#include "wall.qh"
+#include "autocvars.qh"
+#include "main.qh"
#include "bgmscript.qh"
this.colormap = ReadShort();
else
this.colormap = 0;
+ this.skin = ReadByte();
}
if(f & 2)
{
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
+ this.origin = ReadVector();
setorigin(this, this.origin);
}
this.scale = ReadShort() / 256.0;
if(f & 0x20)
{
- this.mins_x = ReadCoord();
- this.mins_y = ReadCoord();
- this.mins_z = ReadCoord();
- this.maxs_x = ReadCoord();
- this.maxs_y = ReadCoord();
- this.maxs_z = ReadCoord();
+ this.mins = ReadVector();
+ this.maxs = ReadVector();
}
else
this.mins = this.maxs = '0 0 0';
this.bgmscriptdecay = ReadByte() / 64.0;
this.bgmscriptsustain = ReadByte() / 255.0;
this.bgmscriptrelease = ReadByte() / 64.0;
- this.movedir_x = ReadCoord();
- this.movedir_y = ReadCoord();
- this.movedir_z = ReadCoord();
+ this.movedir = ReadVector();
this.lip = ReadByte() / 255.0;
}
- this.fade_start = ReadShort();
- this.fade_end = ReadShort();
- this.alpha_max = ReadShort();
- this.alpha_min = ReadShort();
- this.inactive = ReadShort();
+ this.fade_start = ReadByte();
+ this.fade_end = ReadByte();
+ this.alpha_max = ReadByte();
+ this.alpha_min = ReadByte();
+ this.inactive = ReadByte();
this.fade_vertical_offset = ReadShort();
BGMScript_InitEntity(this);
}