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fteqw/engine/server/svhl_world.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// world.c -- world query functions
#include "quakedef.h"
#ifdef HLSERVER
#include "svhl_gcapi.h"
hull_t *World_HullForBox (vec3_t mins, vec3_t maxs);
//qboolean TransformedTrace (struct model_s *model, int hulloverride, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, struct trace_s *trace, vec3_t origin, vec3_t angles, unsigned int hitcontentsmask);
/*
entities never clip against themselves, or their owner
line of sight checks trace->crosscontent, but bullets don't
*/
extern cvar_t sv_compatiblehulls;
typedef struct
{
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
float *mins, *maxs; // size of the moving object
vec3_t mins2, maxs2; // size when clipping against mosnters
float *start, *end;
trace_t trace;
int type;
hledict_t *passedict;
int hullnum;
unsigned int clipmask;
} hlmoveclip_t;
/*
===============================================================================
HULL BOXES
===============================================================================
*/
/*
===============================================================================
ENTITY AREA CHECKING
===============================================================================
*/
/*
===============
SV_UnlinkEdict
===============
*/
void SVHL_UnlinkEdict (hledict_t *ent)
{
if (!ent->area.prev)
return; // not linked in anywhere
RemoveLink (&ent->area);
ent->area.prev = ent->area.next = NULL;
}
/*
====================
SV_TouchLinks
====================
*/
#define MAX_NODELINKS 256 //all this means is that any more than this will not touch.
hledict_t *nodelinks[MAX_NODELINKS];
void SVHL_TouchLinks ( hledict_t *ent, areanode_t *node )
{ //Spike: rewritten this function to cope with killtargets used on a few maps.
link_t *l, *next;
hledict_t *touch;
int linkcount = 0, ln;
//work out who they are first.
for (l = node->edicts.next ; l != &node->edicts ; l = next)
{
if (linkcount == MAX_NODELINKS)
break;
next = l->next;
touch = HLEDICT_FROM_AREA(l);
if (touch == ent)
continue;
if (touch->v.solid != SOLID_TRIGGER)
continue;
if (ent->v.absmin[0] > touch->v.absmax[0]
|| ent->v.absmin[1] > touch->v.absmax[1]
|| ent->v.absmin[2] > touch->v.absmax[2]
|| ent->v.absmax[0] < touch->v.absmin[0]
|| ent->v.absmax[1] < touch->v.absmin[1]
|| ent->v.absmax[2] < touch->v.absmin[2] )
continue;
// if (!((int)ent->xv.dimension_solid & (int)touch->xv.dimension_hit))
// continue;
nodelinks[linkcount++] = touch;
}
for (ln = 0; ln < linkcount; ln++)
{
touch = nodelinks[ln];
//make sure nothing moved it away
if (touch->isfree)
continue;
if (touch->v.solid != SOLID_TRIGGER)
continue;
if (ent->v.absmin[0] > touch->v.absmax[0]
|| ent->v.absmin[1] > touch->v.absmax[1]
|| ent->v.absmin[2] > touch->v.absmax[2]
|| ent->v.absmax[0] < touch->v.absmin[0]
|| ent->v.absmax[1] < touch->v.absmin[1]
|| ent->v.absmax[2] < touch->v.absmin[2] )
continue;
// if (!((int)ent->xv->dimension_solid & (int)touch->xv->dimension_hit)) //didn't change did it?...
// continue;
SVHL_GameFuncs.DispatchTouch(touch, ent);
if (ent->isfree)
break;
}
// recurse down both sides
if (node->axis == -1 || ent->isfree)
return;
if ( ent->v.absmax[node->axis] > node->dist )
SVHL_TouchLinks ( ent, node->children[0] );
if ( ent->v.absmin[node->axis] < node->dist )
SVHL_TouchLinks ( ent, node->children[1] );
}
/*
===============
SV_LinkEdict
===============
*/
void SVHL_LinkEdict (hledict_t *ent, qboolean touch_triggers)
{
areanode_t *node;
if (ent->area.prev)
SVHL_UnlinkEdict (ent); // unlink from old position
if (ent == &SVHL_Edict[0])
return; // don't add the world
if (ent->isfree)
return;
// set the abs box
if (ent->v.solid == SOLID_BSP &&
(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
{ // expand for rotation
#if 1
int i;
float v;
float max;
//q2 method
max = 0;
for (i=0 ; i<3 ; i++)
{
v =fabs( ent->v.mins[i]);
if (v > max)
max = v;
v =fabs( ent->v.maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
ent->v.absmin[i] = ent->v.origin[i] - max;
ent->v.absmax[i] = ent->v.origin[i] + max;
}
#else
int i;
vec3_t f, r, u;
vec3_t mn, mx;
//we need to link to the correct leaves
AngleVectors(ent->v.angles, f,r,u);
mn[0] = DotProduct(ent->v.mins, f);
mn[1] = -DotProduct(ent->v.mins, r);
mn[2] = DotProduct(ent->v.mins, u);
mx[0] = DotProduct(ent->v.maxs, f);
mx[1] = -DotProduct(ent->v.maxs, r);
mx[2] = DotProduct(ent->v.maxs, u);
for (i = 0; i < 3; i++)
{
if (mn[i] < mx[i])
{
ent->v.absmin[i] = ent->v.origin[i]+mn[i]-0.1;
ent->v.absmax[i] = ent->v.origin[i]+mx[i]+0.1;
}
else
{ //box went inside out
ent->v.absmin[i] = ent->v.origin[i]+mx[i]-0.1;
ent->v.absmax[i] = ent->v.origin[i]+mn[i]+0.1;
}
}
#endif
}
else
{
VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
}
//
// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
//
if ((int)ent->v.flags & FL_ITEM)
{
ent->v.absmin[0] -= 15;
ent->v.absmin[1] -= 15;
ent->v.absmin[2] -= 1;
ent->v.absmax[0] += 15;
ent->v.absmax[1] += 15;
ent->v.absmax[2] += 1;
}
else
{ // because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
ent->v.absmin[0] -= 1;
ent->v.absmin[1] -= 1;
ent->v.absmin[2] -= 1;
ent->v.absmax[0] += 1;
ent->v.absmax[1] += 1;
ent->v.absmax[2] += 1;
}
// link to PVS leafs
// sv.worldmodel->funcs.FindTouchedLeafs_Q1(sv.worldmodel, ent, ent->v.absmin, ent->v.absmax);
// find the first node that the ent's box crosses
node = sv.world.areanodes;
while (1)
{
if (node->axis == -1)
break;
if (ent->v.absmin[node->axis] > node->dist)
node = node->children[0];
else if (ent->v.absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
InsertLinkBefore (&ent->area, &node->edicts);
// if touch_triggers, touch all entities at this node and decend for more
if (touch_triggers)
SVHL_TouchLinks ( ent, sv.world.areanodes );
}
/*
===============================================================================
POINT TESTING IN HULLS
===============================================================================
*/
/*
==================
SV_PointContents
==================
*/
int SVHL_PointContents (vec3_t p)
{
return sv.world.worldmodel->funcs.PointContents(sv.world.worldmodel, NULL, p);
}
//===========================================================================
/*
============
SV_TestEntityPosition
A small wrapper around SV_BoxInSolidEntity that never clips against the
supplied entity.
============
*/
hledict_t *SVHL_TestEntityPosition (hledict_t *ent)
{
trace_t trace;
trace = SVHL_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, 0, ent);
if (trace.startsolid)
return &SVHL_Edict[0];
return NULL;
}
/*
==================
SV_ClipMoveToEntity
Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
trace_t SVHL_ClipMoveToEntity (hledict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hullnum, qboolean hitmodel, unsigned int clipmask) //hullnum overrides min/max for q1 style bsps
{
trace_t trace;
model_t *model;
/*
#ifdef Q2BSPS
if (ent->v->solid == SOLID_BSP)
if (sv.models[(int)ent->v->modelindex] && (sv.models[(int)ent->v->modelindex]->fromgame == fg_quake2 || sv.models[(int)ent->v->modelindex]->fromgame == fg_quake3))
{
trace = CM_TransformedBoxTrace (start, end, mins, maxs, sv.models[(int)ent->v->modelindex]->hulls[0].firstclipnode, MASK_PLAYERSOLID, ent->v->origin, ent->v->angles);
if (trace.fraction < 1 || trace.startsolid)
trace.ent = ent;
return trace;
}
#endif
*/
// get the clipping hull
if (ent->v.solid == SOLID_BSP)
{
model = sv.models[(int)ent->v.modelindex];
if (!model || (model->type != mod_brush && model->type != mod_heightmap))
SV_Error("SOLID_BSP with non bsp model (classname: %s)", SVHL_Globals.stringbase+ent->v.classname);
}
else
{
vec3_t boxmins, boxmaxs;
VectorSubtract (ent->v.mins, maxs, boxmins);
VectorSubtract (ent->v.maxs, mins, boxmaxs);
World_HullForBox(boxmins, boxmaxs);
model = NULL;
}
// trace a line through the apropriate clipping hull
if (ent->v.solid != SOLID_BSP)
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v.angles[0]*=r_meshpitch.value; //carmack made bsp models rotate wrongly.
World_TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, false, &trace, ent->v.origin, ent->v.angles, clipmask);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->v.angles[0]*=r_meshpitch.value;
}
else
{
World_TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, false, &trace, ent->v.origin, ent->v.angles, clipmask);
}
// fix trace up by the offset
if (trace.fraction != 1)
{
if (!model && hitmodel && ent->v.solid != SOLID_BSP && ent->v.modelindex > 0)
{
//okay, we hit the bbox
model_t *model;
if (ent->v.modelindex < 1 || ent->v.modelindex >= MAX_PRECACHE_MODELS)
SV_Error("SV_ClipMoveToEntity: modelindex out of range\n");
model = sv.models[ (int)ent->v.modelindex ];
if (!model)
{ //if the model isn't loaded, load it.
//this saves on memory requirements with mods that don't ever use this.
model = sv.models[(int)ent->v.modelindex] = Mod_ForName(sv.strings.model_precache[(int)ent->v.modelindex], false);
}
if (model && model->funcs.NativeTrace)
{
//do the second trace
World_TransformedTrace(model, hullnum, ent->v.frame, start, end, mins, maxs, false, &trace, ent->v.origin, ent->v.angles, MASK_WORLDSOLID);
}
}
if (trace.startsolid)
{
if (ent != &SVHL_Edict[0])
Con_Printf("Trace started solid\n");
}
}
// did we clip the move?
if (trace.fraction < 1 || trace.startsolid )
trace.ent = ent;
return trace;
}
#ifdef Q2BSPS
float *area_mins, *area_maxs;
hledict_t **area_list;
int area_count, area_maxcount;
void SVHL_AreaEdicts_r (areanode_t *node)
{
link_t *l, *next, *start;
hledict_t *check;
int count;
count = 0;
// touch linked edicts
start = &node->edicts;
for (l=start->next ; l != start ; l = next)
{
next = l->next;
check = HLEDICT_FROM_AREA(l);
// if (check->v.solid == SOLID_NOT)
// continue; // deactivated
if (check->v.absmin[0] > area_maxs[0]
|| check->v.absmin[1] > area_maxs[1]
|| check->v.absmin[2] > area_maxs[2]
|| check->v.absmax[0] < area_mins[0]
|| check->v.absmax[1] < area_mins[1]
|| check->v.absmax[2] < area_mins[2])
continue; // not touching
if (area_count == area_maxcount)
{
Con_Printf ("SV_AreaEdicts: MAXCOUNT\n");
return;
}
area_list[area_count] = check;
area_count++;
}
if (node->axis == -1)
return; // terminal node
// recurse down both sides
if ( area_maxs[node->axis] > node->dist )
SVHL_AreaEdicts_r ( node->children[0] );
if ( area_mins[node->axis] < node->dist )
SVHL_AreaEdicts_r ( node->children[1] );
}
/*
================
SV_AreaEdicts
================
*/
int SVHL_AreaEdicts (vec3_t mins, vec3_t maxs, hledict_t **list, int maxcount)
{
area_mins = mins;
area_maxs = maxs;
area_list = list;
area_count = 0;
area_maxcount = maxcount;
SVHL_AreaEdicts_r (sv.world.areanodes);
return area_count;
}
#endif
//===========================================================================
/*
====================
SV_ClipToEverything
like SV_ClipToLinks, but doesn't use the links part. This can be used for checking triggers, solid entities, not-solid entities.
Sounds pointless, I know.
====================
*/
void SVHL_ClipToEverything (hlmoveclip_t *clip)
{
int e;
trace_t trace;
hledict_t *touch;
for (e=1 ; e<sv.world.num_edicts ; e++)
{
touch = &SVHL_Edict[e];
if (touch->isfree)
continue;
if (touch->v.solid == SOLID_NOT && !((int)touch->v.flags & FL_FINDABLE_NONSOLID))
continue;
if (touch->v.solid == SOLID_TRIGGER && !((int)touch->v.flags & FL_FINDABLE_NONSOLID))
continue;
if (touch == clip->passedict)
continue;
if (clip->type & MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
continue;
if (clip->passedict)
{
// don't clip corpse against character
if (clip->passedict->v.solid == SOLID_CORPSE && (touch->v.solid == SOLID_SLIDEBOX || touch->v.solid == SOLID_CORPSE))
continue;
// don't clip character against corpse
if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE)
continue;
// if (!((int)clip->passedict->v.dimension_hit & (int)touch->v.dimension_solid))
// continue;
}
if (clip->boxmins[0] > touch->v.absmax[0]
|| clip->boxmins[1] > touch->v.absmax[1]
|| clip->boxmins[2] > touch->v.absmax[2]
|| clip->boxmaxs[0] < touch->v.absmin[0]
|| clip->boxmaxs[1] < touch->v.absmin[1]
|| clip->boxmaxs[2] < touch->v.absmin[2] )
continue;
if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
continue; // points never interact
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
if (clip->passedict)
{
if (touch->v.owner == clip->passedict)
continue; // don't clip against own missiles
if (clip->passedict->v.owner == touch)
continue; // don't clip against owner
}
if ((int)touch->v.flags & FL_MONSTER)
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
else
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
clip->trace = trace;
}
}
}
/*
====================
SV_ClipToLinks
Mins and maxs enclose the entire area swept by the move
====================
*/
void SVHL_ClipToLinks ( areanode_t *node, hlmoveclip_t *clip )
{
link_t *l, *next;
hledict_t *touch;
trace_t trace;
// touch linked edicts
for (l = node->edicts.next ; l != &node->edicts ; l = next)
{
next = l->next;
touch = HLEDICT_FROM_AREA(l);
if (touch->v.solid == SOLID_NOT)
continue;
if (touch == clip->passedict)
continue;
if (touch->v.solid == SOLID_TRIGGER)
continue;
if (clip->type & MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
continue;
if (clip->passedict)
{
// don't clip corpse against character
if (clip->passedict->v.solid == SOLID_CORPSE && (touch->v.solid == SOLID_SLIDEBOX || touch->v.solid == SOLID_CORPSE))
continue;
// don't clip character against corpse
if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE)
continue;
// if (!((int)clip->passedict->xv->dimension_hit & (int)touch->xv->dimension_solid))
// continue;
}
if (clip->boxmins[0] > touch->v.absmax[0]
|| clip->boxmins[1] > touch->v.absmax[1]
|| clip->boxmins[2] > touch->v.absmax[2]
|| clip->boxmaxs[0] < touch->v.absmin[0]
|| clip->boxmaxs[1] < touch->v.absmin[1]
|| clip->boxmaxs[2] < touch->v.absmin[2] )
continue;
if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
continue; // points never interact
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
if (clip->passedict)
{
if (touch->v.owner == clip->passedict)
continue; // don't clip against own missiles
if (clip->passedict->v.owner == touch)
continue; // don't clip against owner
}
if ((int)touch->v.flags & FL_MONSTER)
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
else
trace = SVHL_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end, clip->hullnum, clip->type & MOVE_HITMODEL, clip->clipmask);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
clip->trace = trace;
}
}
// recurse down both sides
if (node->axis == -1)
return;
if ( clip->boxmaxs[node->axis] > node->dist )
SVHL_ClipToLinks ( node->children[0], clip );
if ( clip->boxmins[node->axis] < node->dist )
SVHL_ClipToLinks ( node->children[1], clip );
}
static void SVHL_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
#if 0
// debug to test against everything
boxmins[0] = boxmins[1] = boxmins[2] = -9999;
boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
#else
int i;
for (i=0 ; i<3 ; i++)
{
if (end[i] > start[i])
{
boxmins[i] = start[i] + mins[i] - 1;
boxmaxs[i] = end[i] + maxs[i] + 1;
}
else
{
boxmins[i] = end[i] + mins[i] - 1;
boxmaxs[i] = start[i] + maxs[i] + 1;
}
}
#endif
}
/*
==================
SV_Move
==================
*/
trace_t SVHL_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, int forcehull, hledict_t *passedict)
{
hlmoveclip_t clip;
int i;
int hullnum;
memset ( &clip, 0, sizeof ( clip ) );
if (forcehull)
hullnum = forcehull;
else if (sv_compatiblehulls.value)
hullnum = 0;
else
{
int diff;
int best;
hullnum = 0;
best = 8192;
//x/y pos/neg are assumed to be the same magnitute.
//z pos/height are assumed to be different from all the others.
for (i = 0; i < MAX_MAP_HULLSM; i++)
{
if (!sv.world.worldmodel->hulls[i].available)
continue;
#define sq(x) ((x)*(x))
diff = sq(sv.world.worldmodel->hulls[i].clip_maxs[2] - maxs[2]) +
sq(sv.world.worldmodel->hulls[i].clip_mins[2] - mins[2]) +
sq(sv.world.worldmodel->hulls[i].clip_maxs[1] - maxs[1]) +
sq(sv.world.worldmodel->hulls[i].clip_mins[0] - mins[0]);
if (diff < best)
{
best = diff;
hullnum=i;
}
}
hullnum++;
}
if (type & MOVE_NOMONSTERS)
clip.clipmask = MASK_WORLDSOLID; /*solid only to world*/
else if (maxs[0] - mins[0])
clip.clipmask = MASK_BOXSOLID; /*impacts playerclip*/
else
clip.clipmask = MASK_POINTSOLID; /*ignores playerclip but hits everything else*/
// clip to world
clip.trace = SVHL_ClipMoveToEntity ( &SVHL_Edict[0], start, mins, maxs, end, hullnum, false, clip.clipmask);
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = type;
clip.passedict = passedict;
clip.hullnum = hullnum;
if (type & MOVE_MISSILE)
{
for (i=0 ; i<3 ; i++)
{
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
}
else
{
VectorCopy (mins, clip.mins2);
VectorCopy (maxs, clip.maxs2);
}
// create the bounding box of the entire move
SVHL_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
// clip to entities
if (clip.type & MOVE_EVERYTHING)
SVHL_ClipToEverything (&clip);
else
SVHL_ClipToLinks ( sv.world.areanodes, &clip );
if (clip.trace.startsolid)
clip.trace.fraction = 0;
if (!clip.trace.ent)
return clip.trace;
return clip.trace;
}
#endif