by mh » Wed Jun 11, 2008 8:53 pm
True, there is a well-defined sense of "down" in the engine, and it's in places like stair-step smoothing, "stuck" testing, in-water testing, water transitions, view offset bounding, and view model origin; to name just a few that popped up from a search for "origin[2]" in the source. For hacky stuff where you're not too concerned about quirks, you'll probably get by, but as most of these are actually relating to player movement, you might do better to reverse your tactics and rotate the world rather than rotate the player model.