That's fine with me. :smile:
At my end, I'm part of the MadLogic team, and we were initially trying to build a wall-walking codebase that could be easilly integrated as an SDK into multiple other mods, which was the basis for trying to avoid using any 'one of a kind' value areas such as the grapplePoint entry.
And actually, I never got around to finishing the 'optimized' Rotation code. *laughs* The code in there I meant to cut-and-delete, but just left commented out by mistake. :smile: It doesn't work right yet, even. :razz:
Still, good luck with Tremulous. I'll definately be one of the first ones downloading it when it's out!
And I still don't get your 'gripe' of not having enough STAT indices? STAT, PW, AMMO, even PERS are all interchangable, though admitedly in the 'base' Q3A codebase PERS isn't cleared on respawn, and the others are. They're all 16-bit integers that are passed back and forth to/from the client. :smile:
Sorry, I'm rambling, I guess I just don't see how you can be running out of space to store stuff if there's 96 bytes of general-purpose storage between client/server and another 32 bytes that aren't cleared on respawn. :smile: