+ return 0;
+}
+
+
+// returns 1 if the player is close to a wall
+float check_close_to_wall(float threshold) {
+ if (cvar("sv_dodging_wall_dodging") == 0)
+ return 0;
+
+ vector trace_start;
+ vector trace_end;
+
+ trace_start = self.origin;
+
+ trace_end = self.origin + (1000*v_right);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ trace_end = self.origin - (1000*v_right);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ trace_end = self.origin + (1000*v_forward);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ trace_end = self.origin - (1000*v_forward);
+ tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
+ if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
+ return 1;
+
+ return 0;
+}
+
+float check_close_to_ground(float threshold) {
+ if (self.flags & FL_ONGROUND)
+ return 1;