void CPhysMotor::Activate( void )
{
	BaseClass::Activate();
	
	// This gets called after all objects spawn and after all objects restore
	if ( m_attachedObject == NULL )
	{
		CBaseEntity *pAttach = gEntList.FindEntityByName( NULL, m_nameAttach, NULL );
		if ( pAttach && pAttach->GetMoveType() == MOVETYPE_VPHYSICS )
		{
			m_attachedObject = pAttach;
			IPhysicsObject *pPhys = m_attachedObject->VPhysicsGetObject();
			CalculateAcceleration();
			matrix3x4_t matrix;
			pPhys->GetPositionMatrix( matrix );
			Vector motorAxis_ls;
			VectorIRotate( m_motor.m_axis, matrix, motorAxis_ls );
			float inertia = DotProductAbs( pPhys->GetInertia(), motorAxis_ls );
			m_motor.m_maxTorque = inertia * m_motor.m_inertiaFactor * (m_angularAcceleration + m_additionalAcceleration);
			m_motor.m_restistanceDamping = 1.0f;
		}
	}

	if ( m_attachedObject )
	{
		IPhysicsObject *pPhys = m_attachedObject->VPhysicsGetObject();

		// create a hinge constraint for this object?
		if ( m_spawnflags & SF_MOTOR_HINGE )
		{
			// UNDONE: Don't do this on restore?
			if ( !m_pHinge )
			{
				constraint_hingeparams_t hingeParams;
				hingeParams.Defaults();
				hingeParams.worldAxisDirection = m_motor.m_axis;
				hingeParams.worldPosition = GetLocalOrigin();

				m_pHinge = physenv->CreateHingeConstraint( g_PhysWorldObject, pPhys, NULL, hingeParams );
				m_pHinge->SetGameData( (void *)this );
			}

			if ( m_spawnflags & SF_MOTOR_NOCOLLIDE )
			{
				physenv->DisableCollisions( pPhys, g_PhysWorldObject );
			}
		}
		else
		{
			m_pHinge = NULL;
		}

		// NOTE: On restore, this path isn't run because m_pController will not be NULL
		if ( !m_pController )
		{
			m_pController = physenv->CreateMotionController( &m_motor );
			m_pController->AttachObject( m_attachedObject->VPhysicsGetObject() );

			if ( m_spawnflags & SF_MOTOR_START_ON )
			{
				TurnOn();
			}
		}
	}

	// Need to do this on restore since there's no good way to save this
	if ( m_pController )
	{
		m_pController->SetEventHandler( &m_motor );
	}
}