+ /*
+ // FIXME: this doesn't work well at all, find another solution
+ // if player is ontop of a non-onground floor and made no progress,
+ // set onground anyway (this tends to happen if standing in a wedge)
+ if (bumpcount == 8 && hackongroundentity)
+ {
+ blocked |= 1;
+ ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+ ent->v->groundentity = EDICT_TO_PROG(hackongroundentity);
+ }
+ */
+
+ /*
+ if ((blocked & 1) == 0 && bumpcount > 1)
+ {
+ // LordHavoc: fix the 'fall to your death in a wedge corner' glitch
+ // flag ONGROUND if there's ground under it
+ trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);