tex = getsurfacetexture(self, i_s);
if not(tex)
break; // this is beyond the last one
- if(tex != "textures/common/warpzone")
+ if(tex == "textures/common/trigger")
continue;
n_t = getsurfacenumtriangles(self, i_s);
for(i_t = 0; i_t < n_t; ++i_t)
if(self.target != "")
{
e2 = world;
- for(e = world; (e = find(world, targetname, self.target)); )
+ for(e = world; (e = find(e, targetname, self.target)); )
if(!e.enemy)
if(random() * ++i < 1)
e2 = e;
WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
self.touch = WarpZone_Touch;
+ self.SendFlags = 0xFFFFFF;
}
float warpzone_initialized;
for(self = warpzone_first; self; self = self.warpzone_next)
if(e.target == "" || self.target == e.target || self.enemy.target == e.target)
WarpZone_InitStep_FinalizeTransform();
+ self = e;
}
void trigger_warpzone_reconnect()