+
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
+{
+ fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
+}
+
+void crosshair_trace(entity pl)
+{
+ traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+}
+
+void crosshair_trace_plusvisibletriggers(entity pl)
+{
+ crosshair_trace_plusvisibletriggers__is_wz(pl, false);
+}
+
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
+{
+ crosshair_trace_plusvisibletriggers__is_wz(pl, true);
+}
+
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
+{
+ FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
+ {
+ if(it.model != "")
+ {
+ it.solid = SOLID_BSP;
+ IL_PUSH(g_ctrace_changed, it);
+ }
+ });
+
+ if (is_wz)
+ WarpZone_crosshair_trace(pl);
+ else
+ crosshair_trace(pl);
+
+ IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
+
+ IL_CLEAR(g_ctrace_changed);
+}
+
+void WarpZone_crosshair_trace(entity pl)
+{
+ WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
+}