38 this.
enemy =
new(warpzone_from);
49 this.
origin = ReadVector();
54 this.
mins = ReadVector();
55 this.
maxs = ReadVector();
56 this.
scale = ReadByte() / 16;
57 this.
enemy.oldorigin = ReadVector();
58 this.
enemy.avelocity = ReadVector();
74 WarpZone_SetUp(
this, this.
enemy.oldorigin,
this.enemy.avelocity,
this.oldorigin,
this.avelocity);
102 this.
origin = ReadVector();
107 this.
mins = ReadVector();
108 this.
maxs = ReadVector();
109 this.
scale = ReadByte() / 16;
133 setsize(
this, this.
mins, this.
maxs);
177 cvar_set(
"r_drawexteriormodel",
"0");
186 mi.x =
min(o.x, c0_x, c1_x, c2_x, c3_x);
187 ma.x =
max(o.x, c0_x, c1_x, c2_x, c3_x);
188 mi.y =
min(o.y, c0_y, c1_y, c2_y, c3_y);
189 ma.y =
max(o.y, c0_y, c1_y, c2_y, c3_y);
190 mi.z =
min(o.z, c0_z, c1_z, c2_z, c3_z);
191 ma.z =
max(o.z, c0_z, c1_z, c2_z, c3_z);
206 return e.warpzone_forward * -pd;
228 vector org, ang, nearclip, corner0, corner1, corner2, corner3, o;
246 static float rollkill;
247 if (STAT(HEALTH) > 0 || STAT(HEALTH) == -666 || STAT(HEALTH) == -2342)
263 f =
min(1, rollkill);
278 vector width =
'1 0 0' *
cvar(
"vid_conwidth");
280 nearclip =
'0 0 1' * (
cvar(
"r_nearclip") * 1.125);
281 corner0 = cs_unproject(
'0 0 0' + nearclip);
282 corner1 = cs_unproject(width + nearclip);
283 corner2 = cs_unproject(height + nearclip);
284 corner3 = cs_unproject(width + height + nearclip);
void CL_RotateMoves(vector ang)
vector warpzone_save_view_angles
const float VF_CL_VIEWANGLES
float cvar_settemp(string tmp_cvar, string tmp_value)
vector WarpZone_TransformOrigin(entity wz, vector v)
vector warpzone_transform
float checkpvs(vector viewpos, entity viewee)
void WarpZone_View_Inside()
float warpzone_warpzones_exist
NET_HANDLE(ENT_CLIENT_WARPZONE, bool isnew)
vector warpzone_save_view_origin
void WarpZone_View_Outside()
float WarpZone_PlaneDist(entity wz, vector v)
float warpzone_fixingview_drawexteriormodel
const float VF_CL_VIEWANGLES_Z
void WarpZone_Fade_PreDraw(entity this)
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
void WarpZone_Touch(entity this, entity toucher)
vector WarpZone_TransformVAngles(entity wz, vector ang)
entity WarpZone_Find(vector mi, vector ma)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float warpzone_fixingview
vector WarpZone_FixNearClip(vector o, vector c0, vector c1, vector c2, vector c3)
void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang)
IntrusiveList g_warpzones
float autocvar_cl_rollkillspeed
float warpzone_cameras_exist
int autocvar_chase_active