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https://git.code.sf.net/p/quake/newtree
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whitespace and comment cleanups
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commit
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1 changed files with 21 additions and 32 deletions
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@ -193,9 +193,8 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
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int side;
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float midf;
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// LordHavoc: a goto! everyone flee in terror... :)
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loc0:
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// check for empty
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// check for empty
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if (num < 0) {
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if (num != CONTENTS_SOLID) {
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trace->allsolid = false;
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@ -212,9 +211,7 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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Sys_Error ("PM_RecursiveHullCheck: bad node number");
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//
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// find the point distances
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//
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// find the point distances
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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@ -227,19 +224,16 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
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}
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// LordHavoc: recursion optimization
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if (t1 >= 0 && t2 >= 0)
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// return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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{
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if (t1 >= 0 && t2 >= 0) {
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num = node->children[0];
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goto loc0;
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}
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if (t1 < 0 && t2 < 0)
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// return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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{
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if (t1 < 0 && t2 < 0) {
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num = node->children[1];
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goto loc0;
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}
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// put the crosspoint DIST_EPSILON pixels on the near side
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// put the crosspoint DIST_EPSILON pixels on the near side so that both
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// p1 and mid are on the same side of the plane
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side = (t1 < 0);
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if (side)
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frac = bound (0, (t1 + DIST_EPSILON) / (t1 - t2), 1);
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@ -250,9 +244,10 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
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for (i = 0; i < 3; i++)
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mid[i] = p1[i] + frac * (p2[i] - p1[i]);
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// move up to the node
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if (!PM_RecursiveHullCheck
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(hull, node->children[side], p1f, midf, p1, mid, trace)) return false;
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// move up to the node
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if (!PM_RecursiveHullCheck (hull, node->children[side],
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p1f, midf, p1, mid, trace))
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return false;
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#ifdef PARANOID
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if (PM_HullPointContents (pm_hullmodel, mid, node->children[side]) ==
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@ -262,39 +257,33 @@ PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
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}
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#endif
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// LordHavoc: warning to the clumsy, this recursion can not be optimized
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// because mid would need to be duplicated on a stack
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if (PM_HullPointContents (hull, node->children[side ^ 1], mid) !=
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CONTENTS_SOLID)
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// go past the node
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if (PM_HullPointContents (hull, node->children[side ^ 1],
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mid) != CONTENTS_SOLID) {
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// go past the node
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return PM_RecursiveHullCheck (hull, node->children[side ^ 1], midf, p2f,
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mid, p2, trace);
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}
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if (trace->allsolid)
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return false; // never got out of the solid area
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//==================
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// the other side of the node is solid, this is the impact point
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//==================
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//==================
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// the other side of the node is solid, this is the impact point
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//==================
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if (!side) {
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VectorCopy (plane->normal, trace->plane.normal);
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trace->plane.dist = plane->dist;
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} else {
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// LordHavoc: vec3_origin is evil; the compiler can not rely on it
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// being '0 0 0'
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// VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
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// invert plane paramterers
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trace->plane.normal[0] = -plane->normal[0];
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trace->plane.normal[1] = -plane->normal[1];
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trace->plane.normal[2] = -plane->normal[2];
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trace->plane.dist = -plane->dist;
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}
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while (PM_HullPointContents (hull, hull->firstclipnode, mid) == CONTENTS_SOLID) { // shouldn't
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// really
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// happen,
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// but
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// does
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// occasionally
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while (PM_HullPointContents (hull, hull->firstclipnode,
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mid) == CONTENTS_SOLID) {
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// shouldn't really happen, but does occasionally
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frac -= 0.1;
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if (frac < 0) {
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trace->fraction = midf;
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