I see comments in Quakespasm's source code about being surprised to get a "NaN" result. I see similar comments in the Remake Quake engine.
I have seen some forum posts about DirectQ players going through the floor when using the client in single player.
And recently the Mark V engine after making some revisions to the pr_*.c/*.h, I have encountered a collision problem which I suspect the wrong movetype function is being used or the wrong collision function perhaps.
I'm not so worried about my code --- I'm going to develop a test plan to track this down or somehow compare offsets.
But real question: And I guess this is for Spike unless someone else knows --- is unexpected NaN comments I see in the Quakespasm and the Remake Quake engine a problem in FTE or DarkPlaces, or does this indicate some sort of issue in those engines that can manifest itself in unpredictable ways?
I'm just asking because I'm trying to get a basis of what "normal" and "correct" results look like and if this NaN isn't supposed to exist in a correctly functioning progs interpreter, well ... that would be a "clue".
Thanks for any insight into this.