WarpZone_RefSys_Add(player, self);
WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
WarpZone_StoreProjectileData(player);
- player.warpzone_teleport_time = time;
+ player.warpzone_teleport_time = servertime;
+ player.warpzone_teleport_zone = self;
return 1;
}
{
spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
}
+
+void WarpZone_PlayerPhysics_FixVAngle(void)
+{
+ if(time < self.warpzone_teleport_time)
+ self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
+}
// server must also define a float called ENT_CLIENT_WARPZONE for the initial byte of WarpZone entities
const float ENT_CLIENT_WARPZONE;
const float ENT_CLIENT_WARPZONE_CAMERA;
+
+void WarpZone_PlayerPhysics_FixVAngle(void);