// CSQC doesn't need to know our origin (yet), as we're only available for referencing
WriteHeader(MSG_ENTITY, ENT_CLIENT_VIEWLOC_TRIGGER);
+ WriteByte(MSG_ENTITY, this.spawnflags);
+
WriteEntity(MSG_ENTITY, this.enemy);
WriteEntity(MSG_ENTITY, this.goalentity);
NET_HANDLE(ENT_CLIENT_VIEWLOC_TRIGGER, bool isnew)
{
+ this.spawnflags = ReadByte();
+
float point1 = ReadShort();
float point2 = ReadShort();