Esempio n. 1
0
static void
logo_blit(video_adapter_t *adp, int x, int y)
{
	int d, l, o, p;
	int last_origin = -1;
	
	for (o = 0, p = y * bpsl + x; p > banksize; p -= banksize)
		o += banksize;
	SET_ORIGIN(adp, o);
	
	for (d = 0; d < logo_img_size; d += logo_w) {
		if (p + logo_w < banksize) {
			bcopy(logo_img + d, vid + p, logo_w);
			p += bpsl;
		} else if (p < banksize) {
			l = banksize - p;
			bcopy(logo_img + d, vid + p, l);
			SET_ORIGIN(adp, (o += banksize));
			bcopy(logo_img + d + l, vid, logo_w - l);
			p += bpsl - banksize;
		} else {
			p -= banksize;
			SET_ORIGIN(adp, (o += banksize));
			bcopy(logo_img + d, vid + p, logo_w);
			p += bpsl;
		}
	}
}
Esempio n. 2
0
static void
warp_update(video_adapter_t *adp)
{
	int i, j, k, n, o, p;
	int last_origin = -1;

	for (i = 1, k = 0, n = SPP*8; i < 5; i++, n /= 2) {
		for (j = 0; j < n; j++, k++) {
			p = (star[k] / scrw) *  bpsl + (star[k] % scrw);
			o = 0;
			while (p > banksize) {
				p -= banksize;
				o += banksize;
			}
			SET_ORIGIN(adp, o);
			vid[p] = 0;
			star[k] += i;
			if (star[k] > scrw*scrh)
				star[k] -= scrw*scrh;
			p = (star[k] / scrw) *  bpsl + (star[k] % scrw);
			o = 0;
			while (p > banksize) {
				p -= banksize;
				o += banksize;
			}
			SET_ORIGIN(adp, o);
			vid[p] = i;
		}
	}
}
Esempio n. 3
0
static int
rain_saver(video_adapter_t *adp, int blank)
{
	int i, j, o, p, pl;
	u_char temp;
	int last_origin = -1;

	if (blank) {
		/* switch to graphics mode */
		if (blanked <= 0) {
			pl = splhigh();
			vidd_set_mode(adp, scrmode);
			vidd_load_palette(adp, rain_pal);
			vidd_set_border(adp, 0);
			blanked++;
			vid = (u_char *)adp->va_window;
			banksize = adp->va_window_size;
			bpsl = adp->va_line_width;
			splx(pl);
			for (i = 0; i < bpsl*scrh; i += banksize) {
				SET_ORIGIN(adp, i);
				if ((bpsl * scrh - i) < banksize)
					bzero(vid, bpsl * scrh - i);
				else
					bzero(vid, banksize);
			}
			SET_ORIGIN(adp, 0);
			for (i = 0, o = 0, p = 0; i < scrw; i += 2, p += 2) {
				if (p > banksize) {
					p -= banksize;
					o += banksize;
					SET_ORIGIN(adp, o);
				}
				vid[p] = 1 + (random() % MAX);
			}
			o = 0; p = 0;
			for (j = 1; j < scrh; j++)
			  for (i = 0, p = bpsl * (j - 1) - o; i < scrw; i += 2, p+= 2) {
			  	while (p > banksize) {
					p -= banksize;
					o += banksize;
				}
				SET_ORIGIN(adp, o);
				temp = (vid[p] < MAX) ? 1 + vid[p] : 1;
				if (p + bpsl < banksize) {
					vid[p + bpsl] = temp;
				} else {
					SET_ORIGIN(adp, o + banksize);
					vid[p + bpsl - banksize] = temp;
				}
			  }
		}
		
		/* update display */
		rain_update(adp);
	} else {
		blanked = 0;
	}
	return (0);
}
Esempio n. 4
0
void bmodMotionState::setWorldTransform(const btTransform &worldTrans) {
	//don't affect immovable objects
	if(obj->getRigidBody()->isStaticOrKinematicObject())
		return;

	Vector origin = Vector((float*)(worldTrans.getOrigin().m_floats));
	
	btVector3 btAngles;
	MatrixEuler(worldTrans.getBasis(), btAngles);
	Vector angles = Vector((float*)btAngles.m_floats);
	
	btRigidBody * body = obj->getRigidBody();
	Vector velocity;
	Vector avelocity;
	if(!body->getDeactivationTime()) {
		velocity = Vector((float*)body->getLinearVelocity().m_floats);
		btVector3 btAvelocity = body->getAngularVelocity();
		avelocity = Vector(-btAvelocity[1], btAvelocity[2], btAvelocity[0]) * SIMD_DEGS_PER_RAD;
	}

	std::list<int> * entities = obj->getEntities();
	for(std::list<int>::iterator it = entities->begin(); it != entities->end(); ++it) {
		edict_t * entity = INDEXENT(*it);
		SET_ORIGIN(entity, origin);
		entity->v.angles = angles;
		entity->v.velocity = velocity;
		entity->v.avelocity = avelocity;
	}
}
Esempio n. 5
0
// ns_giveiteM(id,"item");
static cell AMX_NATIVE_CALL ns_giveitem(AMX *amx, cell *params)
{
	CreatePlayerPointer(amx,params[1]);

	char *classname = MF_GetAmxString(amx,params[2],0,NULL);

	if (!player->IsConnected())
	{
		return 0;
	}
	if (player->GetPev()->deadflag > 0)
	{
		return 0;
	}

	edict_t *object=CREATE_NAMED_ENTITY(ALLOC_STRING2(classname));

	if (!object)
	{
		MF_LogError(amx, AMX_ERR_NATIVE, "Error creating entity \"%s\"", classname);
		return 0;
	}

	SET_ORIGIN(object,player->GetPev()->origin);						// move to player
	gpGamedllFuncs->dllapi_table->pfnSpawn(object);						// emulate spawn
	object->v.flags |= FL_ONGROUND;										// make it think it's touched the ground
	gpGamedllFuncs->dllapi_table->pfnThink(object);						// 
	gpGamedllFuncs->dllapi_table->pfnTouch(object,player->GetEdict());	// give it to the player

	return 1;
}
Esempio n. 6
0
void ParaThink( edict_t *pent )
{

	// Since we are thinking, we must be respawning the parachute item.
	// also play respawn sound
	
	// it sucks to look at other peoples code and not know what the f**k is going on cause they didnt comment it...
	// this way if i (or someone else) sees this they will be able to figure out whats happening


	#ifdef DEBUGLOG 
	fp=fopen("para.txt","a");
	fprintf(fp, "Parachute thinking!\n");
	fclose(fp);	
	#endif	


	pent->v.nextthink = gpGlobals->time + 5;	// dont think again until someone takes me

	if ( pent->v.effects & EF_NODRAW )
	{
		// changing from invisible state to visible.
		EMIT_SOUND_DYN2( pent, CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
		
		pent->v.effects &= ~EF_NODRAW;
		pent->v.effects |= EF_MUZZLEFLASH;	// when items respawn they make a single frame flash
		
		// enable touching again
		pent->v.solid = SOLID_TRIGGER;

		SET_ORIGIN( pent , pent->v.origin );

	}
}
Esempio n. 7
0
static void
fire_update(video_adapter_t *adp)
{
	int x, y;
	int o, p;
	int last_origin = -1;

	/* make a new bottom line */
	for (x = 0, y = scrh; x < scrw; x++)
		buf[x + (y * bpsl)] = random() % 160 + 96;

	/* fade the flames out */
	for (y = 0; y < scrh; y++) {
		for (x = 0; x < scrw; x++) {
			buf[x + (y * scrw)] =
			    (buf[(x + 0) + ((y + 0) * scrw)] +
			     buf[(x - 1) + ((y + 1) * scrw)] +
			     buf[(x + 0) + ((y + 1) * scrw)] +
			     buf[(x + 1) + ((y + 1) * scrw)]) / 4;
			if (buf[x + (y * scrw)] > 0)
				buf[x + (y * scrw)]--;
		}
	}

	/* blit our buffer into video ram */
	for (y = 0, p = 0, o = 0; y < scrh; y++, p += bpsl) {
		while (p > banksize) {
			p -= banksize;
			o += banksize;
		}
		SET_ORIGIN(adp, o);
		if (p + scrw < banksize) {
			bcopy(buf + y * scrw, vid + p, scrw);
		} else {
			bcopy(buf + y * scrw, vid + p, banksize - p);
			SET_ORIGIN(adp, o + banksize);
			bcopy(buf + y * scrw + (banksize - p), vid,
			      scrw - (banksize - p));
			p -= banksize;
			o += banksize;
		}
	}

}
Esempio n. 8
0
edict_t *ParaSpawnItem( edict_t *pent )
{
	// Spawns the parachute on the ground that people can pick up to "get" a parachute
	// item_parachute

	edict_t *pent2 = CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));
	entvars_t *pev = VARS( pent2 );
	
	if (pent) {

		pev->origin = pent->v.origin;
		pev->angles = pent->v.angles;
	}

	SET_ORIGIN( pent2 , pev->origin );

	// for now don't take damage
	pev->takedamage = DAMAGE_NO;
	pev->max_health = 20;
	pev->health = 20;
	//pev->owner = pent;
	
	// Call the SPAWN routine to set more stuff
	KeyValueData	kvd;

	kvd.fHandled = FALSE;
	kvd.szClassName = NULL;
	kvd.szKeyName = "classname";
	kvd.szValue = "item_avparachute";
	(*other_gFunctionTable.pfnKeyValue)( pent2, &kvd );
	kvd.fHandled = FALSE;
	
	pev->movetype = MOVETYPE_TOSS;
	pev->solid = SOLID_TRIGGER;
	pev->effects &= ~EF_NODRAW;
	pev->iuser1 = 1;

	DROP_TO_FLOOR( pent2 );

	
	SET_MODEL(pent2, "models/w_longjump.mdl");
	UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));

	pev->nextthink = gpGlobals->time + 0.1;	

	return pent2;

}
Esempio n. 9
0
static cell AMX_NATIVE_CALL entity_set_origin(AMX *amx, cell *params)
{
	int iEnt = params[1];

	CHECK_ENTITY_SIMPLE(iEnt);
	
	edict_t *pEnt = INDEXENT2(iEnt);
	cell *vVector = MF_GetAmxAddr(amx, params[2]);
	REAL fX = amx_ctof(vVector[0]);
	REAL fY = amx_ctof(vVector[1]);
	REAL fZ = amx_ctof(vVector[2]);
	Vector vOrigin = Vector(fX, fY, fZ);

	SET_SIZE(pEnt, pEnt->v.mins, pEnt->v.maxs);
	SET_ORIGIN(pEnt, vOrigin);

	return 1;
}
Esempio n. 10
0
static cell AMX_NATIVE_CALL set_user_origin(AMX *amx, cell *params) // set_user_origin(index, origin[3]); = 2 arguments
{
	// Sets user origin.
	// params[1] = index
	// params[2] = origin

	// Check index
	CHECK_PLAYER(params[1]);

	// Fetch player pointer
	edict_t *pPlayer = MF_GetPlayerEdict(params[1]);

	cell *newVectorCell = MF_GetAmxAddr(amx, params[2]);

	SET_SIZE(pPlayer, pPlayer->v.mins, pPlayer->v.maxs);
	SET_ORIGIN(pPlayer, Vector((float)newVectorCell[0], (float)newVectorCell[1], (float)newVectorCell[2]));
	
	return 1;
}
Esempio n. 11
0
void AddNodeEntity(const Vector &origin, int effects)
{
   edict_t *pNode = CREATE_ENTITY();
   if (g_fIsMetamod) {
      CALL_GAME_ENTITY(PLID, "info_node", VARS(pNode));
   } else {
      info_node(VARS(pNode));
   }

   pNode->v.classname = MAKE_STRING("info_node");
   SET_ORIGIN(pNode, origin);
   pNode->v.rendercolor.x = 255;
   pNode->v.rendercolor.y = 255;
   pNode->v.rendercolor.z = 0;
   pNode->v.rendermode = kRenderTransAdd;
   pNode->v.movetype = MOVETYPE_NONE;
   pNode->v.solid = SOLID_TRIGGER;
   SET_SIZE(ENT(&pNode->v), Vector(-8, -8, -8), Vector(8, 8, 8));
   pNode->v.renderfx = kRenderFxNoDissipation;
   pNode->v.renderamt = 255;
   pNode->v.scale = 0.2;
   SET_MODEL(ENT(pNode), "sprites/glow02.spr");
   pNode->v.effects = effects;
}
Esempio n. 12
0
void NPC::Spawn(Vector origin)
{
	pev->solid = SOLID_BBOX;
	pev->takedamage = DAMAGE_AIM;
	pev->deadflag = DEAD_NO;
	pev->health = pev->max_health;
	pev->fixangle = true;

	SET_SIZE(GetEntity(), g_npcSize[0], g_npcSize[1]);
	SET_ORIGIN(GetEntity(), origin);

	m_pmodel = null;

	DROP_TO_FLOOR(GetEntity());

	pev->animtime = gpGlobals->time;
	pev->nextthink = m_nextThinkTime = gpGlobals->time + 0.2f;
	m_frameInterval = gpGlobals->time;

	m_iDamage = false;
	SetEntityAction(GetIndex(), m_npcTeam, 1);

	m_workNPC = true;
}
Esempio n. 13
0
bool RadioCreate( edict_t *pEntity )
{
	// Create the radio and stick to the wall

	entvars_t *pPev = VARS( pEntity );

	if (pPev->iuser1 > 0) return 0;


	// make sure we dont already have a radio

	int radiocount = 0;
	int i = 1;
	char *pClassname;
	edict_t *frontEnt;

	for (i; i < 1025; i++) {

		frontEnt = INDEXENT ( i );
		if (frontEnt) {
			pClassname =  (char *)STRING(frontEnt->v.classname); 
			if (FStrEq("building_radio", pClassname)) {

				if (frontEnt->v.euser4 == pEntity) 
				{
					radiocount++;
				}
			}
		}
	}

	
	if (AdminLoggedIn[ENTINDEX(pEntity)] == 0)
	{
		if (radiocount >= 2) {
			ClientPrint( pPev, HUD_PRINTTALK, "* Cant have more than 2 radios!\n");
			return 0;
		}
	}

	UTIL_MakeVectors( pPev->v_angle + pPev->punchangle );
	Vector vecSrc	 = GetGunPosition( pEntity );
	Vector vecAiming = gpGlobals->v_forward;

	TraceResult tr;

	UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 128, dont_ignore_monsters, pEntity , &tr );

	if (tr.flFraction < 1.0 || AdminLoggedIn[ENTINDEX(pEntity)])
	{

		
		if (tr.pHit && !(tr.pHit->v.flags & FL_CONVEYOR) && (FStrEq((char *)STRING(tr.pHit->v.classname), "worldspawn") || FStrEq((char *)STRING(tr.pHit->v.classname), "func_wall") || AdminLoggedIn[ENTINDEX(pEntity)] || FStrEq((char *)STRING(tr.pHit->v.classname), "building_dancemachine")))	// Make sure it isnt a conveyor!
		{
			Vector angles = UTIL_VecToAngles( tr.vecPlaneNormal );

			if ((angles.x > 30 || angles.x < -30) && AdminLoggedIn[ENTINDEX(pEntity)] == 0)
			{
				ClientPrint( pPev, HUD_PRINTTALK, "* Can't place radios on floors or cielings!\n");
				return 0;
			}
			// Create the camera here!
			Vector vecOri = tr.vecEndPos + tr.vecPlaneNormal * 14;
			//Vector vecOri = tr.vecEndPos + tr.vecPlaneNormal * 15;

			int maxdist = (int)CVAR_GET_FLOAT("sa_radiospread");

			// make sure we arent placing it within 400 units of another radio
			for (i=1; i < 1025; i++) {

				frontEnt = INDEXENT ( i );
				if (frontEnt) {
					pClassname =  (char *)STRING(frontEnt->v.classname); 
					if (FStrEq("building_radio", pClassname)) {
						
						if ((frontEnt->v.origin - vecOri).Length() < maxdist && AdminLoggedIn[ENTINDEX(pEntity)] == 0)
						{
							ClientPrint( pPev, HUD_PRINTTALK, "* Can't place a radio so close to another radio!\n");
							return 0;
						}
					}
				}
			}

			KeyValueData	kvd;
			
			//edict_t *pent = CREATE_ENTITY();
			//edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));

			edict_t *tEntity;
			tEntity = CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));
		
			entvars_t *pRunOnPev;
			pRunOnPev =  VARS(tEntity);
			
			char buf[80];
			sprintf( buf, "%s", "building_radio");

			// Set the KEYVALUES here!
			kvd.fHandled = FALSE;
			kvd.szClassName = NULL;
			kvd.szKeyName = "classname";
			kvd.szValue = buf;

			DispatchKeyValue( tEntity, &kvd );

			// place this in front

			pRunOnPev->origin = vecOri;
			SET_ORIGIN( tEntity , vecOri );
			pRunOnPev->angles = angles;

			//DispatchSpawn( ENT( pRunOnPev ) );

			pRunOnPev->solid = SOLID_BBOX;

			SET_MODEL( ENT( pRunOnPev ) , "avatar-x/avadd16.avfil");
			UTIL_SetSize( pRunOnPev, Vector( -2, -2 ,-2) - (tr.vecPlaneNormal * 15), Vector(2, 2, 16) - (tr.vecPlaneNormal * 15));
			
			pRunOnPev->takedamage = DAMAGE_YES;
			pRunOnPev->max_health = 40 + 10000;
			pRunOnPev->health = 40 + 10000;
			pRunOnPev->euser4 = pEntity;
			
			/*
			edict_t *pent;
			pent = CREATE_NAMED_ENTITY(MAKE_STRING("xen_tree"));
			entvars_t *pv = VARS( pent );
			
			pv->origin = vecOri;
			SET_ORIGIN(pent, vecOri);

			kvd.fHandled = FALSE;
			kvd.szClassName = NULL;
			kvd.szKeyName = "classname";
			kvd.szValue = "xen_tree";
			DispatchKeyValue( pent, &kvd );

			DispatchSpawn(pent);
			//pev->angles = angles;
			
			
			*/

			//pev->iuser1 = angles.y;
			//pv->vuser3 = angles;

			// for now don't take damage
			//pev->takedamage = DAMAGE_YES;
			//pev->max_health = 40 + 10000;
			//pev->health = 40 + 10000;

			/*
			// Call the SPAWN routine to set more stuff
			kvd.fHandled = FALSE;
			kvd.szClassName = NULL;
			kvd.szKeyName = "classname";
			kvd.szValue = "building_radio";
			//DispatchKeyValue( pent, &kvd );
			kvd.fHandled = FALSE;

			

			
			*/

			RadioSpawn( tEntity );
	
			return 1;
		}
		else
		{
			ClientPrint( pPev, HUD_PRINTTALK, "* Couldn't place radio here!\n");
			return 0;
		}
		
	}
	else
	{
		ClientPrint( pPev, HUD_PRINTTALK, "* Couldn't place radio here!\n");
		
	}
	return 0;
}
Esempio n. 14
0
void UTIL_SetOrigin( entvars_t *pev, const Vector &vecOrigin )
{
	edict_t *ent = ENT(pev);
	if ( ent )
		SET_ORIGIN( ent, vecOrigin );
}
Esempio n. 15
0
void UTIL_SetOrigin( entvars_t *pev, const Vector &vecOrigin )
{
   SET_ORIGIN(ENT(pev), vecOrigin );
}
Esempio n. 16
0
bool DanceCreateMachine( Vector cent, edict_t *pEntity, const char *dancename)
{


	entvars_t *pPev = VARS( pEntity );


	KeyValueData	kvd;
			
	edict_t *tEntity;
	tEntity = CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));
		
	entvars_t *pev;
	pev =  VARS(tEntity);
			
	// Set the KEYVALUES here!
	kvd.fHandled = FALSE;
	kvd.szClassName = NULL;
	kvd.szKeyName = "classname";
	kvd.szValue = "building_dancemachine";

	DispatchKeyValue( tEntity, &kvd );

	// place this in front
	
	pev->origin = cent;
	pev->solid = SOLID_BBOX;
	
	SET_ORIGIN( tEntity , cent );
	//pev->angles = angles;
	pev->solid = SOLID_BBOX;

	SET_MODEL( ENT( pev ) , "models/sphere.mdl");

	UTIL_SetSize( pev, Vector( -16, -16 , -16), Vector(16, 16, 16) );

	pev->takedamage = DAMAGE_NO;
	pev->max_health = 40 + 10000;
	pev->health = 40 + 10000;
	pev->euser4 = pEntity;
	pev->movetype = MOVETYPE_FLY;

	// play deploy sound
	EMIT_SOUND_DYN2( tEntity, CHAN_VOICE, "weapons/mine_deploy.wav", 1.0, ATTN_NORM , 0, 100);
	pev->nextthink = gpGlobals->time + 1;
			
	pev->avelocity.y = 50;
	
	sprintf( EntData[ENTINDEX(tEntity)].digitgroup, "%s", dancename);

	if (FStrEq(Cmd_Argv(2), "rot"))
	{
		// rotates. get the distance, angular speed, and initial angle

		pev->iuser1 = atoi(Cmd_Argv(3));
		pev->fuser1 = atof(Cmd_Argv(4));
		pev->iuser3 = atoi(Cmd_Argv(5));

		// mark original origin
		pev->vuser1 = pEntity->v.origin;
		pev->avelocity.y = 0;
	}
			
	return 0;

}
Esempio n. 17
0
bool DanceCreate( edict_t *pEntity )
{
	// Create the dance machine

	entvars_t *pPev = VARS( pEntity );


	if (AdminLoggedIn[ENTINDEX(pEntity)] == 0)
	{
		ClientPrint( pPev, HUD_PRINTTALK, "* Admin only feature\n");
		return 0;
	}

	UTIL_MakeVectors( pPev->v_angle + pPev->punchangle );
	Vector vecSrc	 = GetGunPosition( pEntity );
	Vector vecAiming = gpGlobals->v_forward;

	TraceResult tr;

	UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 128, dont_ignore_monsters, pEntity , &tr );

	//if (tr.flFraction < 1.0)
	//{
	
			Vector angles = UTIL_VecToAngles( tr.vecPlaneNormal );

			// Create the paper here!
			KeyValueData	kvd;
			
			edict_t *tEntity;
			tEntity = CREATE_NAMED_ENTITY(MAKE_STRING("info_target"));
		
			entvars_t *pRunOnPev;
			pRunOnPev =  VARS(tEntity);
			
			// Set the KEYVALUES here!
			kvd.fHandled = FALSE;
			kvd.szClassName = NULL;
			kvd.szKeyName = "classname";
			kvd.szValue = "building_dancemachine";

			DispatchKeyValue( tEntity, &kvd );

			// place this in front
			Vector vecOri = tr.vecEndPos;
			pRunOnPev->origin = vecOri;
			pRunOnPev->solid = SOLID_BBOX;

			SET_ORIGIN( tEntity , vecOri );
			pRunOnPev->angles = angles;
			pRunOnPev->solid = SOLID_BBOX;

			SET_MODEL( ENT( pRunOnPev ) , "models/sphere.mdl");

			UTIL_SetSize( pRunOnPev, Vector( -16, -16 , -16), Vector(16, 16, 16) );

			pRunOnPev->takedamage = DAMAGE_NO;
			pRunOnPev->max_health = 40 + 10000;
			pRunOnPev->health = 40 + 10000;
			pRunOnPev->euser4 = pEntity;
			pRunOnPev->movetype = MOVETYPE_FLY;

			//DROP_TO_FLOOR( tEntity );


			// play deploy sound
			EMIT_SOUND_DYN2( tEntity, CHAN_VOICE, "weapons/mine_deploy.wav", 1.0, ATTN_NORM , 0, 100);
			//unOnPev->iuser2 = pRunOnPev->euser4->v.team; // Set the team this radio belongs to
			pRunOnPev->nextthink = gpGlobals->time + 1;
			
			pRunOnPev->avelocity.y = 50;
	
			sprintf( EntData[ENTINDEX(tEntity)].digitgroup, "%s", Cmd_Argv(1));

			if (FStrEq(Cmd_Argv(2), "rot"))
			{
				// rotates. get the distance, angular speed, and initial angle

				pRunOnPev->iuser1 = atoi(Cmd_Argv(3));
				pRunOnPev->fuser1 = atof(Cmd_Argv(4));
				pRunOnPev->iuser3 = atoi(Cmd_Argv(5));
	
				// mark original origin
				pRunOnPev->vuser1 = pEntity->v.origin;
				pRunOnPev->avelocity.y = 0;
	
			}


			
	return 0;
}