void WarpZone_StoreProjectileData(entity e)
{
+#ifdef SVQC
e.warpzone_oldorigin = e.origin;
e.warpzone_oldvelocity = e.velocity;
e.warpzone_oldangles = e.angles;
+#elif defined(CSQC)
+ e.warpzone_oldorigin = e.move_origin;
+ e.warpzone_oldvelocity = e.move_velocity;
+ e.warpzone_oldangles = e.move_angles;
+#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);
}
+#ifdef SVQC
bool WarpZone_Teleported_Send(entity to, int sf)
{SELFPARAM();
WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
WriteCoord(MSG_ENTITY, self.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);
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))
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())
return;
+#ifdef SVQC
if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
+#elif defined(CSQC)
+ if(WarpZone_PlaneDist(self, 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))
{
+#ifdef SVQC
string save1, save2;
activator = other;
if (!self.target) self.target = save1;
if (!self.target2) self.target2 = save2;
setself(this);
+#endif
}
else
{
}
}
+#ifdef SVQC
bool WarpZone_Send(entity to, int sendflags)
{SELFPARAM();
WriteHeader(MSG_ENTITY, ENT_CLIENT_WARPZONE);
{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;
else
{
setorigin(player, o0 - player.view_ofs);
- player.velocity = v0;
+ player.velvec = v0;
}
return +1;
#endif
}
#endif
+#endif
float WarpZone_Projectile_Touch()
{SELFPARAM();
if(time == self.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
{
if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
return true;
+#endif
return false;
}
+#ifdef SVQC
+
void WarpZone_InitStep_FindOriginTarget()
{SELFPARAM();
if(self.killtarget != "")
}
#endif
}
+
+#endif