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A minor fix for func_stasis_door
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1 changed files with 0 additions and 3 deletions
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@ -3665,8 +3665,6 @@ void spawn_trigger_stasis_door( gentity_t *ent ) {
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trap_LinkEntity (other);
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G_Printf( "^1Spawnage complete\n", 0 );
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}
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//-------------------------------------------
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@ -3690,7 +3688,6 @@ void SP_func_stasis_door( gentity_t *ent )
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// Stasis doors have a model2, so precache me now
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G_ModelIndex( "models/mapobjects/stasis/door2.md3" );
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ent->model2 = G_NewString("models/mapobjects/stasis/door.md3");
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InitMover( ent );
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// Now that we have the model precached, clear this out so it doesn't draw the model
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// until we are ready to do the actual fade.
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