And C_Rotate saves the day! I threw in c_rotate instead of my.pan and that seemed to fix the going into the wall problem. I used moveforce.z = ((my.z - floorz + 32 - (crouchamount)) * -0.1; to make a smooth transition from crouching to standing with out the bobbing jitter - without screwing with the z position directly or setting new collision hull dimensions. NOW... ugh lol. I can stop the player from worming into vents without crouching, but the only work around i've found is disable_z_glide... which totally screws the movement currently. Perhaps if I did two seperate c_moves... One just with X - Y movement with disable_z_glide and another just with Z movement but with z glide... Hmmm.


Decessus - 80% done. 100% abandoned.
GET MY ANDROID GAME! https://play.google.com/store/apps/details?id=com.lasertrain.zspinballfree&hl=en