fl |= 0x80; // 14 bytes - saves lots of space
WriteByte(MSG_ENTITY, fl);
if(fl & 2)
{
fl |= 0x80; // 14 bytes - saves lots of space
WriteByte(MSG_ENTITY, fl);
if(fl & 2)
{
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
+ WriteCoord(MSG_ENTITY, this.origin_x);
+ WriteCoord(MSG_ENTITY, this.origin_y);
+ WriteCoord(MSG_ENTITY, this.origin_z);
- WriteCoord(MSG_ENTITY, self.mins_x);
- WriteCoord(MSG_ENTITY, self.mins_y);
- WriteCoord(MSG_ENTITY, self.mins_z);
- WriteCoord(MSG_ENTITY, self.maxs_x);
- WriteCoord(MSG_ENTITY, self.maxs_y);
- WriteCoord(MSG_ENTITY, self.maxs_z);
+ WriteCoord(MSG_ENTITY, this.mins_x);
+ WriteCoord(MSG_ENTITY, this.mins_y);
+ WriteCoord(MSG_ENTITY, this.mins_z);
+ WriteCoord(MSG_ENTITY, this.maxs_x);
+ WriteCoord(MSG_ENTITY, this.maxs_y);
+ WriteCoord(MSG_ENTITY, this.maxs_z);
- WriteCoord(MSG_ENTITY, self.maxs_x);
- WriteCoord(MSG_ENTITY, self.maxs_y);
- WriteCoord(MSG_ENTITY, self.maxs_z);
+ WriteCoord(MSG_ENTITY, this.maxs_x);
+ WriteCoord(MSG_ENTITY, this.maxs_y);
+ WriteCoord(MSG_ENTITY, this.maxs_z);
- WriteShort(MSG_ENTITY, self.cnt);
- WriteString(MSG_ENTITY, self.mdl);
+ WriteShort(MSG_ENTITY, this.cnt);
+ WriteString(MSG_ENTITY, this.mdl);
- WriteShort(MSG_ENTITY, compressShortVector(self.velocity));
- WriteShort(MSG_ENTITY, compressShortVector(self.movedir));
+ WriteShort(MSG_ENTITY, compressShortVector(this.velocity));
+ WriteShort(MSG_ENTITY, compressShortVector(this.movedir));
- WriteShort(MSG_ENTITY, self.waterlevel * 16.0);
- WriteByte(MSG_ENTITY, self.count * 16.0);
+ WriteShort(MSG_ENTITY, this.waterlevel * 16.0);
+ WriteByte(MSG_ENTITY, this.count * 16.0);
- WriteByte(MSG_ENTITY, floor(self.atten * 64));
- WriteByte(MSG_ENTITY, floor(self.volume * 255));
+ WriteByte(MSG_ENTITY, floor(this.atten * 64));
+ WriteByte(MSG_ENTITY, floor(this.volume * 255));
- WriteString(MSG_ENTITY, self.bgmscript);
- if(self.bgmscript != "")
+ WriteString(MSG_ENTITY, this.bgmscript);
+ if(this.bgmscript != "")
- WriteByte(MSG_ENTITY, floor(self.bgmscriptattack * 64));
- WriteByte(MSG_ENTITY, floor(self.bgmscriptdecay * 64));
- WriteByte(MSG_ENTITY, floor(self.bgmscriptsustain * 255));
- WriteByte(MSG_ENTITY, floor(self.bgmscriptrelease * 64));
+ WriteByte(MSG_ENTITY, floor(this.bgmscriptattack * 64));
+ WriteByte(MSG_ENTITY, floor(this.bgmscriptdecay * 64));
+ WriteByte(MSG_ENTITY, floor(this.bgmscriptsustain * 255));
+ WriteByte(MSG_ENTITY, floor(this.bgmscriptrelease * 64));
- // self.cnt is the amount of sparks that one burst will spawn
- if(self.cnt < 1) {
- self.cnt = 25.0; // nice default value
+ // this.cnt is the amount of sparks that one burst will spawn
+ if(this.cnt < 1) {
+ this.cnt = 25.0; // nice default value
- self.count = self.cnt;
- self.mins = '0 0 0';
- self.maxs = '0 0 0';
- self.velocity = '0 0 -1';
- self.mdl = "TE_SPARK";
- self.impulse = 10 * self.wait; // by default 2.5/sec
- self.wait = 0;
- self.cnt = 0; // use mdl
+ this.count = this.cnt;
+ this.mins = '0 0 0';
+ this.maxs = '0 0 0';
+ this.velocity = '0 0 -1';
+ this.mdl = "TE_SPARK";
+ this.impulse = 10 * this.wait; // by default 2.5/sec
+ this.wait = 0;
+ this.cnt = 0; // use mdl
- if(WarpZoneLib_BoxTouchesBrush(p, p, this, world))
+ if(WarpZoneLib_BoxTouchesBrush(p, p, this, NULL))
- traceline(p, p + normalize(this.movedir) * 4096, 0, world);
+ traceline(p, p + normalize(this.movedir) * 4096, 0, NULL);
setsize(this, this.mins, this.maxs);
this.solid = SOLID_NOT;
this.draw = Draw_PointParticles;
setsize(this, this.mins, this.maxs);
this.solid = SOLID_NOT;
this.draw = Draw_PointParticles;