jedi-academy/codemp/server/sv_world.cpp

906 lines
22 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
// world.c -- world query functions
#include "server.h"
#include "../ghoul2/G2_local.h"
extern CMiniHeap *G2VertSpaceServer;
/*
================
SV_ClipHandleForEntity
Returns a headnode that can be used for testing or clipping to a
given entity. If the entity is a bsp model, the headnode will
be returned, otherwise a custom box tree will be constructed.
================
*/
clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) {
if ( ent->r.bmodel ) {
// explicit hulls in the BSP model
return CM_InlineModel( ent->s.modelindex );
}
if ( ent->r.svFlags & SVF_CAPSULE ) {
// create a temp capsule from bounding box sizes
return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue );
}
// create a temp tree from bounding box sizes
return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse );
}
/*
===============================================================================
ENTITY CHECKING
To avoid linearly searching through lists of entities during environment testing,
the world is carved up with an evenly spaced, axially aligned bsp tree. Entities
are kept in chains either at the final leafs, or at the first node that splits
them, which prevents having to deal with multiple fragments of a single entity.
===============================================================================
*/
typedef struct worldSector_s {
int axis; // -1 = leaf node
float dist;
struct worldSector_s *children[2];
svEntity_t *entities;
} worldSector_t;
#define AREA_DEPTH 4
#define AREA_NODES 64
worldSector_t sv_worldSectors[AREA_NODES];
int sv_numworldSectors;
/*
===============
SV_SectorList_f
===============
*/
void SV_SectorList_f( void ) {
int i, c;
worldSector_t *sec;
svEntity_t *ent;
for ( i = 0 ; i < AREA_NODES ; i++ ) {
sec = &sv_worldSectors[i];
c = 0;
for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) {
c++;
}
Com_Printf( "sector %i: %i entities\n", i, c );
}
}
/*
===============
SV_CreateworldSector
Builds a uniformly subdivided tree for the given world size
===============
*/
worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) {
worldSector_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
anode = &sv_worldSectors[sv_numworldSectors];
sv_numworldSectors++;
if (depth == AREA_DEPTH) {
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
return anode;
}
VectorSubtract (maxs, mins, size);
if (size[0] > size[1]) {
anode->axis = 0;
} else {
anode->axis = 1;
}
anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
VectorCopy (mins, mins1);
VectorCopy (mins, mins2);
VectorCopy (maxs, maxs1);
VectorCopy (maxs, maxs2);
maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
anode->children[0] = SV_CreateworldSector (depth+1, mins2, maxs2);
anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void SV_ClearWorld( void ) {
clipHandle_t h;
vec3_t mins, maxs;
Com_Memset( sv_worldSectors, 0, sizeof(sv_worldSectors) );
sv_numworldSectors = 0;
// get world map bounds
h = CM_InlineModel( 0 );
CM_ModelBounds( h, mins, maxs );
SV_CreateworldSector( 0, mins, maxs );
}
/*
===============
SV_UnlinkEntity
===============
*/
void SV_UnlinkEntity( sharedEntity_t *gEnt ) {
svEntity_t *ent;
svEntity_t *scan;
worldSector_t *ws;
ent = SV_SvEntityForGentity( gEnt );
gEnt->r.linked = qfalse;
ws = ent->worldSector;
if ( !ws ) {
return; // not linked in anywhere
}
ent->worldSector = NULL;
if ( ws->entities == ent ) {
ws->entities = ent->nextEntityInWorldSector;
return;
}
for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) {
if ( scan->nextEntityInWorldSector == ent ) {
scan->nextEntityInWorldSector = ent->nextEntityInWorldSector;
return;
}
}
Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" );
}
/*
===============
SV_LinkEntity
===============
*/
#define MAX_TOTAL_ENT_LEAFS 128
void SV_LinkEntity( sharedEntity_t *gEnt ) {
worldSector_t *node;
int leafs[MAX_TOTAL_ENT_LEAFS];
int cluster;
int num_leafs;
int i, j, k;
int area;
int lastLeaf;
float *origin, *angles;
svEntity_t *ent;
ent = SV_SvEntityForGentity( gEnt );
if ( ent->worldSector ) {
SV_UnlinkEntity( gEnt ); // unlink from old position
}
// encode the size into the entityState_t for client prediction
if ( gEnt->r.bmodel ) {
gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value
} else if ( gEnt->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
// assume that x/y are equal and symetric
i = gEnt->r.maxs[0];
if (i<1)
i = 1;
if (i>255)
i = 255;
// z is not symetric
j = (-gEnt->r.mins[2]);
if (j<1)
j = 1;
if (j>255)
j = 255;
// and z maxs can be negative...
k = (gEnt->r.maxs[2]+32);
if (k<1)
k = 1;
if (k>255)
k = 255;
gEnt->s.solid = (k<<16) | (j<<8) | i;
if (gEnt->s.solid == SOLID_BMODEL)
{ //yikes, this would make everything explode violently.
gEnt->s.solid = (k<<16) | (j<<8) | i-1;
}
}
else
{
gEnt->s.solid = 0;
}
// get the position
origin = gEnt->r.currentOrigin;
angles = gEnt->r.currentAngles;
// set the abs box
if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) {
// expand for rotation
float max;
int i;
max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs );
for (i=0 ; i<3 ; i++) {
gEnt->r.absmin[i] = origin[i] - max;
gEnt->r.absmax[i] = origin[i] + max;
}
} else {
// normal
VectorAdd (origin, gEnt->r.mins, gEnt->r.absmin);
VectorAdd (origin, gEnt->r.maxs, gEnt->r.absmax);
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
gEnt->r.absmin[0] -= 1;
gEnt->r.absmin[1] -= 1;
gEnt->r.absmin[2] -= 1;
gEnt->r.absmax[0] += 1;
gEnt->r.absmax[1] += 1;
gEnt->r.absmax[2] += 1;
// link to PVS leafs
ent->numClusters = 0;
ent->lastCluster = 0;
ent->areanum = -1;
ent->areanum2 = -1;
//get all leafs, including solids
num_leafs = CM_BoxLeafnums( gEnt->r.absmin, gEnt->r.absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );
// if none of the leafs were inside the map, the
// entity is outside the world and can be considered unlinked
if ( !num_leafs ) {
return;
}
// set areas, even from clusters that don't fit in the entity array
for (i=0 ; i<num_leafs ; i++) {
area = CM_LeafArea (leafs[i]);
if (area != -1) {
// doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum != -1 && ent->areanum != area) {
if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
gEnt->s.number,
gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);
}
ent->areanum2 = area;
} else {
ent->areanum = area;
}
}
}
// store as many explicit clusters as we can
ent->numClusters = 0;
for (i=0 ; i < num_leafs ; i++) {
cluster = CM_LeafCluster( leafs[i] );
if ( cluster != -1 ) {
ent->clusternums[ent->numClusters++] = cluster;
if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
break;
}
}
}
// store off a last cluster if we need to
if ( i != num_leafs ) {
ent->lastCluster = CM_LeafCluster( lastLeaf );
}
gEnt->r.linkcount++;
// find the first world sector node that the ent's box crosses
node = sv_worldSectors;
while (1)
{
if (node->axis == -1)
break;
if ( gEnt->r.absmin[node->axis] > node->dist)
node = node->children[0];
else if ( gEnt->r.absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
ent->worldSector = node;
ent->nextEntityInWorldSector = node->entities;
node->entities = ent;
gEnt->r.linked = qtrue;
}
/*
============================================================================
AREA QUERY
Fills in a list of all entities who's absmin / absmax intersects the given
bounds. This does NOT mean that they actually touch in the case of bmodels.
============================================================================
*/
typedef struct {
const float *mins;
const float *maxs;
int *list;
int count, maxcount;
} areaParms_t;
/*
====================
SV_AreaEntities_r
====================
*/
void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
svEntity_t *check, *next;
sharedEntity_t *gcheck;
int count;
count = 0;
for ( check = node->entities ; check ; check = next ) {
next = check->nextEntityInWorldSector;
gcheck = SV_GEntityForSvEntity( check );
if ( gcheck->r.absmin[0] > ap->maxs[0]
|| gcheck->r.absmin[1] > ap->maxs[1]
|| gcheck->r.absmin[2] > ap->maxs[2]
|| gcheck->r.absmax[0] < ap->mins[0]
|| gcheck->r.absmax[1] < ap->mins[1]
|| gcheck->r.absmax[2] < ap->mins[2]) {
continue;
}
if ( ap->count == ap->maxcount ) {
Com_DPrintf ("SV_AreaEntities: MAXCOUNT\n");
return;
}
ap->list[ap->count] = check - sv.svEntities;
ap->count++;
}
if (node->axis == -1) {
return; // terminal node
}
// recurse down both sides
if ( ap->maxs[node->axis] > node->dist ) {
SV_AreaEntities_r ( node->children[0], ap );
}
if ( ap->mins[node->axis] < node->dist ) {
SV_AreaEntities_r ( node->children[1], ap );
}
}
/*
================
SV_AreaEntities
================
*/
int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ) {
areaParms_t ap;
ap.mins = mins;
ap.maxs = maxs;
ap.list = entityList;
ap.count = 0;
ap.maxcount = maxcount;
SV_AreaEntities_r( sv_worldSectors, &ap );
return ap.count;
}
//===========================================================================
typedef struct {
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
const float *mins;
const float *maxs; // size of the moving object
/*
Ghoul2 Insert Start
*/
vec3_t start;
vec3_t end;
int passEntityNum;
int contentmask;
int capsule;
int traceFlags;
int useLod;
trace_t trace; // make sure nothing goes under here for Ghoul2 collision purposes
/*
Ghoul2 Insert End
*/
} moveclip_t;
/*
====================
SV_ClipToEntity
====================
*/
void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule ) {
sharedEntity_t *touch;
clipHandle_t clipHandle;
float *origin, *angles;
touch = SV_GentityNum( entityNum );
Com_Memset(trace, 0, sizeof(trace_t));
// if it doesn't have any brushes of a type we
// are looking for, ignore it
if ( ! ( contentmask & touch->r.contents ) ) {
trace->fraction = 1.0;
return;
}
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity (touch);
origin = touch->r.currentOrigin;
angles = touch->r.currentAngles;
if ( !touch->r.bmodel ) {
angles = vec3_origin; // boxes don't rotate
}
CM_TransformedBoxTrace ( trace, (float *)start, (float *)end,
(float *)mins, (float *)maxs, clipHandle, contentmask,
origin, angles, capsule);
if ( trace->fraction < 1 ) {
trace->entityNum = touch->s.number;
}
}
/*
====================
SV_ClipMoveToEntities
====================
*/
#ifndef FINAL_BUILD
static float VectorDistance(vec3_t p1, vec3_t p2)
{
vec3_t dir;
VectorSubtract(p2, p1, dir);
return VectorLength(dir);
}
#endif
#pragma warning(disable : 4701) //local variable used without having been init
static void SV_ClipMoveToEntities( moveclip_t *clip ) {
static int touchlist[MAX_GENTITIES];
int i, num;
sharedEntity_t *touch;
int passOwnerNum;
trace_t trace, oldTrace= {0};
clipHandle_t clipHandle;
float *origin, *angles;
int thisOwnerShared = 1;
num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
if ( passOwnerNum == ENTITYNUM_NONE ) {
passOwnerNum = -1;
}
} else {
passOwnerNum = -1;
}
if ( SV_GentityNum(clip->passEntityNum)->r.svFlags & SVF_OWNERNOTSHARED )
{
thisOwnerShared = 0;
}
for ( i=0 ; i<num ; i++ ) {
if ( clip->trace.allsolid ) {
return;
}
touch = SV_GentityNum( touchlist[i] );
// see if we should ignore this entity
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
if ( touchlist[i] == clip->passEntityNum ) {
continue; // don't clip against the pass entity
}
if ( touch->r.ownerNum == clip->passEntityNum) {
if (touch->r.svFlags & SVF_OWNERNOTSHARED)
{
if ( clip->contentmask != (MASK_SHOT | CONTENTS_LIGHTSABER) &&
clip->contentmask != (MASK_SHOT))
{ //it's not a laser hitting the other "missile", don't care then
continue;
}
}
else
{
continue; // don't clip against own missiles
}
}
if ( touch->r.ownerNum == passOwnerNum &&
!(touch->r.svFlags & SVF_OWNERNOTSHARED) &&
thisOwnerShared ) {
continue; // don't clip against other missiles from our owner
}
if (touch->s.eType == ET_MISSILE &&
!(touch->r.svFlags & SVF_OWNERNOTSHARED) &&
touch->r.ownerNum == passOwnerNum)
{ //blah, hack
continue;
}
}
// if it doesn't have any brushes of a type we
// are looking for, ignore it
if ( ! ( clip->contentmask & touch->r.contents ) ) {
continue;
}
if ((clip->contentmask == (MASK_SHOT|CONTENTS_LIGHTSABER) || clip->contentmask == MASK_SHOT) && (touch->r.contents > 0 && (touch->r.contents & CONTENTS_NOSHOT)))
{
continue;
}
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity (touch);
origin = touch->r.currentOrigin;
angles = touch->r.currentAngles;
if ( !touch->r.bmodel ) {
angles = vec3_origin; // boxes don't rotate
}
CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
(float *)clip->mins, (float *)clip->maxs, clipHandle, clip->contentmask,
origin, angles, clip->capsule);
if (clip->traceFlags & G2TRFLAG_DOGHOULTRACE)
{ // keep these older variables around for a bit, incase we need to replace them in the Ghoul2 Collision check
oldTrace = clip->trace;
}
if ( trace.allsolid ) {
clip->trace.allsolid = qtrue;
trace.entityNum = touch->s.number;
} else if ( trace.startsolid ) {
clip->trace.startsolid = qtrue;
trace.entityNum = touch->s.number;
//rww - added this because we want to get the number of an ent even if our trace starts inside it.
clip->trace.entityNum = touch->s.number;
}
if ( trace.fraction < clip->trace.fraction ) {
byte oldStart;
// make sure we keep a startsolid from a previous trace
oldStart = clip->trace.startsolid;
trace.entityNum = touch->s.number;
clip->trace = trace;
clip->trace.startsolid = (qboolean)((unsigned)clip->trace.startsolid | (unsigned)oldStart);
}
/*
Ghoul2 Insert Start
*/
#if 0
// decide if we should do the ghoul2 collision detection right here
if ((trace.entityNum == touch->s.number) && (clip->traceFlags))
{
// do we actually have a ghoul2 model here?
if (touch->s.ghoul2)
{
int oldTraceRecSize = 0;
int newTraceRecSize = 0;
int z;
// we have to do this because sometimes you may hit a model's bounding box, but not actually penetrate the Ghoul2 Models polygons
// this is, needless to say, not good. So we must check to see if we did actually hit the model, and if not, reset the trace stuff
// to what it was to begin with
// set our trace record size
for (z=0;z<MAX_G2_COLLISIONS;z++)
{
if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
{
oldTraceRecSize++;
}
}
G2API_CollisionDetect(&clip->trace.G2CollisionMap[0], *((CGhoul2Info_v *)touch->s.ghoul2),
touch->s.angles, touch->s.origin, svs.time, touch->s.number, clip->start, clip->end, touch->s.modelScale, G2VertSpaceServer, clip->traceFlags, clip->useLod);
// set our new trace record size
for (z=0;z<MAX_G2_COLLISIONS;z++)
{
if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
{
newTraceRecSize++;
}
}
// did we actually touch this model? If not, lets reset this ent as being hit..
if (newTraceRecSize == oldTraceRecSize)
{
clip->trace = oldTrace;
}
}
}
#else
//rww - since this is multiplayer and we don't have the luxury of violating networking rules in horrible ways,
//this must be done somewhat differently.
if ((clip->traceFlags & G2TRFLAG_DOGHOULTRACE) && trace.entityNum == touch->s.number && touch->ghoul2 && ((clip->traceFlags & G2TRFLAG_HITCORPSES) || !(touch->s.eFlags & EF_DEAD)))
{ //standard behavior will be to ignore g2 col on dead ents, but if traceFlags is set to allow, then we'll try g2 col on EF_DEAD people too.
static G2Trace_t G2Trace;
vec3_t angles;
float fRadius = 0.0f;
int tN = 0;
int bestTr = -1;
if (clip->mins[0] ||
clip->maxs[0])
{
fRadius=(clip->maxs[0]-clip->mins[0])/2.0f;
}
if (clip->traceFlags & G2TRFLAG_THICK)
{ //if using this flag, make sure it's at least 1.0f
if (fRadius < 1.0f)
{
fRadius = 1.0f;
}
}
memset (&G2Trace, 0, sizeof(G2Trace));
while (tN < MAX_G2_COLLISIONS)
{
G2Trace[tN].mEntityNum = -1;
tN++;
}
if (touch->s.number < MAX_CLIENTS)
{
VectorCopy(touch->s.apos.trBase, angles);
}
else
{
VectorCopy(touch->r.currentAngles, angles);
}
angles[ROLL] = angles[PITCH] = 0;
//I would think that you could trace from trace.endpos instead of clip->start, but that causes it to miss sometimes.. Not sure what it's off, but if it could be done like that, it would probably
//be faster.
#ifndef FINAL_BUILD
if (sv_showghoultraces->integer)
{
Com_Printf( "Ghoul2 trace lod=%1d length=%6.0f to %s\n",clip->useLod,VectorDistance(clip->start, clip->end),(*((CGhoul2Info_v *)touch->ghoul2))[0].mFileName);
}
#endif
if (com_optvehtrace &&
com_optvehtrace->integer &&
touch->s.eType == ET_NPC &&
touch->s.NPC_class == CLASS_VEHICLE &&
touch->m_pVehicle)
{ //for vehicles cache the transform data.
G2API_CollisionDetectCache(G2Trace, *((CGhoul2Info_v *)touch->ghoul2), angles, touch->r.currentOrigin, svs.time, touch->s.number, clip->start, clip->end, touch->modelScale, G2VertSpaceServer, 0, clip->useLod, fRadius);
}
else
{
G2API_CollisionDetect(G2Trace, *((CGhoul2Info_v *)touch->ghoul2), angles, touch->r.currentOrigin, svs.time, touch->s.number, clip->start, clip->end, touch->modelScale, G2VertSpaceServer, 0, clip->useLod, fRadius);
}
tN = 0;
while (tN < MAX_G2_COLLISIONS)
{
if (G2Trace[tN].mEntityNum == touch->s.number)
{ //ok, valid
bestTr = tN;
break;
}
else if (G2Trace[tN].mEntityNum == -1)
{ //there should not be any after the first -1
break;
}
tN++;
}
if (bestTr == -1)
{ //Well then, put the trace back to the old one.
clip->trace = oldTrace;
}
else
{ //Otherwise, set the endpos/normal/etc. to the model location hit instead of leaving it out in space.
VectorCopy(G2Trace[bestTr].mCollisionPosition, clip->trace.endpos);
VectorCopy(G2Trace[bestTr].mCollisionNormal, clip->trace.plane.normal);
if (clip->traceFlags & G2TRFLAG_GETSURFINDEX)
{ //we have requested that surfaceFlags be stomped over with the g2 hit surface index.
if (clip->trace.entityNum == G2Trace[bestTr].mEntityNum)
{
clip->trace.surfaceFlags = G2Trace[bestTr].mSurfaceIndex;
}
}
}
}
#endif
/*
Ghoul2 Insert End
*/
}
}
#pragma warning(default : 4701) //local variable used without having been init
/*
==================
SV_Trace
Moves the given mins/maxs volume through the world from start to end.
passEntityNum and entities owned by passEntityNum are explicitly not checked.
==================
*/
/*
Ghoul2 Insert Start
*/
void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule, int traceFlags, int useLod ) {
/*
Ghoul2 Insert End
*/
moveclip_t clip;
int i;
if ( !mins ) {
mins = vec3_origin;
}
if ( !maxs ) {
maxs = vec3_origin;
}
Com_Memset ( &clip, 0, sizeof ( moveclip_t ) );
// clip to world
CM_BoxTrace( &clip.trace, start, end, mins, maxs, 0, contentmask, capsule );
clip.trace.entityNum = clip.trace.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
if ( clip.trace.fraction == 0 ) {
*results = clip.trace;
return; // blocked immediately by the world
}
clip.contentmask = contentmask;
/*
Ghoul2 Insert Start
*/
VectorCopy( start, clip.start );
clip.traceFlags = traceFlags;
clip.useLod = useLod;
/*
Ghoul2 Insert End
*/
// VectorCopy( clip.trace.endpos, clip.end );
VectorCopy( end, clip.end );
clip.mins = mins;
clip.maxs = maxs;
clip.passEntityNum = passEntityNum;
clip.capsule = capsule;
// create the bounding box of the entire move
// we can limit it to the part of the move not
// already clipped off by the world, which can be
// a significant savings for line of sight and shot traces
for ( i=0 ; i<3 ; i++ ) {
if ( end[i] > start[i] ) {
clip.boxmins[i] = clip.start[i] + clip.mins[i] - 1;
clip.boxmaxs[i] = clip.end[i] + clip.maxs[i] + 1;
} else {
clip.boxmins[i] = clip.end[i] + clip.mins[i] - 1;
clip.boxmaxs[i] = clip.start[i] + clip.maxs[i] + 1;
}
}
// clip to other solid entities
SV_ClipMoveToEntities ( &clip );
*results = clip.trace;
}
/*
=============
SV_PointContents
=============
*/
int SV_PointContents( const vec3_t p, int passEntityNum ) {
int touch[MAX_GENTITIES];
sharedEntity_t *hit;
int i, num;
int contents, c2;
clipHandle_t clipHandle;
float *angles;
// get base contents from world
contents = CM_PointContents( p, 0 );
// or in contents from all the other entities
num = SV_AreaEntities( p, p, touch, MAX_GENTITIES );
for ( i=0 ; i<num ; i++ ) {
if ( touch[i] == passEntityNum ) {
continue;
}
hit = SV_GentityNum( touch[i] );
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity( hit );
angles = hit->s.angles;
if ( !hit->r.bmodel ) {
angles = vec3_origin; // boxes don't rotate
}
c2 = CM_TransformedPointContents (p, clipHandle, hit->s.origin, hit->s.angles);
contents |= c2;
}
return contents;
}