fix for 'falling' in a corner bug, thanks to Elric for finding the fix for this.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 6 Aug 2002 16:01:46 +0000 (16:01 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 6 Aug 2002 16:01:46 +0000 (16:01 +0000)
also removed a SOLID_BSP check that shouldn't be there anymore.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2211 d7cf8633-e32d-0410-b094-e92efae38249

sv_phys.c

index 46c5f5a..94f2bdf 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -943,13 +943,11 @@ void SV_WalkMove (edict_t *ent)
 
        // check for stuckness, possibly due to the limited precision of floats
        // in the clipping hulls
-       /*
        if (clip
         && fabs(oldorg[1] - ent->v.origin[1]) < 0.03125
         && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125)
                // stepping up didn't make any progress
                clip = SV_TryUnstick (ent, oldvel);
-       */
 
        // extra friction based on view angle
        if (clip & 2 && sv_wallfriction.integer)
@@ -961,7 +959,7 @@ void SV_WalkMove (edict_t *ent)
 
        if (downtrace.plane.normal[2] > 0.7)
        {
-               if (ent->v.solid == SOLID_BSP)
+               //if (ent->v.solid == SOLID_BSP)
                {
                        ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
                        ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);