// engine currently wants this
self.predraw = WarpZone_Fade_PreDraw;
- self.move_touch = WarpZone_Touch;
+ //self.move_touch = WarpZone_Touch;
return true;
}
o10 = o1 = WarpZone_TransformOrigin(wz, o0);
v1 = WarpZone_TransformVelocity(wz, v0);
if (!IS_NOT_A_CLIENT(player))
- a1 = WarpZone_TransformVAngles(wz, player.v_angle);
+ a1 = WarpZone_TransformVAngles(wz, PHYS_INPUT_ANGLES(player));
else
a1 = WarpZone_TransformAngles(wz, a0);
}
#elif defined(CSQC)
setproperty(VF_CL_VIEWANGLES, WarpZone_TransformVAngles(wz, getpropertyvec(VF_CL_VIEWANGLES)));
- if(checkextension("DP_CSQC_ROTATEMOVES"))
- CL_RotateMoves(wz.warpzone_transform);
+ //if(checkextension("DP_CSQC_ROTATEMOVES"))
+ //CL_RotateMoves(wz.warpzone_transform);
#endif
#endif