#include "follow.qh" void _Movetype_Physics_Follow(entity this) // SV_Physics_Follow { entity e = this.aiment; if(e.angles == this.punchangle) { this.origin = e.origin + this.view_ofs; } else { vector ang, v; ang_x = -this.punchangle_x; ang_y = this.punchangle_y; ang_z = this.punchangle_z; makevectors(ang); v_x = this.view_ofs_x * v_forward_x + this.view_ofs_y * v_right_x + this.view_ofs_z * v_up_x; v_y = this.view_ofs_x * v_forward_y + this.view_ofs_y * v_right_y + this.view_ofs_z * v_up_y; v_z = this.view_ofs_x * v_forward_z + this.view_ofs_y * v_right_z + this.view_ofs_z * v_up_z; ang = e.angles; ang_x = -e.angles_x; makevectors(ang); this.origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x; this.origin_y = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y; this.origin_z = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z; } this.angles = e.angles + this.v_angle; _Movetype_LinkEdict(this, false); }