return;
// if onground, return without moving
+ if (((int)ent->v.flags & FL_ONGROUND) && ent->v.groundentity == 0)
+ return;
/*
if ( ((int)ent->v.flags & FL_ONGROUND) )
{
else if ((flags & FL_SWIM) && SV_PointContents(ent->v.origin) != CONTENTS_EMPTY)
fall = false;
}
+ if (fall && (flags & FL_ONGROUND) && ent->v.groundentity == 0)
+ fall = false;
if (fall)
{