+ }
+ vector pivot = check.mins + 0.5 * (check.maxs - check.mins);
+ vector move;
+
+ if(rotated)
+ {
+ vector org = check.origin - this.origin;
+ org = org + pivot;
+
+ vector org2;
+ org2.x = (org * forward);
+ org2.y = (org * left);
+ org2.z = (org * up);
+ move = org2 - org;
+ move = move + move1;
+ }
+ else
+ move = move1;
+
+ check.moved_from = check.origin;
+ check.moved_fromangles = check.angles;
+ IL_PUSH(g_pushmove_moved, check);
+
+ // physics objects need better collisions than this code can do
+ if(check.move_movetype == MOVETYPE_PHYSICS)
+ {
+ check.origin = check.origin + move;
+ _Movetype_LinkEdict(check, true);
+ continue;
+ }
+
+ // try moving the contacted entity
+ int savesolid = this.solid;
+ this.solid = SOLID_NOT;
+ if(!_Movetype_PushEntity(check, move, true, true))
+ {
+ // entity "check" got teleported
+ check.angles_y += trace_fraction * moveangle.y;
+ this.solid = savesolid;
+ continue; // pushed enough
+ }
+ // FIXME: turn players specially
+ check.angles_y += trace_fraction * moveangle.y;
+ this.solid = savesolid;
+
+ // this trace.fraction < 1 check causes items to fall off of pushers
+ // if they pass under or through a wall
+ // the groundentity check causes items to fall off of ledges
+ if(check.move_movetype != MOVETYPE_WALK && (trace_fraction < 1 || check.groundentity != this))
+ UNSET_ONGROUND(check);
+
+ // if it is still inside the pusher, block
+ tracebox(check.origin, check.mins, check.maxs, check.origin, MOVE_NOMONSTERS, check);
+ if(trace_startsolid)
+ {
+ if(_Movetype_NudgeOutOfSolid_PivotIsKnownGood(check, pivot))