#endif
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
-{SELFPARAM();
+{
entity telefragger;
vector from;
#ifdef SVQC
if(player.teleportable == TELEPORT_NORMAL) // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers
{
- if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
+ if(teleporter.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
{
Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
Send_Effect(EFFECT_TELEPORT, to + v_forward * 32, '0 0 0', 1);
}
- self.pushltime = time + 0.2;
+ teleporter.pushltime = time + 0.2;
}
}
#endif
return e;
}
-void teleport_findtarget()
+void teleport_findtarget(entity this)
{
int n = 0;
entity e;
- for(e = world; (e = find(e, targetname, self.target)); )
+ for(e = world; (e = find(e, targetname, this.target)); )
{
++n;
#ifdef SVQC
if(e.movetype == MOVETYPE_NONE)
- waypoint_spawnforteleporter(self, e.origin, 0);
+ waypoint_spawnforteleporter(this, e.origin, 0);
if(e.classname != "info_teleport_destination")
LOG_INFO("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
#endif
if(n == 0)
{
// no dest!
- objerror ("Teleporter with nonexistant target");
+ objerror (this, "Teleporter with nonexistant target");
return;
}
else if(n == 1)
{
// exactly one dest - bots love that
- self.enemy = find(e, targetname, self.target);
+ this.enemy = find(e, targetname, this.target);
}
else
{
// have to use random selection every single time
- self.enemy = world;
+ this.enemy = world;
}
// now enable touch
+ settouch(this, Teleport_Touch);
#ifdef SVQC
- self.touch = Teleport_Touch;
-
- trigger_teleport_link(self);
-#elif defined(CSQC)
- self.move_touch = Teleport_Touch;
+ trigger_teleport_link(this);
#endif
}
}
void WarpZone_PostTeleportPlayer_Callback(entity pl)
-{SELFPARAM();
+{
#ifdef SVQC
makevectors(pl.angles);
Reset_ArcBeam(pl, v_forward);