Item_SetAlpha(this);
}
-void Item_PreDraw()
-{SELFPARAM();
+void Item_PreDraw(entity this)
+{
if(warpzone_warpzones_exist)
{
// just incase warpzones were initialized last, reset these
- //self.alpha = 1; // alpha is already set by the draw function
- self.drawmask = MASK_NORMAL;
+ //this.alpha = 1; // alpha is already set by the draw function
+ this.drawmask = MASK_NORMAL;
return;
}
float alph;
vector org = getpropertyvec(VF_ORIGIN);
- if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
+ if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
alph = 0;
- else if(self.fade_start)
- alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
+ else if(this.fade_start)
+ alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
else
alph = 1;
- //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
- if(!hud && (self.ItemStatus & ITS_AVAILABLE))
- self.alpha = alph;
+ //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
+ if(!hud && (this.ItemStatus & ITS_AVAILABLE))
+ this.alpha = alph;
if(alph <= 0)
- self.drawmask = 0;
+ this.drawmask = 0;
else
- self.drawmask = MASK_NORMAL;
+ this.drawmask = MASK_NORMAL;
}
void ItemRemove(entity this)
self.fade_end = ReadShort();
self.fade_start = ReadShort();
if(self.fade_start && !autocvar_cl_items_nofade)
- self.predraw = Item_PreDraw;
+ setpredraw(self, Item_PreDraw);
if(self.mdl)
strunzone(self.mdl);