player.fixangle = false;
entity ts = spawn();
- setmodel(ts, "null");
+ setmodel(ts, MDL_Null);
ts.SendEntity = WarpZone_Teleported_Send;
ts.SendFlags = 0xFFFFFF;
ts.drawonlytoclient = player;
entity warpzone_position_first;
entity warpzone_camera_first;
.entity warpzone_next;
-void spawnfunc_misc_warpzone_position(void)
-{SELFPARAM();
+spawnfunc(misc_warpzone_position)
+{
// "target", "angles", "origin"
self.warpzone_next = warpzone_position_first;
warpzone_position_first = self;
}
-void spawnfunc_trigger_warpzone_position(void)
+spawnfunc(trigger_warpzone_position)
{
- spawnfunc_misc_warpzone_position();
+ spawnfunc_misc_warpzone_position(this);
}
-void spawnfunc_trigger_warpzone(void)
-{SELFPARAM();
+spawnfunc(trigger_warpzone)
+{
// warp zone entities must have:
// "killtarget" pointing to a target_position with a direction arrow
// that points AWAY from the warp zone, and that is inside
// the map, with another killtarget to designate its
// orientation
-#ifndef WARPZONE_USE_FIXANGLE
- // used when teleporting
- precache_model("null");
-#endif
-
if(!self.scale)
self.scale = self.modelscale;
if(!self.scale)
if(m != "")
{
precache_model(m);
- setmodel(self, m); // no precision needed
+ _setmodel(self, m); // no precision needed
}
setorigin(self, self.origin);
if(self.scale)
self.warpzone_next = warpzone_first;
warpzone_first = self;
}
-void spawnfunc_func_camera(void)
-{SELFPARAM();
+spawnfunc(func_camera)
+{
if(!self.scale)
self.scale = self.modelscale;
if(!self.scale)
if(self.model != "")
{
precache_model(self.model);
- setmodel(self, self.model); // no precision needed
+ _setmodel(self, self.model); // no precision needed
}
setorigin(self, self.origin);
if(self.scale)
setself(e);
}
-void spawnfunc_trigger_warpzone_reconnect()
-{SELFPARAM();
+spawnfunc(trigger_warpzone_reconnect)
+{
self.use = trigger_warpzone_reconnect_use;
}
-void spawnfunc_target_warpzone_reconnect()
+spawnfunc(target_warpzone_reconnect)
{
- spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
+ spawnfunc_trigger_warpzone_reconnect(this); // both names make sense here :(
}
void WarpZone_PlayerPhysics_FixVAngle(void)