=============
*/
-float game_delay;
-float game_delay_last;
+bool game_delay_last;
bool autocvar_sv_autopause = false;
float RedirectionThink();
if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
- skill = autocvar_skill;
-
// detect when the pre-game countdown (if any) has ended and the game has started
- game_delay = (time < game_starttime);
-
+ bool game_delay = (time < game_starttime);
if (autocvar_sv_eventlog && game_delay_last && !game_delay)
GameLogEcho(":startdelay_ended");
-
game_delay_last = game_delay;
CreatureFrame_All();
set_movetype(this, this.movetype);
+ if(this.monster_attack)
+ IL_PUSH(g_monster_targets, this);
+
// support special -1 and -2 angle from radiant
if (this.angles == '0 -1 0')
this.angles = '-90 0 0';
void WarpZone_PostInitialize_Callback()
{
// create waypoint links for warpzones
+ entity tracetest_ent = spawn();
+ setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
+ tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
//for(entity e = warpzone_first; e; e = e.warpzone_next)
for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
{
dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
makevectors(e.enemy.warpzone_angles);
dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
- waypoint_spawnforteleporter_v(e, src, dst, 0);
+ waypoint_spawnforteleporter_wz(e, src, dst, 0, tracetest_ent);
}
+ delete(tracetest_ent);
}