   Escher Player Physics
===========================
    v1
    by pospi
    http://pospi.spadgos.com
    

DESCRIPTION
===========
This mutator allows you to walk on any surface as if it was the ground. 
That means walls, ceilings, and floors. Players also have individual 
gravity based on the direction they are facing. View bob cannot be turned 
off with this mod as it is used to give a visual cue when walking.
This mutator is a test for a much larger project and so new versions may 
never come.

INSTALLATION
============
Extract to your UT2004/system folder. 

ADD THE FOLLOWING LINE TO YOUR UT2004.INI'S SERVERPACKAGES SECTION (UNDER
[ENGINE.GAMEENGINE]) OR THE MUTATOR WILL NOT WORK!!!

ServerPackages=escherMut_v1

Now add the mutator as you would any mutator. 
Note that this mutator breaks mod compatibility and as such will not work with most 
3rd party mods, or other mutators that replace pawn and playerController classes.
Works best with low-detail maps (or maps with long flat walls).

TECHNICAL
=========
This mutator is a test of new rotational logic which enables completely free view 
control on any axis. It uses quaternion rotation free on all axes when airborn, but 
rotation is clamped when on the 'ground' so that you cannot look up or down further 
than you would normally be able to. View roll slowly shifts back to vertical when 
walking to make things less disorienting.
Player movement is all handled by PHYS_Flying, with apparent walking motion being 
faked through calls to HitWall(). View bob and player animations had to be recoded 
and tweaked to look realistic.

BUGS
====
- Does not currently do anything to bots.
- Vehicle driving animations don't play, which can look a little wierd. Too lazy to fix 
  this because it's not really an onslaught mutator.
- Player torsos don't twist up and down when looking up/down when walking anymore.
- Players have a tendency to stick to surfaces where brushes meet.
- You can't walk on blockingVolumes (not really a bug but oh well).
- Crouching does not currently change collision size.
- Collision cylinder does not rotate properly (could lead to apparent headshots counting
  as misses when standing on a wall).
- Weaponbob is really large for some reapons, seemingly at random.

OTHER STUFF
===========
Build Time - 3 Days
Files -      escherMut-v1-readme.txt
             escherMut-v1.u
             escherMut-v1.ucl
             escherMut-v1.int
             
LEGAL STUFF
===========
Feel free to use this code as a learning tool, an example or for your own work, 
PROVIDED credit is given.
Redistribute like crazy, but please keep the original archive intact.