-int trace_dphitcontents;
-.float dphitcontentsmask;
+#if defined(CSQC)
+ #include "../dpdefs/csprogsdefs.qh"
+ #include "common.qh"
+ #include "../server/t_items.qh"
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qh"
+ #include "../dpdefs/dpextensions.qh"
+ #include "common.qh"
+ #include "../common/weapons/weapons.qh"
+#endif
void WarpZone_Accumulator_Clear(entity acc)
{
}
.vector(vector, vector) camera_transform;
-var float autocvar_cl_warpzone_usetrace = 1;
+float autocvar_cl_warpzone_usetrace = 1;
vector WarpZone_camera_transform(vector org, vector ang)
{
vector vf, vr, vu;
ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
#ifdef KEEP_ROLL
- ang = AnglesTransform_Normalize(ang, TRUE);
+ ang = AnglesTransform_Normalize(ang, true);
ang = AnglesTransform_CancelRoll(ang);
ang_z = roll;
#else
- ang = AnglesTransform_Normalize(ang, FALSE);
+ ang = AnglesTransform_Normalize(ang, false);
#endif
return ang;
ang_z = 0;
ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
- ang = AnglesTransform_Normalize(ang, TRUE);
+ ang = AnglesTransform_Normalize(ang, true);
ang = AnglesTransform_CancelRoll(ang);
ang_z = roll;