return 7;
}
CrossProduct (planes[0], planes[1], dir);
+ // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
+ VectorNormalize(dir);
d = DotProduct (dir, ent->v.velocity);
VectorScale (dir, d, ent->v.velocity);
}
if (ent->v.movetype != MOVETYPE_WALK)
return; // gibbed by a trigger
- if (sv_nostep.value)
+ if (sv_nostep.integer)
return;
if ( (int)sv_player->v.flags & FL_WATERJUMP )