void trigger_teleport_use()
{
- if(teams_matter)
+ if(teamplay)
self.team = activator.team;
}
{
TDEATHLOOP(org)
{
- if not(teams_matter && autocvar_g_telefrags_teamplay && head.team == player.team)
+ if not(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)
if(head.classname == "player")
if(head.health >= 1)
return 1;
{
if (player.classname == "player" && player.health >= 1)
{
- if not(teams_matter && autocvar_g_telefrags_teamplay && head.team == player.team)
+ if not(teamplay && autocvar_g_telefrags_teamplay && head.team == player.team)
{
if(head.classname == "player")
if(head.health >= 1)
if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
- sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
+ sound (player, CH_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
if(tflags & TELEPORT_FLAG_PARTICLES)
{
pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
if (self.active != ACTIVE_ACTIVE)
return;
+ if not(other.iscreature)
if (other.deadflag != DEAD_NO)
return;
- if not(other.flags & FL_CLIENT) // FIXME: Make missiles firable through the teleport too
+
+ // for gameplay: vehicles can't teleport
+ if (other.vehicle_flags & VHF_ISVEHICLE)
+ return;
+
+ if (other.deadflag != DEAD_NO)
return;
if(self.team)
entity e;
float n;
- RandomSelection_Init();
n = 0;
for(e = world; (e = find(e, targetname, self.target)); )
{
++n;
if(e.movetype == MOVETYPE_NONE)
- RandomSelection_Add(e, 0, string_null, 1, 1);
+ waypoint_spawnforteleporter(self, e.origin, 0);
if(e.classname != "info_teleport_destination")
print("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
}
- if(RandomSelection_chosen_ent)
- waypoint_spawnforteleporter(self, RandomSelection_chosen_ent.origin, 0);
if(n == 0)
{
{
// exactly one dest - bots love that
self.enemy = find(e, targetname, self.target);
- self.dest = self.enemy.origin;
}
else
{
void WarpZone_PostTeleportPlayer_Callback(entity pl)
{
UpdateCSQCProjectileAfterTeleport(pl);
+ // "disown" projectiles after teleport
+ if(pl.owner == pl.realowner)
+ pl.owner = world;
if(pl.classname == "player")
{
// reset tracking of oldvelocity for impact damage (sudden velocity changes)