-#if 0
-VG_STATIC
-int create_jump_for_target( world_instance *world, player_instance *player,
- v3f target, float max_angle, jump_info *jump )
-{
-
- if( fabsf(a0-a) > fabsf(a1-a) )
- a0 = a1;
-
- if( fabsf(a0-a) > max_angle )
- return 0;
-
- /* TODO: sweep the path before chosing the smallest dist */
-
-
-#if 0
- /* add a trace */
- for( int i=0; i<=20; i++ )
- {
- float t = (float)i * (1.0f/20.0f) * p->land_dist;
-
- v3f p0;
- v3_muls( p->v, t, p0 );
- v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
-
- v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
- }
-#endif
-
- return 1;
- }
- else
- return 0;
-}
-#endif
-