-#if 0
- vector pos, dir, t;
- float nudge;
-
- //nudge = 2 * cvar("collision_impactnudge"); // why not?
- nudge = 0.5;
-
- dir = normalize(v2 - v1);
-
- pos = v1 + dir * nudge;
-
- for(;;)
- {
- if((pos - v1) * dir >= (v2 - v1) * dir)
- {
- // went too far
- trace_fraction = 1;
- return;
- }
-
- traceline(pos, v2, nomonsters, forent);
-
- if(trace_startsolid)
- {
- // we started inside solid.
- // then trace from endpos to pos
- t = trace_endpos;
- traceline(t, pos, nomonsters, forent);
- if(trace_startsolid)
- {
- // t is inside solid? bad
- // force advance, then
- pos = pos + dir * nudge;
- }
- else
- {
- // we actually LEFT solid!
- trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
- return;
- }
- }
- else
- {
- // pos is outside solid?!? but why?!? never mind, just return it.
- trace_endpos = pos;
- trace_fraction = ((trace_endpos - v1) * dir) / ((v2 - v1) * dir);
- return;
- }
- }
-#else
- tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent);
+ tracebox_inverted(v1, '0 0 0', '0 0 0', v2, nomonsters, forent, stopatentity);