this.enemy = NULL;
}
-entity warpzone_first; .entity warpzone_next;
void WarpZone_InitStep_FindTarget(entity this)
{
float i;
BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
this.warpzone_next = warpzone_first;
warpzone_first = this;
+
+ IL_PUSH(g_warpzones, this);
}
spawnfunc(func_camera)
{