// factor -1 allows chaining portals, but may be weird
player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
- entity oldself = self;
- self = player;
- MUTATOR_CALLHOOK(PortalTeleport);
- player = self;
- self = oldself;
+ MUTATOR_CALLHOOK(PortalTeleport, player);
if (!teleporter.enemy)
{
{
fixedmakevectors(portal.mangle);
sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
+ Send_Effect("rocket_explode", portal.origin + v_forward * 16, v_forward * 1024, 4);
remove(portal);
}
else