+#include "rotating.qh"
#ifdef SVQC
void func_rotating_setactive(entity this, int astate)
{
return;
// no EF_LOWPRECISION here, as rounding angles is bad
- this.blocked = generic_plat_blocked;
+ setblocked(this, generic_plat_blocked);
// wait for targets to spawn
this.SUB_NEXTTHINK = this.SUB_LTIME + 999999999;