Anyway, can someone help me with that sliding? I know, prediction, but maybe it will be atleast a little usable. On server "Unlimited Funserver" was allowed build structures one on each other, it was buggy, hitbox was somewhere else that model, but even that was fun there.
My second attemp was add my velocity to player on my head. But I don't know how to compute addition for his velocity. So I completely copyed my velocity and that cause moving on someone's head very very slow (because I accelerate player = little step, then copy velocity from bottom player = accelerate is zero). But this attemp is more bad than using movers functions, player on top losing track of player bottom. And moving is not fluent like in mover solution.
This moving, one or second solution, is probably not for regular game, because even without bad prediction, you cant go on stairs, slopes and you can't jump if you have someone on own head. That cause bad moving, bad rushing and bad escaping. Also probably you can't for example kill human, who standing on tyrant or goon out of your slash range.
On the other hand, it is good for very fun games, where dretch can carry granger for faster escape etc. Btw, this carrying would be good for some mod, in mod it is possible to code it, isn't? With good prediction, moving everywhere even with walls, jumping with goon etc.
So if you can help me how to resolve that sliding problem (somewhat decrese that sliding move to zero or something) or how to add (not copy) velocity addition to player, I will not waste three days absolutely for nothing.
That sliding behaviour is easy to produce. Just open g_main.c, seek line "if( ent->s.eType == ET_MOVER )" and change it to "if( ent->s.eType == ET_MOVER || ent->s.eType == ET_PLAYER )" and it is.