cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"};
cvar_t sv_nostep = {"sv_nostep","0"};
-static vec3_t vec_origin = {0.0, 0.0, 0.0};
-
#define MOVE_EPSILON 0.01
void SV_Physics_Toss (edict_t *ent);
void SV_PushMove (edict_t *pusher, float movetime)
{
int i, e;
- edict_t *check, *block;
+ edict_t *check;
vec3_t mins, maxs, move;
vec3_t entorig, pushorig;
int num_moved;
pusher->v.solid = savesolid; // was SOLID_BSP
// if it is still inside the pusher, block
- if (block = SV_TestEntityPosition (check))
+ if (SV_TestEntityPosition (check))
{ // fail the move
if (check->v.mins[0] == check->v.maxs[0])
continue;
void SV_PushRotate (edict_t *pusher, float movetime)
{
int i, e;
- edict_t *check, *block;
+ edict_t *check;
vec3_t move, a, amove;
vec3_t entorig, pushorig;
int num_moved;
pusher->v.solid = savesolid; // LordHavoc: restore to correct solid type
// if it is still inside the pusher, block
- block = SV_TestEntityPosition (check);
- if (block)
+ if (SV_TestEntityPosition (check))
{ // fail the move
if (check->v.mins[0] == check->v.maxs[0])
continue;