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https://github.com/ioquake/jedi-academy.git
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74 lines
2.7 KiB
C
74 lines
2.7 KiB
C
#include "../game/q_shared.h"
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#include "qfiles.h"
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#ifdef _XBOX
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void CM_LoadMap( const char *name, qboolean clientload, int *checksum);
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#else
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void CM_LoadMap( const char *name, qboolean clientload, int *checksum);
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#endif
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void CM_ClearMap( void );
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clipHandle_t CM_InlineModel( int index ); // 0 = world, 1 + are bmodels
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clipHandle_t CM_TempBoxModel( const vec3_t mins, const vec3_t maxs, int capsule );
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void CM_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
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int CM_NumClusters (void);
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int CM_NumInlineModels( void );
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char *CM_EntityString (void);
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// returns an ORed contents mask
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int CM_PointContents( const vec3_t p, clipHandle_t model );
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int CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
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void CM_BoxTrace ( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask, int capsule );
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void CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask,
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const vec3_t origin, const vec3_t angles, int capsule );
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#ifdef _XBOX
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const byte *CM_ClusterPVS (int cluster);
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#else
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byte *CM_ClusterPVS (int cluster);
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#endif
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int CM_PointLeafnum( const vec3_t p );
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// only returns non-solid leafs
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// overflow if return listsize and if *lastLeaf != list[listsize-1]
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int CM_BoxLeafnums( const vec3_t mins, const vec3_t maxs, int *boxList,
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int listsize, int *lastLeaf );
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//rwwRMG - changed to boxList to not conflict with list type
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int CM_LeafCluster (int leafnum);
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int CM_LeafArea (int leafnum);
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void CM_AdjustAreaPortalState( int area1, int area2, qboolean open );
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qboolean CM_AreasConnected( int area1, int area2 );
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int CM_WriteAreaBits( byte *buffer, int area );
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//rwwRMG - added:
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bool CM_GenericBoxCollide(const vec3pair_t abounds, const vec3pair_t bbounds);
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void CM_HandlePatchCollision(struct traceWork_s *tw, trace_t &trace, const vec3_t tStart, const vec3_t tEnd, class CCMPatch *patch, int checkcount);
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void CM_CalcExtents(const vec3_t start, const vec3_t end, const struct traceWork_s *tw, vec3pair_t bounds);
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// cm_tag.c
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int CM_LerpTag( orientation_t *tag, clipHandle_t model, int startFrame, int endFrame,
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float frac, const char *tagName );
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// cm_marks.c
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int CM_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
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int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
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// cm_patch.c
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void CM_DrawDebugSurface( void (*drawPoly)(int color, int numPoints, float *points) );
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// cm_shader.cpp
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const char *CM_GetShaderText(const char *key);
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void CM_FreeShaderText(void);
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void CM_LoadShaderText(qboolean forceReload);
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