float WarpZone_CheckProjectileImpact(entity player)
{
- vector o0, a0, v0;
+ vector o0, v0;
o0 = player.origin + player.view_ofs;
v0 = player.velocity;
WarpZone_InitStep_UpdateTransform();
self = e;
WarpZones_Reconnect();
+ WarpZone_PostInitialize_Callback();
}
if(warpzone_warpzones_exist)