mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-23 12:32:23 +00:00
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "../../idlib/precompiled.h"
|
||
|
#pragma hdrstop
|
||
|
|
||
|
#include "../Game_local.h"
|
||
|
|
||
|
ABSTRACT_DECLARATION( idClass, idPhysics )
|
||
|
END_CLASS
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics::~idPhysics
|
||
|
================
|
||
|
*/
|
||
|
idPhysics::~idPhysics( void ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics::Save
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics::Save( idSaveGame *savefile ) const {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics::Restore( idRestoreGame *savefile ) {
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics::SetClipBox
|
||
|
================
|
||
|
*/
|
||
|
void idPhysics::SetClipBox( const idBounds &bounds, float density ) {
|
||
|
SetClipModel( new idClipModel( idTraceModel( bounds ) ), density );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idPhysics::SnapTimeToPhysicsFrame
|
||
|
================
|
||
|
*/
|
||
|
int idPhysics::SnapTimeToPhysicsFrame( int t ) {
|
||
|
int s;
|
||
|
s = t + USERCMD_MSEC - 1;
|
||
|
return ( s - s % USERCMD_MSEC );
|
||
|
}
|