#ifdef SVQC
bool rainsnow_SendEntity(entity this, entity to, float sf)
{
+ vector myorg = this.origin + this.mins;
+ vector mysize = this.maxs - this.mins;
WriteHeader(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
WriteByte(MSG_ENTITY, this.state);
- WriteCoord(MSG_ENTITY, this.origin_x + this.mins_x);
- WriteCoord(MSG_ENTITY, this.origin_y + this.mins_y);
- WriteCoord(MSG_ENTITY, this.origin_z + this.mins_z);
- WriteCoord(MSG_ENTITY, this.maxs_x - this.mins_x);
- WriteCoord(MSG_ENTITY, this.maxs_y - this.mins_y);
- WriteCoord(MSG_ENTITY, this.maxs_z - this.mins_z);
+ WriteVector(MSG_ENTITY, myorg);
+ WriteVector(MSG_ENTITY, mysize);
WriteShort(MSG_ENTITY, compressShortVector(this.dest));
WriteShort(MSG_ENTITY, this.count);
WriteByte(MSG_ENTITY, this.cnt);
NET_HANDLE(ENT_CLIENT_RAINSNOW, bool isnew)
{
this.impulse = ReadByte(); // Rain, Snow, or Whatever
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
- this.maxs_x = ReadCoord();
- this.maxs_y = ReadCoord();
- this.maxs_z = ReadCoord();
+ this.origin = ReadVector();
+ this.maxs = ReadVector();
this.velocity = decompressShortVector(ReadShort());
this.count = ReadShort() * 10;
this.glow_color = ReadByte(); // color