.vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
.float warpzone_teleport_time;
+.entity warpzone_teleport_zone;
void WarpZone_StoreProjectileData(entity e)
{
WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
WarpZone_StoreProjectileData(player);
player.warpzone_teleport_time = time;
+ player.warpzone_teleport_zone = self;
return 1;
}
{
spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
}
+
+void WarpZone_PlayerPhysics_FixVAngle(void)
+{
+#ifndef WARPZONE_DONT_FIX_VANGLE
+ if(clienttype(self) == CLIENTTYPE_REAL)
+ if(self.v_angle_z <= 360) // if not already adjusted
+ if(time - self.ping * 0.001 < self.warpzone_teleport_time)
+ {
+ self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
+ self.v_angle_z += 720; // mark as adjusted
+ }
+#endif
+}