return;
VectorCopy(PRVM_gameedictvector(ed, movedir), movedir);
VectorCopy(PRVM_gameedictvector(ed, origin), origin);
- dBodyEnable((dBodyID)prog->edicts[enemy].priv.server->ode_body);
+ dBodyEnable(prog->edicts[enemy].priv.server->ode_body);
switch(forcetype)
{
case FORCETYPE_FORCE:
if (movedir[0] || movedir[1] || movedir[2])
- dBodyAddForce((dBodyID)prog->edicts[enemy].priv.server->ode_body, movedir[0], movedir[1], movedir[2]);
+ dBodyAddForce(prog->edicts[enemy].priv.server->ode_body, movedir[0], movedir[1], movedir[2]);
break;
case FORCETYPE_FORCEATPOS:
if (movedir[0] || movedir[1] || movedir[2])
- dBodyAddForceAtPos((dBodyID)prog->edicts[enemy].priv.server->ode_body, movedir[0], movedir[1], movedir[2], origin[0], origin[1], origin[2]);
+ dBodyAddForceAtPos(prog->edicts[enemy].priv.server->ode_body, movedir[0], movedir[1], movedir[2], origin[0], origin[1], origin[2]);
break;
case FORCETYPE_TORQUE:
if (movedir[0] || movedir[1] || movedir[2])
- dBodyAddTorque((dBodyID)prog->edicts[enemy].priv.server->ode_body, movedir[0], movedir[1], movedir[2]);
+ dBodyAddTorque(prog->edicts[enemy].priv.server->ode_body, movedir[0], movedir[1], movedir[2]);
break;
case FORCETYPE_NONE:
default: