/* 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" /* entities never clip against themselves, or their owner line of sight checks trace->crosscontent, but bullets don't */ 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; edict_t *passedict; } moveclip_t; int SV_HullPointContents (hull_t *hull, int num, vec3_t p); /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static dclipnode_t box_clipnodes[6]; static mplane_t box_planes[6]; /* =================== SV_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding box can just be stored out and get a proper hull_t structure. =================== */ void SV_InitBoxHull (void) { int i; int side; box_hull.clipnodes = box_clipnodes; box_hull.planes = box_planes; box_hull.firstclipnode = 0; box_hull.lastclipnode = 5; for (i=0 ; i<6 ; i++) { box_clipnodes[i].planenum = i; side = i&1; box_clipnodes[i].children[side] = CONTENTS_EMPTY; if (i != 5) box_clipnodes[i].children[side^1] = i + 1; else box_clipnodes[i].children[side^1] = CONTENTS_SOLID; box_planes[i].type = i>>1; box_planes[i].normal[i>>1] = 1; } } /* =================== SV_HullForBox To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. =================== */ hull_t *SV_HullForBox (vec3_t mins, vec3_t maxs) { box_planes[0].dist = maxs[0]; box_planes[1].dist = mins[0]; box_planes[2].dist = maxs[1]; box_planes[3].dist = mins[1]; box_planes[4].dist = maxs[2]; box_planes[5].dist = mins[2]; return &box_hull; } /* ================ SV_HullForEntity Returns a hull that can be used for testing or clipping an object of mins/maxs size. Offset is filled in to contain the adjustment that must be added to the testing object's origin to get a point to use with the returned hull. ================ */ hull_t *SV_HullForEntity(edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset) { model_t *model; vec3_t size, hullmins, hullmaxs; hull_t *hull; // decide which clipping hull to use, based on the size if (ent->v.solid == SOLID_BSP) { // explicit hulls in the BSP model if (ent->v.movetype != MOVETYPE_PUSH) Sys_Error("SOLID_BSP without MOVETYPE_PUSH"); model = sv.models[(int)ent->v.modelindex]; if (!model || model->type != mod_brush) Sys_Error("MOVETYPE_PUSH with a non-bsp model"); VectorSubtract(maxs, mins, size); if (model->bspversion == HL_BSPVERSION) { if (size[0] < 3) { hull = &model->hulls[0]; // 0x0x0 } else if (size[0] <= 32) { if (size[2] < 54) // pick the nearest of 36 or 72 hull = &model->hulls[3]; // 32x32x36 else hull = &model->hulls[1]; // 32x32x72 } else { hull = &model->hulls[2]; // 64x64x64 } } else { if (size[0] < 3) hull = &model->hulls[0]; else if (size[0] <= 32) hull = &model->hulls[1]; else hull = &model->hulls[2]; } // calculate an offset value to center the origin VectorSubtract(hull->clip_mins, mins, offset); VectorAdd(offset, ent->v.origin, offset); } else { // create a temp hull from bounding box sizes VectorSubtract(ent->v.mins, maxs, hullmins); VectorSubtract(ent->v.maxs, mins, hullmaxs); hull = SV_HullForBox(hullmins, hullmaxs); VectorCopy(ent->v.origin, offset); } return hull; } /* =============================================================================== ENTITY AREA CHECKING =============================================================================== */ typedef struct areanode_s { int axis; // -1 = leaf node float dist; struct areanode_s *children[2]; link_t trigger_edicts; link_t solid_edicts; } areanode_t; #define AREA_DEPTH 4 #define AREA_NODES 32 static areanode_t sv_areanodes[AREA_NODES]; static int sv_numareanodes; /* =============== SV_CreateAreaNode =============== */ areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs) { areanode_t *anode; vec3_t size; vec3_t mins1, maxs1, mins2, maxs2; anode = &sv_areanodes[sv_numareanodes]; sv_numareanodes++; ClearLink (&anode->trigger_edicts); ClearLink (&anode->solid_edicts); 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_CreateAreaNode (depth+1, mins2, maxs2); anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1); return anode; } /* =============== SV_ClearWorld =============== */ void SV_ClearWorld (void) { SV_InitBoxHull (); memset (sv_areanodes, 0, sizeof(sv_areanodes)); sv_numareanodes = 0; SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs); } /* =============== SV_UnlinkEdict =============== */ void SV_UnlinkEdict (edict_t *ent) { if (!ent->area.prev) return; // not linked in anywhere RemoveLink (&ent->area); ent->area.prev = ent->area.next = NULL; } /* ==================== SV_AreaTriggerEdicts Spike -- just builds a list of entities within the area, rather than walking them and risking the list getting corrupt. ==================== */ static void SV_AreaTriggerEdicts ( edict_t *ent, areanode_t *node, edict_t **list, int *listcount, const int listspace ) { link_t *l, *next; edict_t *touch; // touch linked edicts for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if (touch == ent) continue; if (!touch->v.touch || 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 (*listcount == listspace) return; // should never happen list[*listcount] = touch; (*listcount)++; } // recurse down both sides if (node->axis == -1) return; if ( ent->v.absmax[node->axis] > node->dist ) SV_AreaTriggerEdicts ( ent, node->children[0], list, listcount, listspace ); if ( ent->v.absmin[node->axis] < node->dist ) SV_AreaTriggerEdicts ( ent, node->children[1], list, listcount, listspace ); } /* ==================== SV_TouchLinks ericw -- copy the touching edicts to an array (on the hunk) so we can avoid iteating the trigger_edicts linked list while calling PR_ExecuteProgram which could potentially corrupt the list while it's being iterated. Based on code from Spike. ==================== */ void SV_TouchLinks (edict_t *ent) { edict_t **list; edict_t *touch; int old_self, old_other; int i, listcount; int mark; mark = Hunk_LowMark (); list = (edict_t **) Hunk_Alloc (sv.num_edicts*sizeof(edict_t *)); listcount = 0; SV_AreaTriggerEdicts (ent, sv_areanodes, list, &listcount, sv.num_edicts); for (i = 0; i < listcount; i++) { touch = list[i]; // re-validate in case of PR_ExecuteProgram having side effects that make // edicts later in the list no longer touch if (touch == ent) continue; if (!touch->v.touch || 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; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->self = EDICT_TO_PROG(touch); pr_global_struct->other = EDICT_TO_PROG(ent); pr_global_struct->time = sv.time; PR_ExecuteProgram (touch->v.touch); pr_global_struct->self = old_self; pr_global_struct->other = old_other; } // free hunk-allocated edicts array Hunk_FreeToLowMark (mark); } /* =============== SV_FindTouchedLeafs =============== */ void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node) { mplane_t *splitplane; mleaf_t *leaf; int sides; int leafnum; if (node->contents == CONTENTS_SOLID) return; // add an efrag if the node is a leaf if ( node->contents < 0) { if (ent->num_leafs == MAX_ENT_LEAFS) return; leaf = (mleaf_t *)node; leafnum = leaf - sv.worldmodel->leafs - 1; ent->leafnums[ent->num_leafs] = leafnum; ent->num_leafs++; return; } // NODE_MIXED splitplane = node->plane; sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane); // recurse down the contacted sides if (sides & 1) SV_FindTouchedLeafs (ent, node->children[0]); if (sides & 2) SV_FindTouchedLeafs (ent, node->children[1]); } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict (edict_t *ent, qboolean touch_triggers) { areanode_t *node; if (ent->area.prev) SV_UnlinkEdict (ent); // unlink from old position if (ent == sv.edicts) return; // don't add the world if (ent->free) return; // set the abs box 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.absmax[0] += 15; ent->v.absmax[1] += 15; } 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 ent->num_leafs = 0; if (ent->v.modelindex) SV_FindTouchedLeafs (ent, sv.worldmodel->nodes); if (ent->v.solid == SOLID_NOT) return; // find the first node that the ent's box crosses node = sv_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 if (ent->v.solid == SOLID_TRIGGER) InsertLinkBefore (&ent->area, &node->trigger_edicts); else InsertLinkBefore (&ent->area, &node->solid_edicts); // if touch_triggers, touch all entities at this node and decend for more if (touch_triggers) SV_TouchLinks ( ent ); } /* =============================================================================== POINT TESTING IN HULLS =============================================================================== */ #if !id386 /* ================== SV_HullPointContents ================== */ int SV_HullPointContents (hull_t *hull, int num, vec3_t p) { float d; dclipnode_t *node; mplane_t *plane; while (num >= 0) { if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("SV_HullPointContents: bad node number"); node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num; } #endif // !id386 /* ================== SV_PointContents ================== */ int SV_PointContents (vec3_t p) { int cont; cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p); if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN) cont = CONTENTS_WATER; return cont; } int SV_TruePointContents (vec3_t p) { return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p); } //=========================================================================== /* ============ SV_TestEntityPosition This could be a lot more efficient... ============ */ edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent); if (trace.startsolid) return sv.edicts; return NULL; } /* =============================================================================== LINE TESTING IN HULLS =============================================================================== */ enum { rht_solid, rht_empty, rht_impact }; struct rhtctx_s { unsigned int hitcontents; vec3_t start, end; dclipnode_t *clipnodes; mplane_t *planes; }; // 1/32 epsilon to keep floating point happy #define DIST_EPSILON (0.03125) /* ================== Q1BSP_RecursiveHullTrace This does the core traceline/tracebox logic. This version is from FTE and attempts to be more numerically stable than vanilla. This is achieved by recursing at the actual decision points instead of vanilla's habit of vanilla's habit of using points that are outside of the child's volume. It also uses itself to test solidity on the other side of the node, which ensures consistent precision. The actual collision point is (still) biased by an epsilon, so the end point shouldn't be inside walls either way. FTE's version 'should' be more compatible with vanilla than DP's (which doesn't take care with allsolid). ezQuake also has a version of this logic, but I trust mine more. ================== */ static int Q1BSP_RecursiveHullTrace (struct rhtctx_s *ctx, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace) { dclipnode_t *node; mplane_t *plane; float t1, t2; vec3_t mid; int side; float midf; int rht; reenter: if (num < 0) { /*hit a leaf*/ if (num == CONTENTS_SOLID) { if (trace->allsolid) trace->startsolid = true; return rht_solid; } else { trace->allsolid = false; if (num == CONTENTS_EMPTY) trace->inopen = true; else if (num != CONTENTS_SOLID) trace->inwater = true; return rht_empty; } } /*its a node*/ /*get the node info*/ node = ctx->clipnodes + num; plane = ctx->planes + node->planenum; if (plane->type < 3) { t1 = p1[plane->type] - plane->dist; t2 = p2[plane->type] - plane->dist; } else { t1 = DoublePrecisionDotProduct (plane->normal, p1) - plane->dist; t2 = DoublePrecisionDotProduct (plane->normal, p2) - plane->dist; } /*if its completely on one side, resume on that side*/ if (t1 >= 0 && t2 >= 0) { //return Q1BSP_RecursiveHullTrace (hull, node->children[0], p1f, p2f, p1, p2, trace); num = node->children[0]; goto reenter; } if (t1 < 0 && t2 < 0) { //return Q1BSP_RecursiveHullTrace (hull, node->children[1], p1f, p2f, p1, p2, trace); num = node->children[1]; goto reenter; } if (plane->type < 3) { t1 = ctx->start[plane->type] - plane->dist; t2 = ctx->end[plane->type] - plane->dist; } else { t1 = DotProduct (plane->normal, ctx->start) - plane->dist; t2 = DotProduct (plane->normal, ctx->end) - plane->dist; } side = t1 < 0; midf = t1 / (t1 - t2); if (midf < p1f) midf = p1f; if (midf > p2f) midf = p2f; VectorInterpolate(ctx->start, midf, ctx->end, mid); rht = Q1BSP_RecursiveHullTrace(ctx, node->children[side], p1f, midf, p1, mid, trace); if (rht != rht_empty && !trace->allsolid) return rht; rht = Q1BSP_RecursiveHullTrace(ctx, node->children[side^1], midf, p2f, mid, p2, trace); if (rht != rht_solid) return rht; if (side) { /*we impacted the back of the node, so flip the plane*/ trace->plane.dist = -plane->dist; VectorNegate(plane->normal, trace->plane.normal); midf = (t1 + DIST_EPSILON) / (t1 - t2); } else { /*we impacted the front of the node*/ trace->plane.dist = plane->dist; VectorCopy(plane->normal, trace->plane.normal); midf = (t1 - DIST_EPSILON) / (t1 - t2); } t1 = DoublePrecisionDotProduct (trace->plane.normal, ctx->start) - trace->plane.dist; t2 = DoublePrecisionDotProduct (trace->plane.normal, ctx->end) - trace->plane.dist; midf = (t1 - DIST_EPSILON) / (t1 - t2); midf = CLAMP(0, midf, 1); trace->fraction = midf; VectorCopy (mid, trace->endpos); VectorInterpolate(ctx->start, midf, ctx->end, trace->endpos); return rht_impact; } /* ================== SV_RecursiveHullCheck ================== */ qboolean SV_RecursiveHullCheck (hull_t *hull, int num, vec3_t p1, vec3_t p2, trace_t *trace) { if (p1[0] == p2[0] && p1[1] == p2[1] && p1[2] == p2[2]) { /*points cannot cross planes, so do it faster*/ int c = SV_HullPointContents(hull, hull->firstclipnode, p1); //trace->contents = c; if (c != CONTENTS_SOLID) { trace->allsolid = false; if (num == CONTENTS_EMPTY) trace->inopen = true; else trace->inwater = true; } else trace->startsolid = true; return true; } else { struct rhtctx_s ctx; VectorCopy(p1, ctx.start); VectorCopy(p2, ctx.end); ctx.clipnodes = hull->clipnodes; ctx.planes = hull->planes; return Q1BSP_RecursiveHullTrace(&ctx, hull->firstclipnode, 0, 1, p1, p2, trace) != rht_impact; } } /* ================== SV_ClipMoveToEntity Handles selection or creation of a clipping hull, and offseting (and eventually rotation) of the end points ================== */ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) { trace_t trace; vec3_t offset; vec3_t start_l, end_l; hull_t *hull; // fill in a default trace memset (&trace, 0, sizeof(trace_t)); trace.fraction = 1; trace.allsolid = true; VectorCopy (end, trace.endpos); // get the clipping hull hull = SV_HullForEntity (ent, mins, maxs, offset); VectorSubtract (start, offset, start_l); VectorSubtract (end, offset, end_l); #ifdef QUAKE2 // rotate start and end into the models frame of reference if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) ) { vec3_t a; vec3_t forward, right, up; vec3_t temp; AngleVectors (ent->v.angles, forward, right, up); VectorCopy (start_l, temp); start_l[0] = DotProduct (temp, forward); start_l[1] = -DotProduct (temp, right); start_l[2] = DotProduct (temp, up); VectorCopy (end_l, temp); end_l[0] = DotProduct (temp, forward); end_l[1] = -DotProduct (temp, right); end_l[2] = DotProduct (temp, up); } #endif // trace a line through the apropriate clipping hull SV_RecursiveHullCheck (hull, hull->firstclipnode, start_l, end_l, &trace); #ifdef QUAKE2 // rotate endpos back to world frame of reference if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) ) { vec3_t a; vec3_t forward, right, up; vec3_t temp; if (trace.fraction != 1) { VectorSubtract (vec3_origin, ent->v.angles, a); AngleVectors (a, forward, right, up); VectorCopy (trace.endpos, temp); trace.endpos[0] = DotProduct (temp, forward); trace.endpos[1] = -DotProduct (temp, right); trace.endpos[2] = DotProduct (temp, up); VectorCopy (trace.plane.normal, temp); trace.plane.normal[0] = DotProduct (temp, forward); trace.plane.normal[1] = -DotProduct (temp, right); trace.plane.normal[2] = DotProduct (temp, up); } } #endif // fix trace up by the offset if (trace.fraction != 1) VectorAdd (trace.endpos, offset, trace.endpos); // did we clip the move? if (trace.fraction < 1 || trace.startsolid ) trace.ent = ent; return trace; } //=========================================================================== /* ==================== SV_ClipToLinks Mins and maxs enclose the entire area swept by the move ==================== */ void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip ) { link_t *l, *next; edict_t *touch; trace_t trace; // touch linked edicts for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next) { next = l->next; touch = EDICT_FROM_AREA(l); if (touch->v.solid == SOLID_NOT) continue; if (touch == clip->passedict) continue; if (touch->v.solid == SOLID_TRIGGER) Sys_Error ("Trigger in clipping list"); if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP) 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 (PROG_TO_EDICT(touch->v.owner) == clip->passedict) continue; // don't clip against own missiles if (PROG_TO_EDICT(clip->passedict->v.owner) == touch) continue; // don't clip against owner } if ((int)touch->v.flags & FL_MONSTER) trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end); else trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end); if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction) { trace.ent = touch; if (clip->trace.startsolid) { clip->trace = trace; clip->trace.startsolid = true; } else clip->trace = trace; } else if (trace.startsolid) clip->trace.startsolid = true; } // recurse down both sides if (node->axis == -1) return; if ( clip->boxmaxs[node->axis] > node->dist ) SV_ClipToLinks ( node->children[0], clip ); if ( clip->boxmins[node->axis] < node->dist ) SV_ClipToLinks ( node->children[1], clip ); } /* ================== SV_MoveBounds ================== */ void SV_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 SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict) { moveclip_t clip; int i; memset ( &clip, 0, sizeof ( moveclip_t ) ); // clip to world clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end ); clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = type; clip.passedict = passedict; 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 SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs ); // clip to entities SV_ClipToLinks ( sv_areanodes, &clip ); return clip.trace; }