self.enemy.classname = "warpzone_from";
}
self.classname = "trigger_warpzone";
+
+ self.warpzone_isboxy = ReadByte();
self.origin_x = ReadCoord();
self.origin_y = ReadCoord();
self.origin_z = ReadCoord();
if(WarpZone_PlaneDist(e, o) < 0)
return '0 0 0';
// can't really be, though, but if it is, this is not my warpzone, but a random different one in the same mins/maxs
- pd = min(
+ pd = min4(
WarpZone_PlaneDist(e, c0),
WarpZone_PlaneDist(e, c1),
WarpZone_PlaneDist(e, c2),
warpzone_saved_angles = warpzone_fixview_angles;
warpzone_saved_cl_viewangles = warpzone_fixview_cl_viewangles;
- nearclip = '0 0 1' * (cvar("r_nearclip") * cvar("cl_warpzonenudge"));
+ nearclip = '0 0 1' * (cvar("r_nearclip") * 1.125);
corner0 = cs_unproject('0 0 0' + nearclip);
corner1 = cs_unproject('1 0 0' * cvar("vid_conwidth") + nearclip);
corner2 = cs_unproject('0 1 0' * cvar("vid_conheight") + nearclip);