2 void _Movetype_Physics_Follow(entity this) // SV_Physics_Follow
4 entity e = this.aiment;
6 if (e.angles == this.punchangle) {
7 this.origin = e.origin + this.view_ofs;
10 ang_x = -this.punchangle_x;
11 ang_y = this.punchangle_y;
12 ang_z = this.punchangle_z;
14 v_x = this.view_ofs_x * v_forward_x + this.view_ofs_y * v_right_x + this.view_ofs_z * v_up_x;
15 v_y = this.view_ofs_x * v_forward_y + this.view_ofs_y * v_right_y + this.view_ofs_z * v_up_y;
16 v_z = this.view_ofs_x * v_forward_z + this.view_ofs_y * v_right_z + this.view_ofs_z * v_up_z;
20 this.origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x;
21 this.origin_x = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y;
22 this.origin_x = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z;
25 this.angles = e.angles + this.v_angle;
26 _Movetype_LinkEdict(this, false);