yes, and the quants in quake come from fixed point variables.

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I doubt that you see stuttering just because the entity snapped from 0.000 to 0.001. Stuttering comes from multiplying with the low-resolution'ness of the time_step factor.
yes, you are right. last time i experimented with this was in c-script and there you can only use vars but i did some quick experiments again and it seems like you really can work around most problems with lite-c. it still would be better if the engine didn't use vars anymore though. laugh