e.warpzone_targetorigin = other_org;
e.warpzone_angles = my_ang;
e.warpzone_targetangles = other_ang;
- fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
- fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
+ vector forward, right, up;
+ FIXED_MAKE_VECTORS(my_ang, forward, right, up);
+ e.warpzone_forward = forward;
+ FIXED_MAKE_VECTORS(other_ang, forward, right, up);
+ e.warpzone_targetforward = forward;
setcamera_transform(e, WarpZone_camera_transform);
}
float nomonsters_adjusted;
float frac, sol, i;
float contentshack;
- vector o0, e0;
entity wz;
vector vf, vr, vu;
vf = v_forward;
vr = v_right;
vu = v_up;
- o0 = org;
- e0 = end;
switch(nomonsters)
{
bool WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher)
{
- return !WarpZoneLib_BoxTouchesBrush(toucher.absmin, toucher.absmax, this, toucher);
+ vector emin = toucher.absmin, emax = toucher.absmax;
+ // the engine offsets absolute bounding boxes by a single quake unit
+ // we must undo that here to allow accurate touching
+ emin += '1 1 1';
+ emax -= '1 1 1';
+ return !WarpZoneLib_BoxTouchesBrush(emin, emax, this, toucher);
}