+void Ent_Wall_PreDraw(entity this)
+{
+ if (this.inactive)
+ {
+ this.alpha = 0;
+ }
+ else
+ {
+ vector org = getpropertyvec(VF_ORIGIN);
+ if(!checkpvs(org, this))
+ this.alpha = 0;
+ else if(this.fade_start || this.fade_end) {
+ vector offset = '0 0 0';
+ offset_z = this.fade_vertical_offset;
+ float player_dist = vlen(org - this.origin - 0.5 * (this.mins + this.maxs) + offset);
+ if (this.fade_end == this.fade_start)
+ {
+ if (player_dist >= this.fade_start)
+ this.alpha = 0;
+ else
+ this.alpha = 1;
+ }
+ else
+ {
+ this.alpha = (this.alpha_min + this.alpha_max * bound(0,
+ (this.fade_end - player_dist)
+ / (this.fade_end - this.fade_start), 1)) / 100.0;
+ }
+ }
+ else
+ {
+ this.alpha = 1;
+ }
+ }
+ if(this.alpha <= 0)
+ this.drawmask = 0;
+ else
+ this.drawmask = MASK_NORMAL;
+}
+
+void Ent_Wall_Draw(entity this)