var .vector fld;
if(self.bgmscriptangular)
- self.angles = self.saved;
+ fld = angles;
else
- self.origin = self.saved;
+ fld = origin;
+ self.fld = self.saved;
if(self.lodmodelindex1)
{
InterpolateOrigin_Do();
- if(self.bgmscriptangular)
- self.saved = self.angles;
- else
- self.saved = self.origin;
+ self.saved = self.fld;
f = BGMScript(self);
if(f >= 0)
void Ent_Wall()
{
float f;
+ var .vector fld;
+
InterpolateOrigin_Undo();
- self.iflags = IFLAG_ANGLES;
+ self.iflags = IFLAG_ANGLES | IFLAG_ORIGIN;
if(self.bgmscriptangular)
- self.angles = self.saved;
+ fld = angles;
else
- self.origin = self.saved;
+ fld = origin;
+ self.fld = self.saved;
f = ReadByte();
self.origin_x = ReadCoord();
self.origin_y = ReadCoord();
self.origin_z = ReadCoord();
+ setorigin(self, self.origin);
}
if(f & 4)
}
else
self.mins = self.maxs = '0 0 0';
+ setsize(self, self.mins, self.maxs);
if(self.bgmscript)
strunzone(self.bgmscript);
InterpolateOrigin_Note();
- if(self.bgmscriptangular)
- self.saved = self.angles;
- else
- self.saved = self.origin;
+ self.saved = self.fld;
self.entremove = Ent_Wall_Remove;
self.draw = Ent_Wall_Draw;