher;
-#define TELEPORT_FLAG_SOUND 1
-#define TELEPORT_FLAG_PARTICLES 2
-#define TELEPORT_FLAG_TDEATH 4
-#define TELEPORT_FLAG_FORCE_TDEATH 8
+const float TELEPORT_FLAG_SOUND = 1;
+const float TELEPORT_FLAG_PARTICLES = 2;
+const float TELEPORT_FLAG_TDEATH = 4;
+const float TELEPORT_FLAG_FORCE_TDEATH = 8;
#define TELEPORT_FLAGS_WARPZONE 0
#define TELEPORT_FLAGS_PORTAL (TELEPORT_FLAG_SOUND | TELEPORT_FLAG_PARTICLES | TELEPORT_FLAG_TDEATH | TELEPORT_FLAG_FORCE_TDEATH)
#define TELEPORT_FLAGS_TELEPORTER (TELEPORT_FLAG_SOUND | TELEPORT_FLAG_PARTICLES | TELEPORT_FLAG_TDEATH)
// types for .teleportable entity setting
-#define TELEPORT_NORMAL 1 // play sounds/effects etc
-#define TELEPORT_SIMPLE 2 // only do teleport, nothing special
+const float TELEPORT_NORMAL = 1; // play sounds/effects etc
+const float TELEPORT_SIMPLE = 2; // only do teleport, nothing special
+void Reset_ArcBeam(entity player, vector forward);
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
{
entity telefragger;
setorigin (player, to);
player.oldorigin = to; // don't undo the teleport by unsticking
player.angles = to_angles;
- player.fixangle = TRUE;
+ player.fixangle = true;
player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
+ makevectors(player.angles);
+ Reset_ArcBeam(player, v_forward);
UpdateCSQCProjectileAfterTeleport(player);
if(IS_PLAYER(player))
p = 1;
if(autocvar_g_telefrags_avoid)
{
- locout = e.origin + '0 0 1' * (1 - player.mins_z - 24);
+ locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
if(check_tdeath(player, locout, '0 0 0', '0 0 0'))
p = 0;
}
if(vlen(player.velocity) > autocvar_g_teleport_maxspeed)
player.velocity = normalize(player.velocity) * max(0, autocvar_g_teleport_maxspeed);
- locout = e.origin + '0 0 1' * (1 - player.mins_z - 24);
+ locout = e.origin + '0 0 1' * (1 - player.mins.z - 24);
TeleportPlayer(teleporter, player, locout, e.mangle, v_forward * vlen(player.velocity), '0 0 0', '0 0 0', TELEPORT_FLAGS_TELEPORTER);
return e;
void WarpZone_PostTeleportPlayer_Callback(entity pl)
{
+ makevectors(pl.angles);
+ Reset_ArcBeam(pl, v_forward);
UpdateCSQCProjectileAfterTeleport(pl);
{
entity oldself = self;