#include "common.qh"
#if defined(CSQC)
- #include "../../common/t_items.qh"
+ #include <common/t_items.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../common/weapons/all.qh"
+ #include <common/weapons/all.qh>
#endif
void WarpZone_Accumulator_Clear(entity acc)
{SELFPARAM();
vector vf, vr, vu;
if(self.warpzone_fadestart)
- if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+ if(vdist(org - self.origin - 0.5 * (self.mins + self.maxs), >, self.warpzone_fadeend + 400))
return org;
// don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
// unneeded on client, on server this helps a lot
{SELFPARAM();
// a fixed camera view
if(self.warpzone_fadestart)
- if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+ if(vdist(org - self.origin - 0.5 * (self.mins + self.maxs), >, self.warpzone_fadeend + 400))
return org;
// don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
// unneeded on client, on server this helps a lot
{
if(!WarpZone_trace_transform)
{
- WarpZone_trace_transform = new(warpzone_trace_transform);
- make_pure(WarpZone_trace_transform);
+ WarpZone_trace_transform = new_pure(warpzone_trace_transform);
}
WarpZone_Accumulator_Clear(WarpZone_trace_transform);
}
if(trace_fraction < 1)
continue;
}
- if(!e.WarpZone_findradius_hit || vlen(e.WarpZone_findradius_dist) > vlen(org0 - p))
+ if(!e.WarpZone_findradius_hit || vlen2(e.WarpZone_findradius_dist) > vlen2(org0 - p))
{
e.WarpZone_findradius_nearest = p;
e.WarpZone_findradius_dist = org0 - p;