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-rw-r--r--src/game/g_mover.c17
1 files changed, 17 insertions, 0 deletions
diff --git a/src/game/g_mover.c b/src/game/g_mover.c
index 81284460..d0620118 100644
--- a/src/game/g_mover.c
+++ b/src/game/g_mover.c
@@ -2389,8 +2389,12 @@ A bmodel that just sits there, doing nothing. Can be used for conditional walls
*/
void SP_func_static( gentity_t *ent )
{
+ vec3_t savedOrigin;
trap_SetBrushModel( ent, ent->model );
+ VectorCopy( ent->r.currentOrigin, savedOrigin );
InitMover( ent );
+ VectorCopy( savedOrigin, ent->r.currentOrigin );
+ VectorCopy( savedOrigin, ent->s.pos.trBase );
}
@@ -2416,6 +2420,8 @@ check either the X_AXIS or Y_AXIS box to change that.
*/
void SP_func_rotating( gentity_t *ent )
{
+ vec3_t savedOrigin;
+
if( !ent->speed )
ent->speed = 100;
@@ -2433,7 +2439,10 @@ void SP_func_rotating( gentity_t *ent )
ent->damage = 2;
trap_SetBrushModel( ent, ent->model );
+ VectorCopy( ent->r.currentOrigin, savedOrigin );
InitMover( ent );
+ VectorCopy( savedOrigin, ent->r.currentOrigin );
+ VectorCopy( savedOrigin, ent->s.pos.trBase );
trap_LinkEntity( ent );
}
@@ -2462,6 +2471,7 @@ void SP_func_bobbing( gentity_t *ent )
{
float height;
float phase;
+ vec3_t savedOrigin;
G_SpawnFloat( "speed", "4", &ent->speed );
G_SpawnFloat( "height", "32", &height );
@@ -2469,7 +2479,10 @@ void SP_func_bobbing( gentity_t *ent )
G_SpawnFloat( "phase", "0", &phase );
trap_SetBrushModel( ent, ent->model );
+ VectorCopy( ent->r.currentOrigin, savedOrigin );
InitMover( ent );
+ VectorCopy( savedOrigin, ent->r.currentOrigin );
+ VectorCopy( savedOrigin, ent->s.pos.trBase );
ent->s.pos.trDuration = ent->speed * 1000;
ent->s.pos.trTime = ent->s.pos.trDuration * phase;
@@ -2510,6 +2523,7 @@ void SP_func_pendulum( gentity_t *ent )
float length;
float phase;
float speed;
+ vec3_t savedOrigin;
G_SpawnFloat( "speed", "30", &speed );
G_SpawnInt( "dmg", "2", &ent->damage );
@@ -2527,7 +2541,10 @@ void SP_func_pendulum( gentity_t *ent )
ent->s.pos.trDuration = ( 1000 / freq );
+ VectorCopy( ent->r.currentOrigin, savedOrigin );
InitMover( ent );
+ VectorCopy( savedOrigin, ent->r.currentOrigin );
+ VectorCopy( savedOrigin, ent->s.pos.trBase );
ent->s.apos.trDuration = 1000 / freq;
ent->s.apos.trTime = ent->s.apos.trDuration * phase;