#endif
void WarpZone_Fade_PreDraw()
-{
+{SELFPARAM();
vector org;
org = getpropertyvec(VF_ORIGIN);
if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
}
void WarpZone_Read(float isnew)
-{
+{SELFPARAM();
warpzone_warpzones_exist = 1;
if (!self.enemy)
{
}
void WarpZone_Camera_Read(float isnew)
-{
+{SELFPARAM();
warpzone_cameras_exist = 1;
self.classname = "func_warpzone_camera";
void CL_RotateMoves(vector ang) = #638;
void WarpZone_Teleported_Read(float isnew)
-{
+{SELFPARAM();
vector v;
self.classname = "warpzone_teleported";
v.x = ReadCoord();