fix some q2+q3 gamecode bugs.

fix q3bsp optimisation that was making too much invisible.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4840 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2015-02-09 03:37:41 +00:00
parent 8d81ed4a49
commit 02ab57490e
8 changed files with 41 additions and 36 deletions

View file

@ -406,7 +406,7 @@ void Q2BSP_FindTouchedLeafs(model_t *model, struct pvscache_s *ent, float *mins,
if (area != nullarea)
{ // doors may legally straggle two areas,
// but nothing should ever need more than that
if (ent->areanum && ent->areanum != area)
if (ent->areanum != nullarea && ent->areanum != area)
ent->areanum2 = area;
else
ent->areanum = area;
@ -1029,14 +1029,10 @@ qboolean World_TransformedTrace (struct model_s *model, int hulloverride, int fr
VectorAdd (trace->endpos, origin, trace->endpos);
}
else
else if (hitcontentsmask & FTECONTENTS_BODY)
{
hull_t *hull = &box_hull;
memset (trace, 0, sizeof(trace_t));
trace->fraction = 1;
trace->allsolid = true;
VectorSubtract (start, origin, start_l);
VectorSubtract (end, origin, end_l);
VectorCopy (end_l, trace->endpos);
@ -1383,13 +1379,9 @@ void WorldQ2_ClipMoveToEntities (world_t *w, moveclip_t *clip )
angles = vec3_origin; // boxes don't rotate
if (touch->svflags & SVF_MONSTER)
trace = CM_TransformedBoxTrace (model, clip->start, clip->end,
clip->mins2, clip->maxs2, clip->hitcontentsmask,
touch->s.origin, angles);
World_TransformedTrace (model, 0, 0, clip->start, clip->end, clip->mins2, clip->maxs2, false, &trace, touch->s.origin, angles, clip->hitcontentsmask);
else
trace = CM_TransformedBoxTrace (model, clip->start, clip->end,
clip->mins, clip->maxs, clip->hitcontentsmask,
touch->s.origin, angles);
World_TransformedTrace (model, 0, 0, clip->start, clip->end, clip->mins, clip->maxs, false, &trace, touch->s.origin, angles, clip->hitcontentsmask);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
@ -2066,6 +2058,7 @@ trace_t WorldQ2_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t
VectorCopy (maxs, clip.maxs2);
// create the bounding box of the entire move
//FIXME: should we use clip.trace.endpos here?
World_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
// clip to entities