A minor fix for func_stasis_door

This commit is contained in:
Walter Julius Hennecke 2011-12-08 19:51:35 +01:00
parent 046c6a4e8e
commit 65f4ec4f0f

View file

@ -3665,8 +3665,6 @@ void spawn_trigger_stasis_door( gentity_t *ent ) {
trap_LinkEntity (other);
G_Printf( "^1Spawnage complete\n", 0 );
}
//-------------------------------------------
@ -3690,7 +3688,6 @@ void SP_func_stasis_door( gentity_t *ent )
// Stasis doors have a model2, so precache me now
G_ModelIndex( "models/mapobjects/stasis/door2.md3" );
ent->model2 = G_NewString("models/mapobjects/stasis/door.md3");
InitMover( ent );
// Now that we have the model precached, clear this out so it doesn't draw the model
// until we are ready to do the actual fade.