uses velocity so small initially that SV_CheckVelocity was zeroing it in
the denormal check - the threshold has been lowered by 3 digits since
this was really only meant to detect denormals, not mess with real
numbers
thanks to Roman for this bug report
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12316
d7cf8633-e32d-0410-b094-
e92efae38249
// LordHavoc: a hack to ensure that the (rather silly) id1 quakec
// player_run/player_stand1 does not horribly malfunction if the
// velocity becomes a denormalized float
- if (VectorLength2(PRVM_serveredictvector(ent, velocity)) < 0.0001)
+ if (VectorLength2(PRVM_serveredictvector(ent, velocity)) < 0.0000001)
VectorClear(PRVM_serveredictvector(ent, velocity));
// LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster