#include "onslaught.qh"
+#ifdef GAMEQC
+REGISTER_NET_LINKED(ENT_ONSCAMERA)
+#endif
+
#ifdef CSQC
+entity generator_camera;
+NET_HANDLE(ENT_ONSCAMERA, bool isnew)
+{
+ this.origin = ReadVector();
+ setorigin(this, this.origin);
+
+ this.angles_x = ReadAngle();
+ this.angles_y = ReadAngle();
+ this.angles_z = ReadAngle();
+
+ this.drawmask = MASK_NORMAL;
+ setmodel(this, MDL_Null); // give it a size for clientcamera
+ setsize(this, '-1 -1 -1', '1 1 1');
+
+ generator_camera = this;
+ return true;
+}
+
REGISTER_MUTATOR(cl_ons, true);
float ons_roundlost;
entity gen = NULL;
if(ons_roundlost)
{
- IL_EACH(g_onsgenerators, it.health <= 0,
+ IL_EACH(g_onsgenerators, GetResource(it, RES_HEALTH) <= 0,
{
gen = it;
break;
{
if(ons_roundlost)
{
- M_ARGV(0, vector) = generator_origin;
+ M_ARGV(0, vector) = generator_camera.origin;
M_ARGV(1, vector) = autocvar_cl_eventchase_generator_viewoffset;
M_ARGV(0, float) = autocvar_cl_eventchase_generator_distance;
return true;