vector WarpZone_camera_transform(vector org, vector ang)
{
vector vf, vr, vu;
+ if(self.warpzone_fadestart)
+ if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+ return org;
+ // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
+ // unneeded on client, on server this helps a lot
vf = v_forward;
vr = v_right;
vu = v_up;
vector WarpZone_Camera_camera_transform(vector org, vector ang)
{
// a fixed camera view
+ if(self.warpzone_fadestart)
+ if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+ return org;
+ // don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
+ // unneeded on client, on server this helps a lot
trace_endpos = self.warpzone_origin;
makevectors(self.warpzone_angles);
return self.warpzone_origin;