]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Mario/target_teleporter_v2
authorMario <mario@smbclan.net>
Sun, 27 Aug 2017 14:08:11 +0000 (00:08 +1000)
committerMario <mario@smbclan.net>
Sun, 27 Aug 2017 14:08:11 +0000 (00:08 +1000)
qcsrc/common/triggers/misc/teleport_dest.qc
qcsrc/common/triggers/teleporters.qc
qcsrc/common/triggers/trigger/teleport.qc

index fc3cec863a26920d0547df1143e75af283631f88..3f5203806964b64988426406eef59eda544ec899 100644 (file)
@@ -55,11 +55,6 @@ spawnfunc(misc_teleporter_dest)
        spawnfunc_info_teleport_destination(this);
 }
 
-spawnfunc(target_teleporter)
-{
-       spawnfunc_info_teleport_destination(this);
-}
-
 #elif defined(CSQC)
 
 void teleport_dest_remove(entity this)
index 8e9936b2ea2980586e44844ccb66b27f92801670..e1cd95058dbb7b597f174614c8b203be1674e05d 100644 (file)
@@ -228,9 +228,10 @@ entity Simple_TeleportPlayer(entity teleporter, entity player)
 
 void teleport_findtarget(entity this)
 {
+       bool istrigger = (this.solid == SOLID_TRIGGER);
+
        int n = 0;
-       entity e;
-       for(e = NULL; (e = find(e, targetname, this.target)); )
+       for(entity e = NULL; (e = find(e, targetname, this.target)); )
        {
                ++n;
 #ifdef SVQC
@@ -250,7 +251,7 @@ void teleport_findtarget(entity this)
        else if(n == 1)
        {
                // exactly one dest - bots love that
-               this.enemy = find(e, targetname, this.target);
+               this.enemy = find(NULL, targetname, this.target);
        }
        else
        {
@@ -259,9 +260,11 @@ void teleport_findtarget(entity this)
        }
 
        // now enable touch
-       settouch(this, Teleport_Touch);
+       if(istrigger)
+               settouch(this, Teleport_Touch);
 #ifdef SVQC
-       trigger_teleport_link(this);
+       if(istrigger)
+               trigger_teleport_link(this);
 #endif
 }
 
index 5f545f01418488f4375c229715a06040e3fb2c87..0330ce8d8cc46b1e9065ff29065ff51f233dadfd 100644 (file)
@@ -12,52 +12,83 @@ void trigger_teleport_use(entity this, entity actor, entity trigger)
 }
 #endif
 
-void Teleport_Touch(entity this, entity toucher)
+bool Teleport_Active(entity this, entity player)
 {
        if (this.active != ACTIVE_ACTIVE)
-               return;
+               return false;
 
 #ifdef SVQC
-       if (!toucher.teleportable)
-               return;
+       if (!player.teleportable)
+               return false;
 
-       if(toucher.vehicle)
-       if(!toucher.vehicle.teleportable)
-               return;
+       if(player.vehicle)
+       if(!player.vehicle.teleportable)
+               return false;
 
-       if(IS_TURRET(toucher))
-               return;
+       if(IS_TURRET(player))
+               return false;
 #elif defined(CSQC)
-       if(!IS_PLAYER(toucher))
-               return;
+       if(!IS_PLAYER(player))
+               return false;
 #endif
 
-       if(IS_DEAD(toucher))
-               return;
+       if(IS_DEAD(player))
+               return false;
 
        if(this.team)
-               if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
-                       return;
+               if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, player)))
+                       return false;
 
-       EXACTTRIGGER_TOUCH(this, toucher);
+       return true;
+}
+
+void Teleport_Touch(entity this, entity toucher)
+{
+       entity player = toucher;
+
+       if(!Teleport_Active(this, player))
+               return;
+
+       EXACTTRIGGER_TOUCH(this, player);
 
 #ifdef SVQC
-       if(IS_PLAYER(toucher))
-               RemoveGrapplingHooks(toucher);
+       if(IS_PLAYER(player))
+               RemoveGrapplingHooks(player);
 #endif
 
        entity e;
-       e = Simple_TeleportPlayer(this, toucher);
+       e = Simple_TeleportPlayer(this, player);
 
 #ifdef SVQC
        string s = this.target; this.target = string_null;
-       SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for trigger too?
+       SUB_UseTargets(this, player, player); // TODO: should we be using toucher for trigger too?
        if (!this.target) this.target = s;
 
-       SUB_UseTargets(e, toucher, toucher);
+       SUB_UseTargets(e, player, player);
 #endif
 }
 
+#ifdef SVQC
+void target_teleport_use(entity this, entity actor, entity trigger)
+{
+       entity player = actor;
+
+       if(!Teleport_Active(this, player))
+               return;
+
+       if(IS_PLAYER(player))
+               RemoveGrapplingHooks(player);
+
+       entity e = Simple_TeleportPlayer(this, player);
+
+       string s = this.target; this.target = string_null;
+       SUB_UseTargets(this, player, player); // TODO: should we be using toucher for trigger too?
+       if (!this.target) this.target = s;
+
+       SUB_UseTargets(e, player, player);
+}
+#endif
+
 #ifdef SVQC
 float trigger_teleport_send(entity this, entity to, float sf)
 {
@@ -101,6 +132,25 @@ spawnfunc(trigger_teleport)
 
        IL_PUSH(g_teleporters, this);
 }
+
+spawnfunc(target_teleporter)
+{
+       if(this.target == "")
+       {
+               // actually a destination!
+               spawnfunc_info_teleport_destination(this);
+               return;
+       }
+
+       this.active = ACTIVE_ACTIVE;
+
+       this.use = target_teleport_use;
+
+       if(this.noise != "")
+               FOREACH_WORD(this.noise, true, precache_sound(it));
+
+       InitializeEntity(this, teleport_findtarget, INITPRIO_FINDTARGET);
+}
 #elif defined(CSQC)
 NET_HANDLE(ENT_CLIENT_TRIGGER_TELEPORT, bool isnew)
 {