mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2025-01-19 07:00:58 +00:00
turns out uquake can handle (build time anyway) qw's pmove*.c as is, so make
them common
This commit is contained in:
parent
5b595a370a
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4 changed files with 0 additions and 640 deletions
221
uquake/pmove.c
221
uquake/pmove.c
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@ -1,221 +0,0 @@
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "qtypes.h"
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#include "quakedef.h"
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#include "mathlib.h"
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movevars_t movevars;
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playermove_t pmove;
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int onground;
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int waterlevel;
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int watertype;
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float frametime;
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vec3_t forward, right, up;
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vec3_t player_mins = {-16, -16, -24};
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vec3_t player_maxs = {16, 16, 32};
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// #define PM_GRAVITY 800
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// #define PM_STOPSPEED 100
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// #define PM_MAXSPEED 320
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// #define PM_SPECTATORMAXSPEED 500
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// #define PM_ACCELERATE 10
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// #define PM_AIRACCELERATE 0.7
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// #define PM_WATERACCELERATE 10
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// #define PM_FRICTION 6
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// #define PM_WATERFRICTION 1
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void PM_InitBoxHull (void);
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void Pmove_Init (void)
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{
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}
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#define STEPSIZE 18
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#define BUTTON_JUMP 2
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/*
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==================
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PM_ClipVelocity
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Slide off of the impacting object
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returns the blocked flags (1 = floor, 2 = step / wall)
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==================
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*/
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#define STOP_EPSILON 0.1
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int PM_ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
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{
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return 0;
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}
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/*
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============
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PM_FlyMove
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The basic solid body movement clip that slides along multiple planes
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============
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*/
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#define MAX_CLIP_PLANES 5
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int PM_FlyMove (void)
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{
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return 0;
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}
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/*
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=============
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PM_GroundMove
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Player is on ground, with no upwards velocity
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=============
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*/
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void PM_GroundMove (void)
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{
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}
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/*
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==================
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PM_Friction
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Handles both ground friction and water friction
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==================
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*/
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void PM_Friction (void)
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{
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}
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/*
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==============
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PM_Accelerate
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==============
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*/
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void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
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{
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}
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void PM_AirAccelerate (vec3_t wishdir, float wishspeed, float accel)
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{
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}
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/*
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===================
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PM_WaterMove
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===================
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*/
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void PM_WaterMove (void)
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{
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}
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/*
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===================
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PM_AirMove
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===================
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*/
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void PM_AirMove (void)
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{
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}
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/*
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=============
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PM_CatagorizePosition
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=============
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*/
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void PM_CatagorizePosition (void)
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{
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}
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/*
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=============
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JumpButton
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=============
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*/
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void JumpButton (void)
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{
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}
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/*
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=============
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CheckWaterJump
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=============
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*/
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void CheckWaterJump (void)
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{
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}
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/*
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=================
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NudgePosition
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If pmove.origin is in a solid position,
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try nudging slightly on all axis to
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allow for the cut precision of the net coordinates
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=================
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*/
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void NudgePosition (void)
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{
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}
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/*
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===============
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SpectatorMove
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===============
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*/
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void SpectatorMove (void)
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{
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}
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/*
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=============
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PlayerMove
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Returns with origin, angles, and velocity modified in place.
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Numtouch and touchindex[] will be set if any of the physents
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were contacted during the move.
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=============
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*/
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void PlayerMove (void)
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{
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}
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@ -1,419 +0,0 @@
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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||||
|
||||
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
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||||
of the License, or (at your option) any later version.
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||||
|
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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.
|
||||
|
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See the GNU General Public License for more details.
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||||
|
||||
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.
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*/
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#include "qtypes.h"
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#include "quakedef.h"
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#include "sys.h"
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#include "mathlib.h"
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#include "console.h"
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static hull_t box_hull;
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static dclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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/*
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===================
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PM_InitBoxHull
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Set up the planes and clipnodes so that the six floats of a bounding box
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can just be stored out and get a proper hull_t structure.
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===================
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*/
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void PM_InitBoxHull (void)
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{
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int i;
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int side;
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box_hull.clipnodes = box_clipnodes;
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box_hull.planes = box_planes;
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box_hull.firstclipnode = 0;
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box_hull.lastclipnode = 5;
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for (i=0 ; i<6 ; i++)
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{
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box_clipnodes[i].planenum = i;
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side = i&1;
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box_clipnodes[i].children[side] = CONTENTS_EMPTY;
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if (i != 5)
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box_clipnodes[i].children[side^1] = i + 1;
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else
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box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
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box_planes[i].type = i>>1;
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box_planes[i].normal[i>>1] = 1;
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}
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}
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/*
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===================
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PM_HullForBox
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To keep everything totally uniform, bounding boxes are turned into small
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BSP trees instead of being compared directly.
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===================
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*/
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hull_t *PM_HullForBox (vec3_t mins, vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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box_planes[1].dist = mins[0];
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box_planes[2].dist = maxs[1];
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box_planes[3].dist = mins[1];
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box_planes[4].dist = maxs[2];
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box_planes[5].dist = mins[2];
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return &box_hull;
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}
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/*
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==================
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PM_HullPointContents
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==================
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*/
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int PM_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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mplane_t *plane;
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while (num >= 0)
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{
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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Sys_Error ("PM_HullPointContents: bad node number");
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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d = p[plane->type] - plane->dist;
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else
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d = DotProduct (plane->normal, p) - plane->dist;
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if (d < 0)
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num = node->children[1];
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else
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num = node->children[0];
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}
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return num;
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}
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/*
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==================
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PM_PointContents
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==================
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*/
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int PM_PointContents (vec3_t p)
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{
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float d;
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dclipnode_t *node;
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mplane_t *plane;
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hull_t *hull;
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int num;
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hull = &pmove.physents[0].model->hulls[0];
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num = hull->firstclipnode;
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while (num >= 0)
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{
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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Sys_Error ("PM_HullPointContents: bad node number");
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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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d = p[plane->type] - plane->dist;
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else
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d = DotProduct (plane->normal, p) - plane->dist;
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if (d < 0)
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num = node->children[1];
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else
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num = node->children[0];
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}
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return num;
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}
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/*
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===============================================================================
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LINE TESTING IN HULLS
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===============================================================================
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*/
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// 1/32 epsilon to keep floating point happy
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#define DIST_EPSILON (0.03125)
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/*
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==================
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PM_RecursiveHullCheck
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==================
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*/
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qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace)
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{
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dclipnode_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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int i;
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vec3_t mid;
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int side;
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float midf;
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// check for empty
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if (num < 0)
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{
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if (num != CONTENTS_SOLID)
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{
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trace->allsolid = false;
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if (num == CONTENTS_EMPTY)
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trace->inopen = true;
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else
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trace->inwater = true;
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}
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else
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trace->startsolid = true;
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return true; // empty
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}
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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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node = hull->clipnodes + num;
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plane = hull->planes + node->planenum;
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if (plane->type < 3)
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{
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t1 = p1[plane->type] - plane->dist;
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t2 = p2[plane->type] - plane->dist;
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}
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else
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{
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t1 = DotProduct (plane->normal, p1) - plane->dist;
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t2 = DotProduct (plane->normal, p2) - plane->dist;
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}
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#if 1
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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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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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#else
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if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
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return PM_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
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return PM_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
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#endif
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// put the crosspoint DIST_EPSILON pixels on the near side
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if (t1 < 0)
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frac = (t1 + DIST_EPSILON)/(t1-t2);
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else
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frac = (t1 - DIST_EPSILON)/(t1-t2);
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if (frac < 0)
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frac = 0;
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if (frac > 1)
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frac = 1;
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midf = p1f + (p2f - p1f)*frac;
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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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side = (t1 < 0);
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// move up to the node
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if (!PM_RecursiveHullCheck (hull, node->children[side], 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]) == CONTENTS_SOLID)
|
||||
// {
|
||||
// Con_Printf ("mid PointInHullSolid\n");
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// return false;
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||||
// }
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||||
//#endif
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||||
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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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return PM_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, 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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||||
//==================
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||||
// the other side of the node is solid, this is the impact point
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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;
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
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trace->plane.dist = -plane->dist;
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}
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||||
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||||
while (PM_HullPointContents (hull, hull->firstclipnode, 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)
|
||||
{
|
||||
trace->fraction = midf;
|
||||
VectorCopy (mid, trace->endpos);
|
||||
Con_DPrintf ("backup past 0\n");
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||||
return false;
|
||||
}
|
||||
midf = p1f + (p2f - p1f)*frac;
|
||||
for (i=0 ; i<3 ; i++)
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mid[i] = p1[i] + frac*(p2[i] - p1[i]);
|
||||
}
|
||||
|
||||
trace->fraction = midf;
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||||
VectorCopy (mid, trace->endpos);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
PM_TestPlayerPosition
|
||||
|
||||
Returns false if the given player position is not valid (in solid)
|
||||
================
|
||||
*/
|
||||
qboolean PM_TestPlayerPosition (vec3_t pos)
|
||||
{
|
||||
int i;
|
||||
physent_t *pe;
|
||||
vec3_t mins, maxs, test;
|
||||
hull_t *hull;
|
||||
|
||||
for (i=0 ; i< pmove.numphysent ; i++)
|
||||
{
|
||||
pe = &pmove.physents[i];
|
||||
// get the clipping hull
|
||||
if (pe->model)
|
||||
hull = &pmove.physents[i].model->hulls[1];
|
||||
else
|
||||
{
|
||||
VectorSubtract (pe->mins, player_maxs, mins);
|
||||
VectorSubtract (pe->maxs, player_mins, maxs);
|
||||
hull = PM_HullForBox (mins, maxs);
|
||||
}
|
||||
|
||||
VectorSubtract (pos, pe->origin, test);
|
||||
|
||||
if (PM_HullPointContents (hull, hull->firstclipnode, test) == CONTENTS_SOLID)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
PM_PlayerMove
|
||||
================
|
||||
*/
|
||||
pmtrace_t PM_PlayerMove (vec3_t start, vec3_t end)
|
||||
{
|
||||
pmtrace_t trace, total;
|
||||
vec3_t offset;
|
||||
vec3_t start_l, end_l;
|
||||
hull_t *hull;
|
||||
int i;
|
||||
physent_t *pe;
|
||||
vec3_t mins, maxs;
|
||||
|
||||
// fill in a default trace
|
||||
memset (&total, 0, sizeof(pmtrace_t));
|
||||
total.fraction = 1;
|
||||
total.ent = -1;
|
||||
VectorCopy (end, total.endpos);
|
||||
|
||||
for (i=0 ; i< pmove.numphysent ; i++)
|
||||
{
|
||||
pe = &pmove.physents[i];
|
||||
// get the clipping hull
|
||||
if (pe->model)
|
||||
hull = &pmove.physents[i].model->hulls[1];
|
||||
else
|
||||
{
|
||||
VectorSubtract (pe->mins, player_maxs, mins);
|
||||
VectorSubtract (pe->maxs, player_mins, maxs);
|
||||
hull = PM_HullForBox (mins, maxs);
|
||||
}
|
||||
|
||||
// PM_HullForEntity (ent, mins, maxs, offset);
|
||||
VectorCopy (pe->origin, offset);
|
||||
|
||||
VectorSubtract (start, offset, start_l);
|
||||
VectorSubtract (end, offset, end_l);
|
||||
|
||||
// fill in a default trace
|
||||
memset (&trace, 0, sizeof(pmtrace_t));
|
||||
trace.fraction = 1;
|
||||
trace.allsolid = true;
|
||||
// trace.startsolid = true;
|
||||
VectorCopy (end, trace.endpos);
|
||||
|
||||
// trace a line through the apropriate clipping hull
|
||||
PM_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
|
||||
|
||||
if (trace.allsolid)
|
||||
trace.startsolid = true;
|
||||
if (trace.startsolid)
|
||||
trace.fraction = 0;
|
||||
|
||||
// did we clip the move?
|
||||
if (trace.fraction < total.fraction)
|
||||
{
|
||||
// fix trace up by the offset
|
||||
VectorAdd (trace.endpos, offset, trace.endpos);
|
||||
total = trace;
|
||||
total.ent = i;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return total;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in a new issue