this.enemy = NULL;
}
-entity warpzone_first; .entity warpzone_next;
void WarpZone_InitStep_FindTarget(entity this)
{
float i;
BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
this.warpzone_next = warpzone_first;
warpzone_first = this;
+
+ IL_PUSH(g_warpzones, this);
}
spawnfunc(func_camera)
{
WarpZone_PostInitialize_Callback();
}
- FOREACH_ENTITY_FLOAT(pure_data, false,
+ if(warpzone_warpzones_exist)
{
- if(warpzone_warpzones_exist)
+ IL_EACH(g_projectiles, true,
+ {
WarpZone_StoreProjectileData(it);
+ });
+ }
+
+
+ FOREACH_CLIENT(true,
+ {
+ if(warpzone_warpzones_exist)
+ WarpZone_StoreProjectileData(it); // TODO: not actually needed
if(IS_OBSERVER(it) || it.solid == SOLID_NOT)
if(IS_CLIENT(it)) // we don't care about it being a bot