void _Movetype_Physics_Follow(entity this) // SV_Physics_Follow { entity e = this.move_aiment; // TODO: networking? // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects if(this.move_angles == this.move_punchangle) { this.move_origin = e.move_origin + this.view_ofs; } else { vector ang, v; ang_x = -this.move_punchangle_x; ang_y = this.move_punchangle_y; ang_z = this.move_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_x = -e.move_angles_x; ang_y = e.move_angles_y; ang_z = e.move_angles_z; makevectors(ang); this.move_origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.move_origin_x; this.move_origin_x = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.move_origin_y; this.move_origin_x = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.move_origin_z; } this.move_angles = e.move_angles + this.v_angle; _Movetype_LinkEdict(this, false); }