Hi!

In CEL we now have ledge grabbing. It is not ready for release, the code is
ugly and it lacks more than a few features but it's there and it works!

All points on ledges share the same y component since you cannot shimmy up a
diagonally slanting ledge (that's just stupid!). So you define the ledges
for your game using addons in the sectors in your world files-

    <addon plugin="cel.addons.ledges">
      <ledge y="1.3">
        <p x="-0.1" z="-4.9" />
        <p x="2.1" z="-4.9" />
        <p x="2.1" z="-7.1" />
        <p x="-0.1" z="-7.1" />
        <p x="-0.1" z="-4.9" />
      </ledge>
      <ledge> ... </ledge>
    </addon>

Always offset 0.1 away from the ledge otherwise the player will get stuck in
the geometry they snap to.

To use iPcGrab, whenever the player is allowed to grab the ledge (such as
when performing a jump) then setup the correct stay by issuing the call,

  grab->SetState (iPcGrab::SEARCHING);

To drop you can do

  grab->SetState (iPcGrab::DISABLED);
  jump->Freeze (false);

Shimmying along the current edge (across ledges and around corners isn't yet
supported and it will be) is done by,

  grab->SetShimmyDirection ([-1,1]);

Other targets to concentrate on right now, so I thought I'd share this if
people want to toy with this before I get to pick it back up again. cya!
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