Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
common.qc
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1#include "common.qh"
2
4
5#if defined(CSQC)
6 #include <client/items/items.qh>
7#elif defined(MENUQC)
8#elif defined(SVQC)
10#endif
11
13{
14 acc.warpzone_transform = '0 0 0';
15 acc.warpzone_shift = '0 0 0';
16}
18{
19 vector tr, st;
20 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
21 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
22 acc.warpzone_transform = tr;
23 acc.warpzone_shift = st;
24}
26{
27 WarpZone_Accumulator_AddTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
28}
30{
31 vector tt, ss;
35 // yes, this probably can be done simpler... but this way is "obvious" :)
36}
38{
39 WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
40}
41
43{
44 vector vf, vr, vu;
45 if(this.warpzone_fadestart)
46 if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
47 return org;
48 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
49 // unneeded on client, on server this helps a lot
50 vf = v_forward;
51 vr = v_right;
52 vu = v_up;
54 vf = WarpZone_TransformVelocity(this, vf);
55 vr = WarpZone_TransformVelocity(this, vr);
56 vu = WarpZone_TransformVelocity(this, vu);
58 v_forward = vf;
59 v_right = vr;
60 v_up = vu;
61 return org;
62}
63
64void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
65{
66 e.warpzone_transform = AnglesTransform_RightDivide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
67 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
68 e.warpzone_origin = my_org;
69 e.warpzone_targetorigin = other_org;
70 e.warpzone_angles = my_ang;
71 e.warpzone_targetangles = other_ang;
72 vector forward, right, up;
73 FIXED_MAKE_VECTORS(my_ang, forward, right, up);
74 e.warpzone_forward = forward;
75 FIXED_MAKE_VECTORS(other_ang, forward, right, up);
76 e.warpzone_targetforward = forward;
78}
79
81{
82 // a fixed camera view
83 if(this.warpzone_fadestart)
84 if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
85 return org;
86 // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
87 // unneeded on client, on server this helps a lot
90 return this.warpzone_origin;
91}
92
93void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
94{
95 e.warpzone_origin = my_org;
96 e.warpzone_angles = my_ang;
98}
99
100.entity enemy;
101
103{
104 float f, s;
105 entity se;
106
107 tracebox('0 0 0', mi, ma, '0 0 0', MOVE_NOMONSTERS, ig);
108#ifdef CSQC
110 {
111 LOG_TRACE("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush");
112 // we cannot continue, as a player blocks us...
113 // so, abort
114 return 0;
115 }
116#endif
117 if (!trace_ent)
118 return 0;
119 if (trace_ent == e)
120 return 1;
121
122 se = trace_ent;
123 s = se.solid;
124 se.solid = SOLID_NOT;
125 setorigin(se, se.origin); // unlink
126 f = WarpZoneLib_BoxTouchesBrush_Recurse(mi, ma, e, ig);
127 se.solid = s;
128 setorigin(se, se.origin); // relink
129
130 return f;
131}
132
134{
135 // bones_was_here: TODO: when findbox_OrFallback() is available, use it to
136 // optimise this into a single non-recursive function that only calls tracebox once
137
138 float f, s;
139
140 if(!e.modelindex || e.warpzone_isboxy)
141 return 1;
142
143 // work around trigger_hurt on geit3ctf1 not being detected by tracebox
144 // bones_was_here: FIXME: WHY do these triggers only have supercontents == 128 ?!
145 if (Q3COMPAT_COMMON && ig != world)
146 ig.dphitcontentsmask |= 128;
147
148 s = e.solid;
149 if (e.solid != SOLID_BSP)
150 {
151 e.solid = SOLID_BSP;
152 setorigin(e, e.origin); // update linking
153 }
154 f = WarpZoneLib_BoxTouchesBrush_Recurse(mi, ma, e, ig);
155 if (e.solid != s) // if we needed to change .solid temporarily
156 {
157 e.solid = s; // restore it
158 setorigin(e, e.origin); // update linking
159 }
160
161 if (Q3COMPAT_COMMON && ig != world)
162 ig.dphitcontentsmask &= ~128;
163
164 return f;
165}
166
168{
169 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
171 return NULL;
173 {
174 return it;
175 });
176 return NULL;
177}
178
180{
182 return;
183 IL_EACH(g_warpzones, true,
184 {
185 it.solid = SOLID_BSP;
186 });
187}
188
190{
192 return;
193 IL_EACH(g_warpzones, true,
194 {
195 it.solid = SOLID_TRIGGER;
196 });
197}
198
211
213{
214 float nomonsters_adjusted;
215 float frac, sol, i;
216 float contentshack;
217 entity wz;
218 vector vf, vr, vu;
219
220 WarpZone_trace_forent = forent;
225 {
226 if(nomonsters == MOVE_NOTHING)
227 {
228 trace_endpos = end;
229 trace_fraction = 1;
230 if(cb)
231 cb(org, trace_endpos, end);
232 return;
233 }
234 else
235 {
236 tracebox(org, mi, ma, end, nomonsters, WarpZone_trace_forent);
237 if(cb)
238 cb(org, trace_endpos, end);
239 return;
240 }
241 }
242
243 vf = v_forward;
244 vr = v_right;
245 vu = v_up;
246
247 switch(nomonsters)
248 {
249 case MOVE_WORLDONLY:
250 case MOVE_NOTHING:
251 nomonsters_adjusted = MOVE_NOMONSTERS;
252 break;
253 default:
254 nomonsters_adjusted = nomonsters;
255 break;
256 }
257 if((contentshack = (WarpZone_trace_forent.dphitcontentsmask && !(WarpZone_trace_forent.dphitcontentsmask & DPCONTENTS_SOLID))))
259
260 // if starting in warpzone, first transform
261 wz = WarpZone_Find(org + mi, org + ma);
262 if(wz)
263 {
266 if(zone && wz != zone)
267 {
268 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
269 sol = 1;
270 trace_fraction = 0;
272 goto fail;
273 }
276 end = WarpZone_TransformOrigin(wz, end);
277 }
279 sol = -1;
280 frac = 0;
281 i = 16;
282 for (;;)
283 {
284 if(--i < 1)
285 {
286 LOG_TRACE("Too many warpzones in sequence, aborting trace.");
287 trace_ent = NULL;
288 break;
289 }
290 tracebox(org, mi, ma, end, nomonsters_adjusted, WarpZone_trace_forent);
291 if(cb)
292 cb(org, trace_endpos, end);
293 if(sol < 0)
294 sol = trace_startsolid;
295
296 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
297 if(trace_fraction >= 1)
298 break;
299 if(trace_ent.classname != "trigger_warpzone")
300 {
301 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & WarpZone_trace_forent.dphitcontentsmask) == DPCONTENTS_SOLID))
302 {
303 // continue the trace, ignoring this hit (we only care for warpzones)
304 org = trace_endpos + normalize(end - org);
305 continue;
306 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
307 // otherwise, players could block entrances that way
308 }
309 break;
310 }
311 /*if(trace_ent == wz)
312 {
313 // FIXME can this check be removed? Do we really need it?
314 LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace");
315 trace_ent = NULL;
316 break;
317 }*/
318 wz = trace_ent;
322 if(zone && wz != zone)
323 break;
325 // we hit a warpzone... so, let's perform the trace after the warp again
327 end = WarpZone_TransformOrigin(wz, end);
328
329 // we got warped, so let's step back a bit
330 tracebox(org, mi, ma, org + normalize(org - end) * 32, nomonsters_adjusted, WarpZone_trace_forent);
332 }
334LABEL(fail)
335 if(contentshack)
337 trace_startsolid = sol;
338 v_forward = vf;
339 v_right = vr;
340 v_up = vu;
341}
342
343void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
344{
345 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, NULL, WarpZone_trace_callback_t_null);
346}
347
348void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
349{
350 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
351}
352
354{
355 float g, dt, i;
356 vector vf, vr, vu, v0, o0;
357 entity wz;
358
359 o0 = e.origin;
360 v0 = e.velocity;
361 g = cvar("sv_gravity") * e.gravity;
362
363 WarpZone_trace_forent = forent;
369 {
370 tracetoss(e, WarpZone_trace_forent);
371 if(cb)
372 cb(e.origin, trace_endpos, trace_endpos);
373 dt = vlen(e.origin - o0) / vlen(e.velocity);
375 e.velocity_z -= dt * g;
376 WarpZone_tracetoss_velocity = e.velocity;
377 e.velocity = v0;
378 return;
379 }
380
381 vf = v_forward;
382 vr = v_right;
383 vu = v_up;
384
385 // if starting in warpzone, first transform
386 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
387 if(wz)
388 {
391 if(zone && wz != zone)
392 {
393 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
394
396 trace_endpos = o0;
397 goto fail;
398 }
400 vector org = WarpZone_TransformOrigin(wz, e.origin);
401 setorigin(e, org);
402 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
403 }
405 i = 16;
406 for (;;)
407 {
408 if(--i < 1)
409 {
410 LOG_TRACE("Too many warpzones in sequence, aborting trace.");
411 trace_ent = NULL;
412 break;
413 }
414 tracetoss(e, WarpZone_trace_forent);
415 if(cb)
416 cb(e.origin, trace_endpos, trace_endpos);
417 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
419 e.origin = trace_endpos;
420 e.velocity_z -= dt * g;
421 if(trace_fraction >= 1)
422 break;
423 if(trace_ent.classname != "trigger_warpzone")
424 break;
425 if(trace_ent == wz)
426 {
427 // FIXME can this check be removed? Do we really need it?
428 LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace");
429 trace_ent = NULL;
430 break;
431 }
432 wz = trace_ent;
436 if(zone && wz != zone)
437 break;
439 // we hit a warpzone... so, let's perform the trace after the warp again
440 e.origin = WarpZone_TransformOrigin(wz, e.origin);
441 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
442
443 // we got warped, so let's step back a bit
444 e.velocity = -e.velocity;
445 tracetoss(e, WarpZone_trace_forent);
446 dt = vlen(trace_endpos - e.origin) / vlen(e.velocity);
448 e.origin = trace_endpos;
449 e.velocity = -e.velocity;
450 }
452LABEL(fail)
453 WarpZone_tracetoss_velocity = e.velocity;
454 v_forward = vf;
455 v_right = vr;
456 v_up = vu;
457 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
458 e.velocity = v0;
459 e.origin = o0;
460}
461
466
473
480
481#ifdef CSQC
488
497#endif
498
500{
501 return (v - wz.warpzone_origin) * wz.warpzone_forward;
502}
503
505{
506 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
507}
508
510{
511 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
512}
513
515{
516 return AnglesTransform_Apply(wz.warpzone_transform, v);
517}
518
520{
521 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
522}
523
525{
526#ifdef KEEP_ROLL
527 float roll;
528 roll = ang.z;
529 ang.z = 0;
530#endif
531
532 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
533
534#ifdef KEEP_ROLL
537 ang.z = roll;
538#else
540#endif
541
542 return ang;
543}
544
546{
547 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
548}
549
551{
552 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
553}
554
559
561{
562#ifdef KEEP_ROLL
563 float roll;
564 roll = ang.z;
565 ang.z = 0;
566#endif
567
569
570#ifdef KEEP_ROLL
573 ang.z = roll;
574#else
576#endif
577
578 return ang;
579}
580
582{
583 vector nearest;
584 nearest.x = bound(mi.x, org.x, ma.x);
585 nearest.y = bound(mi.y, org.y, ma.y);
586 nearest.z = bound(mi.z, org.z, ma.z);
587 return nearest;
588}
589
590// blacklist of entities that WarpZone_FindRadius doesn't care about
592{
593 if (is_pure(e)) return true;
594 string s = e.classname;
595
596 switch(s)
597 {
598 case "weaponentity":
599 case "exteriorweaponentity":
600 case "sprite_waypoint":
601 case "waypoint":
602 case "spawnfunc":
603 case "weaponchild":
604 case "chatbubbleentity":
605 case "buff_model":
606 //case "net_linked": // actually some real entities are linked without classname, fail
607 case "":
608 return true;
609 }
610
611 if (startsWith(s, "target_")) return true;
612
613 if (startsWith(s, "info_")) return true;
614
615 return false;
616}
617
622 vector org,
623 float rad,
625 vector org0,
627 vector transform,
628 vector shift,
629 bool needlineofsight)
630{
631 if (rad <= 0) return;
632 entity wz = NULL;
634 vector p = WarpZoneLib_NearestPointOnBox(it.origin + it.mins, it.origin + it.maxs, org0);
635 if (needlineofsight)
636 {
637 traceline(org, p, MOVE_NOMONSTERS, it);
638 if (trace_fraction < 1) continue;
639 }
640 if (!it.WarpZone_findradius_hit || vlen2(it.WarpZone_findradius_dist) > vlen2(org0 - p))
641 {
642 it.WarpZone_findradius_nearest = p;
643 it.WarpZone_findradius_dist = org0 - p;
644 it.WarpZone_findradius_findorigin = org;
645 it.WarpZone_findradius_findradius = rad;
646 if (it.classname == "warpzone_refsys")
647 {
648 // ignore, especially: do not overwrite the refsys parameters
649 }
650 else if (it.classname == "trigger_warpzone")
651 {
652 it.WarpZone_findradius_next = wz;
653 wz = it;
654 it.WarpZone_findradius_hit = 1;
655 it.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
656 it.enemy.WarpZone_findradius_hit = 1;
657 }
658 else
659 {
660 it.warpzone_transform = transform;
661 it.warpzone_shift = shift;
662 it.WarpZone_findradius_hit = 1;
663 }
664 }
665 });
666 for(entity e = wz; e; e = e.WarpZone_findradius_next)
667 {
668 if (WarpZoneLib_BadEntity(e)) continue;
669
670 vector org0_new = WarpZone_TransformOrigin(e, org);
671 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
672 vector org_new = trace_endpos;
673
674 vector transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
675 vector shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
677 org_new,
678 bound(0, rad - vlen(org_new - org0_new), rad - 8),
679 org0_new,
680 transform_new, shift_new,
681 needlineofsight);
682 e.WarpZone_findradius_hit = 0;
683 e.enemy.WarpZone_findradius_hit = 0;
684 }
685}
686entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
687{
688 // FIXME: why can't we do this? (sometimes finds nothing, breaking explosions)
689 // if (!warpzone_warpzones_exist && !needlineofsight) return findradius(org, rad);
690 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
692 FOREACH_LIST(list, chain, true, it.WarpZone_findradius_hit = 0);
693 return list_first;
694}
695
698{
699 // garbage collect unused reference systems
700 this.nextthink = time + 1;
701 if(this.owner.WarpZone_refsys != this)
702 delete(this);
703}
705{
706 if(me.WarpZone_refsys.owner != me)
707 {
708 me.WarpZone_refsys = new(warpzone_refsys);
709 me.WarpZone_refsys.owner = me;
710 setthink(me.WarpZone_refsys, WarpZone_RefSys_GC);
711 me.WarpZone_refsys.nextthink = time + 1;
712 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
713 }
714}
716{
717 if(me.WarpZone_refsys)
718 {
719 delete(me.WarpZone_refsys);
720 me.WarpZone_refsys = NULL;
721 }
722}
724{
725 if(t != '0 0 0' || s != '0 0 0')
726 {
728 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
729 }
730}
732{
733 WarpZone_RefSys_AddTransform(me, wz.warpzone_transform, wz.warpzone_shift);
734}
736{
737 if(t != '0 0 0' || s != '0 0 0')
738 {
740 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, t, s);
741 }
742}
744{
745 WarpZone_RefSys_AddInverseTransform(me, wz.warpzone_transform, wz.warpzone_shift);
746}
750{
751 //vector t, s;
752 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
753 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
754 return;
755 WarpZone_Accumulator_AddInverseTransform(me.WarpZone_refsys, me.WarpZone_refsys_incremental_transform, me.WarpZone_refsys_incremental_shift);
756 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref.WarpZone_refsys);
757 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
758 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
759}
761{
762 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
763 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
764}
766{
767 if(from.WarpZone_refsys)
768 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
769 if(to.WarpZone_refsys)
770 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
771 return org;
772}
774{
775 if(from.WarpZone_refsys)
776 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
777 if(to.WarpZone_refsys)
778 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
779 return vel;
780}
782{
783 if(from.WarpZone_refsys)
784 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
785 if(to.WarpZone_refsys)
786 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
787 return ang;
788}
790{
791 if(from.WarpZone_refsys)
792 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
793 if(to.WarpZone_refsys)
794 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
795 return ang;
796}
798{
799 if(from.WarpZone_refsys)
800 {
802 me.WarpZone_refsys.warpzone_shift = from.WarpZone_refsys.warpzone_shift;
803 me.WarpZone_refsys.warpzone_transform = from.WarpZone_refsys.warpzone_transform;
804 }
805 else
807}
809{
810 entity e = spawn();
812 return e;
813}
814
816{
817 vector emin = toucher.absmin, emax = toucher.absmax;
818 if (!Q3COMPAT_COMMON)
819 {
820 // Xonotic and Nexuiz maps assume triggers will be activated by adjacent players
821 // prior to sv_legacy_bbox_expand 0 DP always did this for SVQC and never for CSQC
822 emin -= '1 1 1';
823 emax += '1 1 1';
824 }
825
826 // if called from a touch func, we can assume the boxes do overlap
827 if (!touchfunc && !boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
828 return false;
829
830 return WarpZoneLib_BoxTouchesBrush(emin, emax, this, toucher); // accurate
831}
832
833
835{
836 const float eps = 0.0625;
837 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
839 return;
840 if (trace_fraction < 1)
841 {
842 // hit something
843 // adjust origin in the other direction...
844 setorigin(e, e.origin - by * (1 - trace_fraction));
845 }
846}
847
849{
850 vector o = e.origin;
851 traceline(o, o, MOVE_WORLDONLY, e);
853 return 0; // too stuck, giving up
854
855 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
856 if (!trace_startsolid)
857 return -1; // wasn't stuck
858
859 vector m0 = e.mins;
860 vector m1 = e.maxs;
861 e.mins = '0 0 0';
862 e.maxs = '0 0 0';
863 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m0.x); e.mins_x = m0.x;
864 WarpZoneLib_MoveOutOfSolid_Expand(e, eX * m1.x); e.maxs_x = m1.x;
865 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m0.y); e.mins_y = m0.y;
866 WarpZoneLib_MoveOutOfSolid_Expand(e, eY * m1.y); e.maxs_y = m1.y;
867 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m0.z); e.mins_z = m0.z;
868 WarpZoneLib_MoveOutOfSolid_Expand(e, eZ * m1.z); e.maxs_z = m1.z;
869 setorigin(e, e.origin);
870
871 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
873 {
874 setorigin(e, o);
875 return 0; // can't fix
876 }
877
878 return 1; // was stuck but is fixed now
879}
vector AnglesTransform_ApplyToVAngles(vector transform, vector v)
vector AnglesTransform_Multiply_GetPostShift(vector t0, vector st0, vector t1, vector st1)
vector AnglesTransform_CancelRoll(vector t)
vector AnglesTransform_TurnDirectionFR(vector transform)
vector AnglesTransform_Apply(vector transform, vector v)
vector AnglesTransform_Normalize(vector t, float minimize_roll)
vector AnglesTransform_Invert(vector transform)
vector AnglesTransform_RightDivide(vector to_transform, vector from_transform)
vector AnglesTransform_PrePostShift_GetPostShift(vector sf, vector t, vector st)
vector AnglesTransform_Multiply(vector t1, vector t2)
vector AnglesTransform_ApplyToAngles(vector transform, vector v)
#define FIXED_MAKE_VECTORS(angles, forward, right, up)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
entity owner
Definition main.qh:87
#define Q3COMPAT_COMMON
Definition stats.qh:368
#define LABEL(id)
Definition compiler.qh:34
vector v_up
const float MOVE_NOMONSTERS
float trace_dphitcontents
entity trace_ent
const float SOLID_TRIGGER
float DPCONTENTS_SOLID
vector mins
entity chain
const float SOLID_NOT
float time
vector v_right
float trace_networkentity
vector trace_endpos
float trace_startsolid
vector maxs
float nextthink
float MOVE_WORLDONLY
vector absmax
vector v_forward
vector origin
float trace_fraction
vector absmin
const float SOLID_BSP
float PARTICLES_DRAWASTRAIL
#define spawn
#define IL_EACH(this, cond, body)
#define FOREACH_LIST(list, next, cond, body)
Definition iter.qh:21
#define FOREACH_ENTITY_RADIUS(org, dist, cond, body)
Definition iter.qh:160
void WarpZone_RefSys_AddInverseTransform(entity me, vector t, vector s)
Definition common.qc:735
vector WarpZone_UnTransformVelocity(entity wz, vector v)
Definition common.qc:550
void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
Definition common.qc:64
vector WarpZone_Camera_camera_transform(entity this, vector org, vector ang)
Definition common.qc:80
void WarpZone_RefSys_Add(entity me, entity wz)
Definition common.qc:731
entity WarpZone_findradius_next
Definition common.qc:619
void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
Definition common.qc:353
void WarpZone_RefSys_Clear(entity me)
Definition common.qc:715
vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
Definition common.qc:773
void WarpZone_TraceToss(entity e, entity forent)
Definition common.qc:462
void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, bool needlineofsight)
Definition common.qc:620
entity WarpZone_Find(vector mi, vector ma)
Definition common.qc:167
float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
Definition common.qc:133
vector WarpZone_UnTransformVAngles(entity wz, vector ang)
Definition common.qc:560
float WarpZoneLib_BoxTouchesBrush_Recurse(vector mi, vector ma, entity e, entity ig)
Definition common.qc:102
bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher, bool touchfunc)
Definition common.qc:815
void WarpZone_Accumulator_Clear(entity acc)
Definition common.qc:12
float WarpZone_PlaneDist(entity wz, vector v)
Definition common.qc:499
void WarpZone_Trace_InitTransform()
Definition common.qc:199
void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang)
Definition common.qc:93
void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
Definition common.qc:17
float WarpZone_findradius_hit
Definition common.qc:618
entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
Definition common.qc:686
vector WarpZone_refsys_incremental_transform
Definition common.qc:748
void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
Definition common.qc:212
void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
Definition common.qc:348
vector WarpZone_TransformVAngles(entity wz, vector ang)
Definition common.qc:524
vector WarpZone_TransformVelocity(entity wz, vector v)
Definition common.qc:514
void WarpZone_RefSys_GC(entity this)
Definition common.qc:697
void WarpZone_TrailParticles_WithMultiplier(entity own, float eff, vector org, vector end, float f, int boxflags)
Definition common.qc:489
void WarpZone_RefSys_CheckCreate(entity me)
Definition common.qc:704
void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
Definition common.qc:760
bool WarpZoneLib_BadEntity(entity e)
Definition common.qc:591
float WarpZone_TrailParticles_trace_callback_flags
Definition common.qc:483
vector WarpZone_TransformAngles(entity wz, vector v)
Definition common.qc:519
void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
Definition common.qc:474
void WarpZone_MakeAllOther()
Definition common.qc:189
vector WarpZone_UnTransformOrigin(entity wz, vector v)
Definition common.qc:545
entity WarpZone_TrailParticles_trace_callback_own
Definition common.qc:467
entity WarpZone_refsys
Definition common.qc:696
void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
Definition common.qc:749
vector WarpZone_TransformOrigin(entity wz, vector v)
Definition common.qc:509
entity WarpZone_RefSys_SpawnSameRefSys(entity me)
Definition common.qc:808
vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
Definition common.qc:581
vector WarpZone_refsys_incremental_shift
Definition common.qc:747
void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
Definition common.qc:723
void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
Definition common.qc:343
float WarpZone_TargetPlaneDist(entity wz, vector v)
Definition common.qc:504
void WarpZone_MakeAllSolid()
Definition common.qc:179
vector WarpZone_camera_transform(entity this, vector org, vector ang)
Definition common.qc:42
void WarpZone_TrailParticles_WithMultiplier_trace_callback(vector from, vector endpos, vector to)
Definition common.qc:484
void WarpZone_Accumulator_AddInverse(entity acc, entity wz)
Definition common.qc:37
void WarpZone_RefSys_AddInverse(entity me, entity wz)
Definition common.qc:743
vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
Definition common.qc:765
float WarpZone_TrailParticles_trace_callback_f
Definition common.qc:482
void WarpZone_RefSys_Copy(entity me, entity from)
Definition common.qc:797
vector WarpZone_UnTransformAngles(entity wz, vector v)
Definition common.qc:555
void WarpZone_Accumulator_AddInverseTransform(entity acc, vector t, vector s)
Definition common.qc:29
void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
Definition common.qc:469
void WarpZone_Trace_AddTransform(entity wz)
Definition common.qc:207
void WarpZoneLib_MoveOutOfSolid_Expand(entity e, vector by)
Definition common.qc:834
float WarpZone_TrailParticles_trace_callback_eff
Definition common.qc:468
vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
Definition common.qc:789
vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
Definition common.qc:781
void WarpZone_Accumulator_Add(entity acc, entity wz)
Definition common.qc:25
int WarpZoneLib_MoveOutOfSolid(entity e)
Definition common.qc:848
var WarpZone_trace_callback_t WarpZone_trace_callback_t_null
Definition common.qh:36
entity WarpZone_trace_firstzone
Definition common.qh:38
#define BITSET_ASSIGN(a, b)
Definition common.qh:104
float warpzone_fadestart
Definition common.qh:21
vector warpzone_targetorigin
Definition common.qh:17
float warpzone_fadeend
Definition common.qh:22
#define BITCLR_ASSIGN(a, b)
Definition common.qh:101
entity WarpZone_trace_lastzone
Definition common.qh:39
vector warpzone_origin
Definition common.qh:14
vector WarpZone_tracetoss_velocity
Definition common.qh:40
entity WarpZone_trace_transform
Definition common.qh:37
#define MOVE_NOTHING
Definition common.qh:33
void(vector start, vector hit, vector end) WarpZone_trace_callback_t
Definition common.qh:35
IntrusiveList g_warpzones
Definition common.qh:6
float warpzone_warpzones_exist
Definition common.qh:9
vector warpzone_angles
Definition common.qh:15
float WarpZone_tracetoss_time
Definition common.qh:41
entity WarpZone_trace_forent
Definition common.qh:34
#define LOG_TRACE(...)
Definition log.qh:76
entity findchainfloat(.float field, float match)
float bound(float min, float value, float max)
float cvar(string name)
float vlen(vector v)
vector normalize(vector v)
#define is_pure(e)
Definition oo.qh:16
#define new_pure(class)
purely logical entities (not linked to the area grid)
Definition oo.qh:67
#define NULL
Definition post.qh:14
#define world
Definition post.qh:15
#define makevectors
Definition post.qh:21
#define setthink(e, f)
#define setcamera_transform(e, f)
Definition self.qh:93
vector
Definition self.qh:92
vector org
Definition self.qh:92
entity entity toucher
Definition self.qh:72
vector vector ang
Definition self.qh:92
#define startsWith(haystack, needle)
Definition string.qh:236
entity enemy
Definition sv_ctf.qh:153
#define vlen2(v)
Definition vector.qh:4
const vector eY
Definition vector.qh:45
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8
const vector eZ
Definition vector.qh:46
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
requires that m2>m1 in all coordinates, and that m4>m3
Definition vector.qh:73
const vector eX
Definition vector.qh:44