#include "waypoints.qh"
-#include "../_all.qh"
#include "bot.qh"
#include "navigation.qh"
#include "../../common/constants.qh"
-#include "../../warpzonelib/util_server.qh"
+#include "../../lib/warpzone/common.qh"
+#include "../../lib/warpzone/util_server.qh"
// create a new spawnfunc_waypoint and automatically link it to other waypoints, and link
// them back to it as well
{
m1 = w.mins;
m2 = w.maxs;
- setmodel(w, "models/runematch/rune.mdl"); w.effects = EF_LOWPRECISION;
+ setmodel(w, MDL_WAYPOINT); w.effects = EF_LOWPRECISION;
setsize(w, m1, m2);
if (w.wpflags & WAYPOINTFLAG_ITEM)
w.colormod = '1 0 0';
vector m1, m2;
m1 = wp.mins;
m2 = wp.maxs;
- setmodel(wp, "models/runematch/rune.mdl"); wp.effects = EF_LOWPRECISION;
+ setmodel(wp, MDL_WAYPOINT); wp.effects = EF_LOWPRECISION;
setsize(wp, m1, m2);
if (wp.wpflags & WAYPOINTFLAG_ITEM)
wp.colormod = '1 0 0';
}
// spawnfunc_waypoint map entity
-void spawnfunc_waypoint()
-{SELFPARAM();
+spawnfunc(waypoint)
+{
setorigin(self, self.origin);
// schedule a relink after other waypoints have had a chance to spawn
waypoint_clearlinks(self);