{
traceline_antilag(pl, pl.cursor_trace_start, pl.cursor_trace_start + normalize(pl.cursor_trace_endpos - pl.cursor_trace_start) * MAX_SHOT_DISTANCE, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
}
+void crosshair_trace_plusvisibletriggers(entity pl)
+{
+ entity first;
+ entity e;
+ first = findchainfloat(solid, SOLID_TRIGGER);
+
+ for (e = first; e; e = e.chain)
+ if (e.model != "")
+ e.solid = SOLID_BSP;
+
+ crosshair_trace(pl);
+
+ for (e = first; e; e = e.chain)
+ e.solid = SOLID_TRIGGER;
+}
void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
void WarpZone_crosshair_trace(entity pl)
{
MUTATOR_ADD(mutator_vampire);
if(cvar("g_spawn_near_teammate"))
MUTATOR_ADD(mutator_spawn_near_teammate);
+ if(cvar("g_sandbox"))
+ MUTATOR_ADD(sandbox);
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;