PMove: add a bunch of comments so peole would be aware of issues/limitations
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@ -241,6 +241,10 @@ PMoveCustom_AccelFriction(float move_time, float premove, vector wish_dir, float
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vecTemp[2] = 0;
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flFriction = vlen(vecTemp);
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/* Next few lines of code assumes self is using player's hull, however it could be a monster
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who use differen hull size, therefore it is invalid, so we probably better of using mins/maxs,
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on the other hand edge friction is probably not that important. */
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// if the leading edge is over a dropoff, increase friction
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vecTemp = self.origin + normalize(vecTemp) * 16 + [0,0,1] * PHY_HULL_MIN[2];
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traceline(vecTemp, vecTemp + [0,0,-34], TRUE, self);
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@ -592,6 +596,7 @@ PMoveCustom_RunPlayerPhysics(entity target)
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self = oldself;
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}
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/* Next code assumes self is using player's hull, so it should not be used for monsters who use different hull size. */
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void
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PMoveCustom_RunCrouchPhysics(entity target)
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{
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