entity ts = new(warpzone_teleported);
setmodel(ts, MDL_Null);
- ts.SendEntity = SendEntity_self;
- ts.SendEntity3 = WarpZone_Teleported_Send;
+ setSendEntity(ts, WarpZone_Teleported_Send);
ts.SendFlags = 0xFFFFFF;
ts.drawonlytoclient = player;
setthink(ts, SUB_Remove);
#endif
return;
- if(WarpZoneLib_ExactTrigger_Touch(self, other))
+ if(WarpZoneLib_ExactTrigger_Touch(this, other))
return;
#ifdef SVQC
#ifdef WARPZONELIB_KEEPDEBUG
float WarpZone_CheckProjectileImpact(entity player)
-{SELFPARAM();
+{
vector o0, v0;
.vector orgvec, velvec;
#endif
#endif
-float WarpZone_Projectile_Touch()
-{SELFPARAM();
+float WarpZone_Projectile_Touch(entity this)
+{
if(other.classname == "trigger_warpzone")
return true;
save_ent = trace_ent;
save_inopen = trace_inopen;
save_inwater = trace_inwater;
- float f;
- if((f = WarpZone_CheckProjectileImpact(this)) != 0)
- return (f > 0);
+ float f = WarpZone_CheckProjectileImpact(this);
+ if (f) return (f > 0);
trace_dpstartcontents = save_dpstartcontents;
trace_dphitcontents = save_dphitcontents;
trace_dphitq3surfaceflags = save_dphitq3surfaceflags;
}
#endif
- if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
+ if(WarpZone_Projectile_Touch_ImpactFilter_Callback(this, other))
return true;
#endif
setsize(this, this.mins * this.scale, this.maxs * this.scale);
else
setsize(this, this.mins, this.maxs);
- this.SendEntity = SendEntity_self;
- this.SendEntity3 = WarpZone_Send;
+ setSendEntity(this, WarpZone_Send);
this.SendFlags = 0xFFFFFF;
BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
this.warpzone_next = warpzone_first;
this.solid = SOLID_BSP;
else if(this.solid < 0)
this.solid = SOLID_NOT;
- this.SendEntity = SendEntity_self;
- this.SendEntity3 = WarpZone_Camera_Send;
+ setSendEntity(this, WarpZone_Camera_Send);
this.SendFlags = 0xFFFFFF;
this.warpzone_next = warpzone_camera_first;
warpzone_camera_first = this;