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Don't split on a plane parallel to the motion.
This seems to improve the start/all solid cases a little, and it should speed things up a little by avoiding unnecessary polygon tests.
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@ -785,6 +785,10 @@ MOD_TraceLine (hull_t *hull, int num,
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tstack->num = num;
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tstack->side = side;
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tstack->plane = plane;
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// if the move is parallel to the plane, then the plane is not a good
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// split plane
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if (start_dist == end_dist)
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tstack->plane = split_plane;
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VectorCopy (end, tstack->end);
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VectorMultAdd (start, frac[side ^ 1], dist, tstack->start);
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tstack->start_frac = frac[side ^ 1];
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