localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
localplayer.boundary_hash |= index;
-
+
ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
localplayer.gate_waiting = gate;
- world_routes_activate_entry_gate( world_current_instance(), gate );
struct player_cam_controller *cc = &localplayer.cam_control;
m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
world_static.active_instance = gate->target;
player__clean_refs();
}
+ else
+ world_routes_activate_entry_gate( world, gate );
v3f v0;
v3_angles_vector( localplayer.angles, v0 );
/* implementation */
#include "player_common.c"
+
#include "player_walk.c"
#include "player_skate.c"
#include "player_dead.c"
#include "player_drive.c"
+#include "player_basic_info.c"
+
#include "player_render.c"
#include "player_ragdoll.c"
#include "player_replay.c"