2004-08-21 01:25:48 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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2010-07-13 09:49:38 +00:00
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static qboolean PM_TransformedHullCheck (model_t *model, vec3_t start, vec3_t end, trace_t *trace, vec3_t origin, vec3_t angles);
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2006-01-28 02:35:40 +00:00
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int Q1BSP_HullPointContents(hull_t *hull, vec3_t p);
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2004-08-21 01:25:48 +00:00
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static hull_t box_hull;
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2011-06-29 18:39:11 +00:00
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static mclipnode_t box_clipnodes[6];
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2004-08-21 01:25:48 +00:00
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static mplane_t box_planes[6];
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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/*
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===================
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PM_InitBoxHull
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Set up the planes and clipnodes so that the six floats of a bounding box
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can just be stored out and get a proper hull_t structure.
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===================
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*/
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void PM_InitBoxHull (void)
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{
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int i;
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int side;
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box_hull.clipnodes = box_clipnodes;
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box_hull.planes = box_planes;
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box_hull.firstclipnode = 0;
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box_hull.lastclipnode = 5;
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for (i=0 ; i<6 ; i++)
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{
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box_clipnodes[i].planenum = i;
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side = i&1;
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box_clipnodes[i].children[side] = Q1CONTENTS_EMPTY;
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if (i != 5)
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box_clipnodes[i].children[side^1] = i + 1;
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else
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box_clipnodes[i].children[side^1] = Q1CONTENTS_SOLID;
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box_planes[i].type = i>>1;
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box_planes[i].normal[i>>1] = 1;
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}
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}
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/*
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===================
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PM_HullForBox
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To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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===================
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*/
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hull_t *PM_HullForBox (vec3_t mins, vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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box_planes[1].dist = mins[0];
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box_planes[2].dist = maxs[1];
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box_planes[3].dist = mins[1];
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box_planes[4].dist = maxs[2];
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box_planes[5].dist = mins[2];
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return &box_hull;
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}
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2005-08-26 22:56:51 +00:00
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int PM_TransformedModelPointContents (model_t *mod, vec3_t p, vec3_t origin, vec3_t angles)
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2004-08-21 01:25:48 +00:00
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{
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2010-08-28 17:14:38 +00:00
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vec3_t p_l, axis[3];
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2004-08-21 01:25:48 +00:00
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VectorSubtract (p, origin, p_l);
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// rotate start and end into the models frame of reference
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2005-08-26 22:56:51 +00:00
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if (angles[0] || angles[1] || angles[2])
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2004-08-21 01:25:48 +00:00
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{
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2010-08-28 17:14:38 +00:00
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AngleVectors (angles, axis[0], axis[1], axis[2]);
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VectorNegate(axis[1], axis[1]);
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return mod->funcs.PointContents(mod, axis, p_l);
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2004-08-21 01:25:48 +00:00
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}
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2010-08-28 17:14:38 +00:00
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return mod->funcs.PointContents(mod, NULL, p_l);
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2004-08-21 01:25:48 +00:00
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}
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2005-08-26 22:56:51 +00:00
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2004-08-21 01:25:48 +00:00
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/*
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==================
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PM_PointContents
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==================
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*/
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int PM_PointContents (vec3_t p)
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{
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int num;
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int pc;
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2005-08-26 22:56:51 +00:00
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physent_t *pe;
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model_t *pm;
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2004-08-21 01:25:48 +00:00
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2005-08-26 22:56:51 +00:00
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pm = pmove.physents[0].model;
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2009-04-01 22:03:56 +00:00
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if (!pm)
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return FTECONTENTS_EMPTY;
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2010-08-28 17:14:38 +00:00
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pc = pm->funcs.PointContents(pm, NULL, p);
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2004-08-21 01:25:48 +00:00
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//we need this for e2m2 - waterjumping on to plats wouldn't work otherwise.
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for (num = 1; num < pmove.numphysent; num++)
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{
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2005-08-26 22:56:51 +00:00
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pe = &pmove.physents[num];
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pm = pe->model;
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if (pm)
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2009-03-03 01:52:30 +00:00
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{
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if (pe->forcecontentsmask)
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{
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if (PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles))
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pc |= pe->forcecontentsmask;
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}
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else
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{
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if (pe->nonsolid)
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continue;
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pc |= PM_TransformedModelPointContents(pm, p, pe->origin, pe->angles);
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}
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}
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else if (pe->forcecontentsmask)
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{
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if (p[0] >= pe->mins[0] && p[0] <= pe->maxs[0] &&
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p[1] >= pe->mins[1] && p[1] <= pe->maxs[1] &&
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p[2] >= pe->mins[2] && p[2] <= pe->maxs[2])
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pc |= pe->forcecontentsmask;
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}
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}
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return pc;
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}
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int PM_ExtraBoxContents (vec3_t p)
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{
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int num;
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int pc = 0;
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physent_t *pe;
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model_t *pm;
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trace_t tr;
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for (num = 1; num < pmove.numphysent; num++)
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{
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pe = &pmove.physents[num];
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if (!pe->nonsolid)
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continue;
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pm = pe->model;
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if (pm)
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{
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if (pe->forcecontentsmask)
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{
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2010-07-13 09:49:38 +00:00
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if (!PM_TransformedHullCheck(pm, p, p, &tr, pe->origin, pe->angles))
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continue;
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2009-03-03 01:52:30 +00:00
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if (tr.startsolid)
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pc |= pe->forcecontentsmask;
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}
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}
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else if (pe->forcecontentsmask)
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{
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if (p[0]+player_maxs[0] >= pe->mins[0] && p[0]+player_mins[0] <= pe->maxs[0] &&
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p[1]+player_maxs[1] >= pe->mins[1] && p[1]+player_mins[1] <= pe->maxs[1] &&
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p[2]+player_maxs[2] >= pe->mins[2] && p[2]+player_mins[2] <= pe->maxs[2])
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pc |= pe->forcecontentsmask;
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}
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2004-08-21 01:25:48 +00:00
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}
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return pc;
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}
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/*
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===============================================================================
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LINE TESTING IN HULLS
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===============================================================================
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*/
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2010-07-13 09:49:38 +00:00
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/*returns if it actually did a trace*/
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static qboolean PM_TransformedHullCheck (model_t *model, vec3_t start, vec3_t end, trace_t *trace, vec3_t origin, vec3_t angles)
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2004-08-21 01:25:48 +00:00
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{
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vec3_t start_l, end_l;
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2010-07-13 09:49:38 +00:00
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int i;
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2010-08-28 17:14:38 +00:00
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vec3_t axis[3];
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2004-08-21 01:25:48 +00:00
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// subtract origin offset
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VectorSubtract (start, origin, start_l);
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VectorSubtract (end, origin, end_l);
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// sweep the box through the model
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2010-07-13 09:49:38 +00:00
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if (model)
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{
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2010-08-28 17:14:38 +00:00
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if (angles[0] || angles[1] || angles[2])
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2010-07-13 09:49:38 +00:00
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{
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2010-08-28 17:14:38 +00:00
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AngleVectors (angles, axis[0], axis[1], axis[2]);
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VectorNegate(axis[1], axis[1]);
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model->funcs.Trace(model, 0, 0, axis, start_l, end_l, player_mins, player_maxs, trace);
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2010-07-13 09:49:38 +00:00
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}
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2010-08-28 17:14:38 +00:00
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else
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model->funcs.Trace(model, 0, 0, NULL, start_l, end_l, player_mins, player_maxs, trace);
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2010-07-13 09:49:38 +00:00
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}
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2005-07-16 00:53:08 +00:00
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else
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2005-10-07 02:10:56 +00:00
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{
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2010-07-13 09:49:38 +00:00
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for (i = 0; i < 3; i++)
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{
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if (start_l[i]+player_mins[i] > box_planes[0+i*2].dist && end_l[i] + player_mins[i] > box_planes[0+i*2].dist)
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return false;
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if (start_l[i]+player_maxs[i] < box_planes[1+i*2].dist && end_l[i] + player_maxs[i] < box_planes[1+i*2].dist)
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return false;
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}
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Q1BSP_RecursiveHullCheck (&box_hull, box_hull.firstclipnode, 0, 1, start_l, end_l, trace);
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2005-10-07 02:10:56 +00:00
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}
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2004-08-21 01:25:48 +00:00
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2010-08-28 17:14:38 +00:00
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trace->endpos[0] += origin[0];
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trace->endpos[1] += origin[1];
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trace->endpos[2] += origin[2];
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2010-07-13 09:49:38 +00:00
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return true;
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2004-08-21 01:25:48 +00:00
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}
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/*
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================
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PM_TestPlayerPosition
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Returns false if the given player position is not valid (in solid)
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================
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*/
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qboolean PM_TestPlayerPosition (vec3_t pos)
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{
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int i;
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physent_t *pe;
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vec3_t mins, maxs;
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hull_t *hull;
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2005-08-26 22:56:51 +00:00
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trace_t trace;
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2004-08-21 01:25:48 +00:00
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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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2009-03-03 01:52:30 +00:00
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if (pe->nonsolid)
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continue;
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2004-08-21 01:25:48 +00:00
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// get the clipping hull
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if (pe->model)
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{
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2010-07-13 09:49:38 +00:00
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if (!PM_TransformedHullCheck (pe->model, pos, pos, &trace, pe->origin, pe->angles))
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2004-08-21 01:25:48 +00:00
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continue;
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2005-08-28 19:43:50 +00:00
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if (trace.allsolid)
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2005-08-26 22:56:51 +00:00
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return false; //solid
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2004-08-21 01:25:48 +00:00
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}
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else
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{
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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hull = PM_HullForBox (mins, maxs);
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2005-08-26 22:56:51 +00:00
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VectorSubtract(pos, pe->origin, mins);
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2004-08-21 01:25:48 +00:00
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2005-08-26 22:56:51 +00:00
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if (Q1BSP_HullPointContents(hull, mins) & FTECONTENTS_SOLID)
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return false;
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}
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2004-08-21 01:25:48 +00:00
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}
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return true;
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}
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/*
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================
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PM_PlayerTrace
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================
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*/
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trace_t PM_PlayerTrace (vec3_t start, vec3_t end)
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{
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trace_t trace, total;
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int i;
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physent_t *pe;
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// fill in a default trace
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memset (&total, 0, sizeof(trace_t));
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total.fraction = 1;
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total.entnum = -1;
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VectorCopy (end, total.endpos);
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for (i=0 ; i< pmove.numphysent ; i++)
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{
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pe = &pmove.physents[i];
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2009-03-03 01:52:30 +00:00
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if (pe->nonsolid)
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continue;
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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if (!pe->model || pe->model->needload)
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2005-10-07 02:10:56 +00:00
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{
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vec3_t mins, maxs;
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2010-07-13 09:49:38 +00:00
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2005-10-07 02:10:56 +00:00
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VectorSubtract (pe->mins, player_maxs, mins);
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VectorSubtract (pe->maxs, player_mins, maxs);
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PM_HullForBox (mins, maxs);
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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// trace a line through the apropriate clipping hull
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if (!PM_TransformedHullCheck (NULL, start, end, &trace, pe->origin, pe->angles))
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continue;
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}
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else
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{
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// trace a line through the apropriate clipping hull
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if (!PM_TransformedHullCheck (pe->model, start, end, &trace, pe->origin, pe->angles))
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continue;
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}
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2004-08-21 01:25:48 +00:00
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if (trace.allsolid)
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trace.startsolid = true;
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if (trace.startsolid)
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2004-09-04 17:42:25 +00:00
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{
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2005-10-07 02:10:56 +00:00
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// if (!pmove.physents[i].model) //caught inside annother model
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// continue; //don't count this.
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2004-08-21 01:25:48 +00:00
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trace.fraction = 0;
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2004-09-04 17:42:25 +00:00
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}
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2004-08-21 01:25:48 +00:00
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// did we clip the move?
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if (trace.fraction < total.fraction)
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{
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// fix trace up by the offset
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total = trace;
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total.entnum = i;
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}
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}
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return total;
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}
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2005-04-26 16:04:12 +00:00
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//for use outside the pmove code. lame, but works.
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trace_t PM_TraceLine (vec3_t start, vec3_t end)
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{
|
2008-01-12 03:33:59 +00:00
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VectorClear(player_mins);
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VectorClear(player_maxs);
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2005-04-26 16:04:12 +00:00
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pmove.hullnum = 0;
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return PM_PlayerTrace(start, end);
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2005-07-20 20:21:10 +00:00
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}
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