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()
killtarget: should point to a target_position entity, or
*/
+/*QUAKED trigger_warpzone_reconnect (1 .5 1) (-8 -8 -8) (8 8 8)
+Reconnects (randomly) all warpzones with matching target when triggered
+-------- KEYS --------
+target: must point to multiple trigger_warpzones, or be not set (then all warpzones may get changed)
+targetname: name that identifies this entity so it can be triggered
+*/
+
/*QUAKED misc_warpzone_position (1 .5 .25) (-8 -8 -8) (8 8 8)
Orientation specification for a trigger_warpzone
-------- KEYS --------