makevectors (to_angles);
#ifdef SVQC
- SELFPARAM();
if(player.teleportable == TELEPORT_NORMAL) // don't play sounds or show particles for anything that isn't a player, maybe change later to block only observers
{
- if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
+ if(teleporter.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
{
if(tflags & TELEPORT_FLAG_SOUND)
{
Send_Effect(EFFECT_TELEPORT, player.origin, '0 0 0', 1);
Send_Effect(EFFECT_TELEPORT, to + v_forward * 32, '0 0 0', 1);
}
- self.pushltime = time + 0.2;
+ teleporter.pushltime = time + 0.2;
}
}
#endif
// assuming to allows PL_MIN to PL_MAX box and some more
#ifdef SVQC
from = player.origin;
- setorigin (player, to);
+ setorigin(player, to);
player.oldorigin = to; // don't undo the teleport by unsticking
player.angles = to_angles;
player.fixangle = true;
if(n == 0)
{
// no dest!
- objerror ("Teleporter with nonexistant target");
+ objerror (this, "Teleporter with nonexistant target");
return;
}
else if(n == 1)
}
// now enable touch
-#ifdef SVQC
settouch(this, Teleport_Touch);
-
+#ifdef SVQC
trigger_teleport_link(this);
-#elif defined(CSQC)
- this.move_touch = Teleport_Touch;
#endif
}