#endif
void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax, float tflags)
-{SELFPARAM();
+{
entity telefragger;
vector from;
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
{
player.pusher = teleporter.owner;
player.pushltime = time + autocvar_g_maxpushtime;
- player.istypefrag = player.BUTTON_CHAT;
+ player.istypefrag = PHYS_INPUT_BUTTON_CHAT(player);
}
else
{
void teleport_findtarget()
{
+ SELFPARAM();
int n = 0;
entity e;
for(e = world; (e = find(e, targetname, self.target)); )
}
void WarpZone_PostTeleportPlayer_Callback(entity pl)
-{SELFPARAM();
+{
#ifdef SVQC
makevectors(pl.angles);
Reset_ArcBeam(pl, v_forward);
UpdateCSQCProjectileAfterTeleport(pl);
UpdateItemAfterTeleport(pl);
- {
- WITH(entity, self, pl, anticheat_fixangle());
- }
+ if (IS_PLAYER(pl)) anticheat_fixangle(pl);
#endif
// "disown" projectiles after teleport
if(pl.owner)