spawnfunc(info_null)
{
delete(this);
- // if anything breaks, tell the mapper to fix his map! info_null is meant to remove itself immediately.
+ // if anything breaks, tell the mapper to fix their map! info_null is meant to remove itself immediately.
}
#endif
void SUB_CalcMovePause(entity this)
{
+ if (!this.move_controller)
+ return;
this.move_controller.animstate_starttime += frametime;
this.move_controller.animstate_endtime += frametime;
}
delete(this.move_controller);
}
controller = new_pure(SUB_CalcMove_controller);
+ set_movetype(controller, MOVETYPE_NONE); // mark the entity as physics driven so that thinking is handled by QC
controller.owner = this;
this.move_controller = controller;
controller.platmovetype = this.platmovetype;
break;
}
+ // Q3 implements this fallback for all movers at the end of its InitMover()
+ // If .speed is negative this applies, instead of the mover-specific default speed.
+ if (traveltime <= 0)
+ traveltime = 0.001;
+
// Very short animations don't really show off the effect
// of controlled animation, so let's just use linear movement.
// Alternatively entities can choose to specify non-controlled movement.
e.mins_y = -e.maxs.x;
}
if(e.scale)
- setsize(e, e.mins * e.scale, e.maxs * e.scale);
+ setsize(e, RoundPerfectVector(e.mins * e.scale), RoundPerfectVector(e.maxs * e.scale));
else
setsize(e, e.mins, e.maxs);
}
void SetBrushEntityModel(entity this, bool with_lod)
{
+ // Ensure .solid is set correctly before calling this (for area grid linking/unlinking)
+
if(this.model != "")
{
precache_model(this.model);
this.lodmodel1 = this.lodmodel2 = ""; // don't even initialize
}
- if(this.lodmodel1 != "")
+ if(this.lodmodel1 != "" && fexists(this.lodmodel1))
{
vector mi, ma;
mi = this.mins;
_setmodel(this, this.lodmodel1);
this.lodmodelindex1 = this.modelindex;
- if(this.lodmodel2 != "")
+ if(this.lodmodel2 != "" && fexists(this.lodmodel2))
{
precache_model(this.lodmodel2);
_setmodel(this, this.lodmodel2);