// move up
vector upmove = '0 0 1' * PHYS_STEPHEIGHT;
- vector prev_origin = this.move_origin;
_Movetype_PushEntity(this, upmove, true);
if(wasfreed(this))
return;
- if(trace_startsolid && this.move_origin != prev_origin)
+ if(trace_startsolid)
{
// we got teleported when upstepping... must abort the move
return;
// move down
vector downmove = '0 0 1' * (-PHYS_STEPHEIGHT + start_velocity.z * dt);
- vector prev_origin = this.move_origin;
_Movetype_PushEntity(this, downmove, true);
if(wasfreed(this))
return;
- if(trace_startsolid && this.move_origin != prev_origin)
+ if(trace_startsolid)
{
// we got teleported when downstepping... must abort the move
return;