+ /*
+ if (forward[0] < 0.999f) // quick way to check if any rotation is used
+ {
+ VectorSubtract (check->v.origin, pusher->v.origin, org);
+ org2[0] = DotProduct (org, forward);
+ org2[1] = DotProduct (org, left);
+ org2[2] = DotProduct (org, up);
+ //VectorSubtract (org2, org, move);
+ //VectorAdd (move, move1, move);
+ //VectorSubtract(check->v.origin, move, a);
+ a[0] = check->v.origin[0] + (org[0] - org2[0]) - move1[0];
+ a[1] = check->v.origin[1] + (org[1] - org2[1]) - move1[1];
+ a[2] = check->v.origin[2] + (org[2] - org2[2]) - move1[2];
+ }
+ else
+ VectorSubtract (check->v.origin, move1, a);
+
+ trace = SV_ClipMoveToEntity (pusher, a, check->v.mins, check->v.maxs, check->v.origin);
+ if (trace.fraction == 1 && !trace.startsolid)
+ continue;
+ */
+ trace = SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin);
+ if (!trace.startsolid)
+ continue;
+ /*