imac:~/Desktop/ufoai/test thomasschober$ svn diff src/ Index: src/ports/macosx/vid_osx.old =================================================================== --- src/ports/macosx/vid_osx.old (revision 7570) +++ src/ports/macosx/vid_osx.old (working copy) @@ -300,8 +300,8 @@ if (re.Init(0, 0) == -1) { re.Shutdown(); - //VID_FreeReflib (); - //return qfalse; + VID_FreeReflib (); + return qfalse; } /* Init IN (Mouse) */ Index: src/game/q_shared.h =================================================================== --- src/game/q_shared.h (revision 8731) +++ src/game/q_shared.h (working copy) @@ -299,7 +299,8 @@ /** @brief Map boundary is +/- 4096 - to get into the positive area we * add the possible max negative value and divide by the size of a grid unit field */ -#define VecToPos(v,p) (p[0]=(((int)v[0]+4096)/UNIT_SIZE), p[1]=(((int)v[1]+4096)/UNIT_SIZE), p[2]=((int)v[2]/UNIT_HEIGHT)) +/*#define VecToPos(v,p) (p[0]=(((int)v[0]+4096)/UNIT_SIZE), p[1]=(((int)v[1]+4096)/UNIT_SIZE), p[2]=((int)v[2]/UNIT_HEIGHT))*/ +#define VecToPos(v,p) (p[0]=LittleLong(((int)v[0]+4096)/UNIT_SIZE), p[1]=LittleLong(((int)v[1]+4096)/UNIT_SIZE), p[2]=LittleLong((int)v[2]/UNIT_HEIGHT)) /** @brief Pos boundary size is +/- 128 - to get into the positive area we add * the possible max negative value and multiply with the grid unit size to get * back the the vector coordinates - now go into the middle of the grid field Index: src/qcommon/cmodel.c =================================================================== --- src/qcommon/cmodel.c (revision 8731) +++ src/qcommon/cmodel.c (working copy) @@ -2789,7 +2789,7 @@ int Grid_Fall (struct routing_s *map, pos3_t pos) { int z = pos[2]; - + /*Com_Printf("Debug : GridFall : %i:%i:%i\n", pos[0],pos[1],pos[2]);*/ /* is z off-map? */ if (z >= HEIGHT) return -1; Index: src/client/cl_actor.c =================================================================== --- src/client/cl_actor.c (revision 8731) +++ src/client/cl_actor.c (working copy) @@ -2790,6 +2790,7 @@ } VecToPos(end, testPos); + Com_Printf("Debug : VecToPos : %i:%i:%i\n",testPos[0],testPos[1],testPos[2]); restingLevel = Grid_Fall(&clMap, testPos); /* hack to prevent cursor from getting stuck on the top of an invisible