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Allows ETF ladders to work properly with QW player physics.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1959 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -504,6 +504,10 @@ typedef struct
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#define SURF_FLOWING 0x40 // scroll towards angle
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#define SURF_NODRAW 0x80 // don't bother referencing the texture
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#define SURF_NODRAW 0x80 // don't bother referencing the texture
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#define Q3SURF_LADDER 0x8 //wee
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// content masks
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#define MASK_ALL (-1)
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#define MASK_SOLID (Q2CONTENTS_SOLID|Q2CONTENTS_WINDOW)
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@ -726,6 +726,25 @@ void PM_CategorizePosition (void)
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//are we on a ladder?
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#ifdef Q2BSPS
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if (pmove.physents[0].model->fromgame == fg_quake3)
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{
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trace_t t;
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vec3_t flatforward, fwd1;
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flatforward[0] = forward[0];
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flatforward[1] = forward[1];
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flatforward[2] = 0;
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VectorNormalize (flatforward);
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VectorMA (pmove.origin, 24, flatforward, fwd1);
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t = CM_BoxTrace(pmove.physents[0].model, pmove.origin, fwd1, player_mins, player_maxs, MASK_PLAYERSOLID);
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if (t.surface->flags & Q3SURF_LADDER)
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{
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pmove.onladder = true;
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pmove.onground = false; // too steep
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}
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}
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if (cont & FTECONTENTS_LADDER && pmove.physents[0].model->fromgame == fg_quake2)
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{
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trace_t t;
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