.float bgmscriptangular;
.float lodmodelindex0, lodmodelindex1, lodmodelindex2;
.float loddistance1, loddistance2;
+.vector saved;
void Ent_Wall_Draw()
{
vector save;
var .vector fld;
+ if(self.bgmscriptangular)
+ self.angles = self.saved;
+ else
+ self.origin = self.saved;
+
if(self.lodmodelindex1)
{
d = cvar("loddebug");
InterpolateOrigin_Do();
if(self.bgmscriptangular)
- fld = angles;
+ self.saved = self.angles;
else
- fld = origin;
-
- save = self.fld;
+ self.saved = self.origin;
+
f = BGMScript(self);
if(f >= 0)
{
self.alpha = 1;
if(self.alpha >= ALPHA_MIN_VISIBLE)
- R_AddEntity(self);
-
- self.fld = save;
+ self.drawmask = MASK_NORMAL;
+ else
+ self.drawmask = 0;
}
void Ent_Wall_Remove()
InterpolateOrigin_Undo();
self.iflags = IFLAG_ANGLES;
+ if(self.bgmscriptangular)
+ self.angles = self.saved;
+ else
+ self.origin = self.saved;
+
f = ReadByte();
if(f & 1)
InterpolateOrigin_Note();
+ if(self.bgmscriptangular)
+ self.saved = self.angles;
+ else
+ self.saved = self.origin;
+
self.entremove = Ent_Wall_Remove;
self.draw = Ent_Wall_Draw;
}