#elif defined(SVQC)
#endif
-void WarpZone_Fade_PreDraw()
-{SELFPARAM();
+void WarpZone_Fade_PreDraw(entity this)
+{
vector org;
org = getpropertyvec(VF_ORIGIN);
- if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
- self.alpha = 0;
- else if(self.warpzone_fadestart)
- self.alpha = bound(0, (self.warpzone_fadeend - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.warpzone_fadeend - self.warpzone_fadestart), 1);
+ if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
+ this.alpha = 0;
+ else if(this.warpzone_fadestart)
+ this.alpha = bound(0, (this.warpzone_fadeend - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.warpzone_fadeend - this.warpzone_fadestart), 1);
else
- self.alpha = 1;
- //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
- if(self.alpha <= 0)
- self.drawmask = 0;
+ this.alpha = 1;
+ //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
+ if(this.alpha <= 0)
+ this.drawmask = 0;
else
- self.drawmask = MASK_NORMAL;
+ this.drawmask = MASK_NORMAL;
}
void WarpZone_Touch ();
// how to draw
// engine currently wants this
- self.predraw = WarpZone_Fade_PreDraw;
+ setpredraw(self, WarpZone_Fade_PreDraw);
//self.move_touch = WarpZone_Touch;
return true;
// how to draw
// engine currently wants this
- self.predraw = WarpZone_Fade_PreDraw;
+ setpredraw(self, WarpZone_Fade_PreDraw);
return true;
}