removed separate trigger/solid links.
some q3 fixes. q2 will autosave on map changes, like q2 normally does. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3839 fc73d0e0-1445-4013-8a0c-d673dee63da5
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54 changed files with 1346 additions and 1000 deletions
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@ -11,7 +11,7 @@ Physics functions (common)
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void Q1BSP_CheckHullNodes(hull_t *hull)
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{
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int num, c;
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dclipnode_t *node;
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mclipnode_t *node;
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for (num = hull->firstclipnode; num < hull->lastclipnode; num++)
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{
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node = hull->clipnodes + num;
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@ -32,7 +32,7 @@ SV_HullPointContents
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static int Q1_HullPointContents (hull_t *hull, int num, vec3_t p)
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{
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float d;
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dclipnode_t *node;
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mclipnode_t *node;
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mplane_t *plane;
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while (num >= 0)
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@ -205,7 +205,7 @@ qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
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#else
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qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
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{
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dclipnode_t *node;
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mclipnode_t *node;
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mplane_t *plane;
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float t1, t2;
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float frac;
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@ -1007,7 +1007,9 @@ int Q1BSP_ClipDecal(vec3_t center, vec3_t normal, vec3_t tangent1, vec3_t tangen
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sh_shadowframe++;
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if (cl.worldmodel->fromgame == fg_quake)
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if (!cl.worldmodel)
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return 0;
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else if (cl.worldmodel->fromgame == fg_quake)
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Q1BSP_ClipDecalToNodes(&dec, cl.worldmodel->nodes);
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#ifdef Q3BSPS
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else if (cl.worldmodel->fromgame == fg_quake3)
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