+#include "viewloc.qh"
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
break;
}
- if(!this.enemy) { LOG_INFO("^1FAIL!\n"); remove(this); return; }
+ if(!this.enemy) { LOG_INFO("^1FAIL!\n"); delete(this); return; }
if(!this.goalentity)
this.goalentity = this.enemy; // make them match so CSQC knows what to do
spawnfunc(trigger_viewlocation)
{
// we won't check target2 here yet, as it may not even need to exist
- if(this.target == "") { LOG_INFO("^1FAIL!\n"); remove(this); return; }
+ if(this.target == "") { LOG_INFO("^1FAIL!\n"); delete(this); return; }
EXACTTRIGGER_INIT;
InitializeEntity(this, viewloc_init, INITPRIO_FINDTARGET);
WriteCoord(MSG_ENTITY, this.origin_y);
WriteCoord(MSG_ENTITY, this.origin_z);
- WriteCoord(MSG_ENTITY, this.angles_x);
- WriteCoord(MSG_ENTITY, this.angles_y);
- WriteCoord(MSG_ENTITY, this.angles_z);
+ WriteAngle(MSG_ENTITY, this.angles_x);
+ WriteAngle(MSG_ENTITY, this.angles_y);
+ WriteAngle(MSG_ENTITY, this.angles_z);
return true;
}
this.origin_z = ReadCoord();
setorigin(this, this.origin);
- this.movedir_x = ReadCoord();
- this.movedir_y = ReadCoord();
- this.movedir_z = ReadCoord();
+ this.movedir_x = ReadAngle();
+ this.movedir_y = ReadAngle();
+ this.movedir_z = ReadAngle();
return = true;