- prevents unducking in tight spaces
- attempts to save the player if they narrowly clip an edge that would otherwise kill them. It will deal damage if the shortest path is larger than 16 pixels, and will kill the player if no safe location was found.
Its purpose is to shift the burden from "trusting the player to not utterly decimate your level" to "trusting the designer to make a level that doesn't have spots where you can get stuck" which is consistent with the burden in regards to other methods of getting the player stuck.
If you wish to move faster in tight corridors, your best bet is to use custom player hitbox files with a smaller ducking height.
Download:
https://pastebin.com/jsXTH5Vc
Not multiplayer compatible because this library is just zombified out of a singleplayer episode script. Might expand later.