2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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ABSTRACT_DECLARATION( idClass, idPhysics )
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END_CLASS
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/*
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================
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idPhysics::~idPhysics
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================
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*/
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idPhysics::~idPhysics( void ) {
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}
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/*
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================
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idPhysics::Save
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================
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*/
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void idPhysics::Save( idSaveGame *savefile ) const {
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}
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/*
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================
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idPhysics::Restore
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================
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*/
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void idPhysics::Restore( idRestoreGame *savefile ) {
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}
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/*
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================
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idPhysics::SetClipBox
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================
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*/
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void idPhysics::SetClipBox( const idBounds &bounds, float density ) {
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SetClipModel( new idClipModel( idTraceModel( bounds ) ), density );
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}
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/*
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================
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idPhysics::SnapTimeToPhysicsFrame
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================
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*/
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int idPhysics::SnapTimeToPhysicsFrame( int t ) {
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int s;
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s = t + USERCMD_MSEC - 1;
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return ( s - s % USERCMD_MSEC );
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}
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