> I guess you have to do the following:
> Do a traceline straight down to the ground at the front and at the back.
> Then see whether there's any difference in trace length (forget about a few
> tenths, it's only whole units that make a difference). If there is, use some
> triangle maths to calculate the angle of the slope. Once you got it, use
> this new angle to correct the vehicle's acceleration.

The angle of the slope will come from the vecPlaneNormal field of the
UTIL_TraceLine() result.  Just shove it into UTIL_VecToAngles() to convert the
vector normal to an array of angles, then set the body angles of the vehicle
entity to match.

Jeffrey "botman" Broome

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