var TraceCoords[3];

function TeleportGun()
{
me = player;
vec_set(TraceCoords.x, vector(10000, 0, 0)); //shoots 10000 quants
vec_rotate(TraceCoords.x, plBiped01_entity.pan); //shoots in the direction of the player
c_trace(plBiped01_entity.x, TraceCoords.x, ignore_me | ignore_passable | activate_shoot);
if (you)
{
var tempX;
var tempY;
var tempZ;

tempX = plBiped01_entity.x;
tempY = plBiped01_entity.y;
tempZ = plBiped01_entity.z;

plBiped01_entity.x = TraceCoords.x;
plBiped01_entity.y = TraceCoords.y;
plBiped01_entity.z = TraceCoords.z;

you.x = tempX;
you.y = tempY;
you.z = tempZ;
}
}


actually kind of works..well, it doesnt give me empty pointer errors, but also it doesnt teleport me at all, heh.