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https://git.code.sf.net/p/quake/quakeforge-old
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925344be77
I also merged console.[ch] while I was at it..
966 lines
21 KiB
C
966 lines
21 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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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// world.c -- world query functions
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#include "quakedef.h"
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#include <qtypes.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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/*
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entities never clip against themselves, or their owner
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line of sight checks trace->crosscontent, but bullets don't
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*/
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typedef struct
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{
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vec3_t boxmins, boxmaxs;// enclose the test object along entire move
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float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against mosnters
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float *start, *end;
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trace_t trace;
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int type;
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edict_t *passedict;
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} moveclip_t;
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int SV_HullPointContents (hull_t *hull, int num, vec3_t p);
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/*
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===============================================================================
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HULL BOXES
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===============================================================================
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*/
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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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/*
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===================
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SV_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 SV_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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SV_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 *SV_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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SV_HullForEntity
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Returns a hull that can be used for testing or clipping an object of mins/maxs
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size.
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Offset is filled in to contain the adjustment that must be added to the
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testing object's origin to get a point to use with the returned hull.
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================
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*/
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hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
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{
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model_t *model;
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vec3_t size;
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vec3_t hullmins, hullmaxs;
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hull_t *hull;
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// decide which clipping hull to use, based on the size
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if (ent->v.solid == SOLID_BSP)
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{ // explicit hulls in the BSP model
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if (ent->v.movetype != MOVETYPE_PUSH)
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Sys_Error ("SOLID_BSP without MOVETYPE_PUSH");
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model = sv.models[ (int)ent->v.modelindex ];
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if (!model || model->type != mod_brush)
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Sys_Error ("MOVETYPE_PUSH with a non bsp model");
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VectorSubtract (maxs, mins, size);
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if (size[0] < 3)
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hull = &model->hulls[0];
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else if (size[0] <= 32)
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hull = &model->hulls[1];
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else
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hull = &model->hulls[2];
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// calculate an offset value to center the origin
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VectorSubtract (hull->clip_mins, mins, offset);
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VectorAdd (offset, ent->v.origin, offset);
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}
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else
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{ // create a temp hull from bounding box sizes
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VectorSubtract (ent->v.mins, maxs, hullmins);
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VectorSubtract (ent->v.maxs, mins, hullmaxs);
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hull = SV_HullForBox (hullmins, hullmaxs);
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VectorCopy (ent->v.origin, offset);
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}
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return hull;
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}
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/*
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===============================================================================
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ENTITY AREA CHECKING
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===============================================================================
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*/
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typedef struct areanode_s
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{
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int axis; // -1 = leaf node
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float dist;
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struct areanode_s *children[2];
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link_t trigger_edicts;
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link_t solid_edicts;
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} areanode_t;
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#define AREA_DEPTH 4
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#define AREA_NODES 32
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static areanode_t sv_areanodes[AREA_NODES];
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static int sv_numareanodes;
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/*
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===============
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SV_CreateAreaNode
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===============
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*/
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areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs)
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{
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areanode_t *anode;
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vec3_t size;
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vec3_t mins1, maxs1, mins2, maxs2;
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anode = &sv_areanodes[sv_numareanodes];
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sv_numareanodes++;
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ClearLink (&anode->trigger_edicts);
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ClearLink (&anode->solid_edicts);
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if (depth == AREA_DEPTH)
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{
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anode->axis = -1;
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anode->children[0] = anode->children[1] = NULL;
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return anode;
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}
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VectorSubtract (maxs, mins, size);
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if (size[0] > size[1])
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anode->axis = 0;
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else
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anode->axis = 1;
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anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
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VectorCopy (mins, mins1);
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VectorCopy (mins, mins2);
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VectorCopy (maxs, maxs1);
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VectorCopy (maxs, maxs2);
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maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
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anode->children[0] = SV_CreateAreaNode (depth+1, mins2, maxs2);
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anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1);
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return anode;
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}
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/*
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===============
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SV_ClearWorld
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===============
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*/
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void SV_ClearWorld (void)
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{
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SV_InitBoxHull ();
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memset (sv_areanodes, 0, sizeof(sv_areanodes));
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sv_numareanodes = 0;
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SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs);
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}
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/*
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===============
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SV_UnlinkEdict
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===============
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*/
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void SV_UnlinkEdict (edict_t *ent)
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{
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if (!ent->area.prev)
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return; // not linked in anywhere
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RemoveLink (&ent->area);
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ent->area.prev = ent->area.next = NULL;
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}
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/*
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====================
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SV_TouchLinks
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====================
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*/
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void SV_TouchLinks ( edict_t *ent, areanode_t *node )
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{
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link_t *l, *next;
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edict_t *touch;
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int old_self, old_other;
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// touch linked edicts
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for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next)
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{
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next = l->next;
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touch = EDICT_FROM_AREA(l);
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if (touch == ent)
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continue;
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if (!touch->v.touch || touch->v.solid != SOLID_TRIGGER)
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continue;
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if (ent->v.absmin[0] > touch->v.absmax[0]
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|| ent->v.absmin[1] > touch->v.absmax[1]
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|| ent->v.absmin[2] > touch->v.absmax[2]
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|| ent->v.absmax[0] < touch->v.absmin[0]
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|| ent->v.absmax[1] < touch->v.absmin[1]
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|| ent->v.absmax[2] < touch->v.absmin[2] )
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continue;
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old_self = pr_global_struct->self;
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old_other = pr_global_struct->other;
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pr_global_struct->self = EDICT_TO_PROG(touch);
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pr_global_struct->other = EDICT_TO_PROG(ent);
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pr_global_struct->time = sv.time;
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PR_ExecuteProgram (touch->v.touch);
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pr_global_struct->self = old_self;
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pr_global_struct->other = old_other;
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}
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// recurse down both sides
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if (node->axis == -1)
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return;
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if ( ent->v.absmax[node->axis] > node->dist )
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SV_TouchLinks ( ent, node->children[0] );
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if ( ent->v.absmin[node->axis] < node->dist )
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SV_TouchLinks ( ent, node->children[1] );
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}
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/*
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===============
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SV_FindTouchedLeafs
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===============
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*/
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void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
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{
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mplane_t *splitplane;
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mleaf_t *leaf;
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int sides;
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int leafnum;
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if (node->contents == CONTENTS_SOLID)
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return;
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// add an efrag if the node is a leaf
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if ( node->contents < 0)
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{
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if (ent->num_leafs == MAX_ENT_LEAFS)
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return;
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leaf = (mleaf_t *)node;
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leafnum = leaf - sv.worldmodel->leafs - 1;
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ent->leafnums[ent->num_leafs] = leafnum;
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ent->num_leafs++;
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return;
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}
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// NODE_MIXED
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splitplane = node->plane;
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sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
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// recurse down the contacted sides
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if (sides & 1)
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SV_FindTouchedLeafs (ent, node->children[0]);
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if (sides & 2)
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SV_FindTouchedLeafs (ent, node->children[1]);
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}
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/*
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===============
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SV_LinkEdict
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===============
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*/
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void SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
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{
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areanode_t *node;
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if (ent->area.prev)
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SV_UnlinkEdict (ent); // unlink from old position
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if (ent == sv.edicts)
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return; // don't add the world
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if (ent->free)
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return;
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// set the abs box
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#ifdef QUAKE2
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if (ent->v.solid == SOLID_BSP &&
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(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
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{ // expand for rotation
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float max, v;
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int i;
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max = 0;
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for (i=0 ; i<3 ; i++)
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{
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v =fabs( ent->v.mins[i]);
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if (v > max)
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max = v;
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v =fabs( ent->v.maxs[i]);
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if (v > max)
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max = v;
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}
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for (i=0 ; i<3 ; i++)
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{
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ent->v.absmin[i] = ent->v.origin[i] - max;
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ent->v.absmax[i] = ent->v.origin[i] + max;
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}
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}
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else
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#endif
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{
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VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
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VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
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}
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//
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// to make items easier to pick up and allow them to be grabbed off
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// of shelves, the abs sizes are expanded
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//
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if ((int)ent->v.flags & FL_ITEM)
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{
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ent->v.absmin[0] -= 15;
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ent->v.absmin[1] -= 15;
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ent->v.absmax[0] += 15;
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ent->v.absmax[1] += 15;
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}
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else
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{ // because movement is clipped an epsilon away from an actual edge,
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// we must fully check even when bounding boxes don't quite touch
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ent->v.absmin[0] -= 1;
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ent->v.absmin[1] -= 1;
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ent->v.absmin[2] -= 1;
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ent->v.absmax[0] += 1;
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ent->v.absmax[1] += 1;
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ent->v.absmax[2] += 1;
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}
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// link to PVS leafs
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ent->num_leafs = 0;
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if (ent->v.modelindex)
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SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);
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if (ent->v.solid == SOLID_NOT)
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return;
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// find the first node that the ent's box crosses
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node = sv_areanodes;
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while (1)
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{
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if (node->axis == -1)
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break;
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if (ent->v.absmin[node->axis] > node->dist)
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node = node->children[0];
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else if (ent->v.absmax[node->axis] < node->dist)
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node = node->children[1];
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else
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break; // crosses the node
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}
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// link it in
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if (ent->v.solid == SOLID_TRIGGER)
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InsertLinkBefore (&ent->area, &node->trigger_edicts);
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else
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InsertLinkBefore (&ent->area, &node->solid_edicts);
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// if touch_triggers, touch all entities at this node and decend for more
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if (touch_triggers)
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SV_TouchLinks ( ent, sv_areanodes );
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}
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/*
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===============================================================================
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POINT TESTING IN HULLS
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===============================================================================
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*/
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#if !id386
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/*
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==================
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SV_HullPointContents
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==================
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*/
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int SV_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 ("SV_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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#endif // !id386
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/*
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==================
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SV_PointContents
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==================
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*/
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int SV_PointContents (vec3_t p)
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{
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int cont;
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cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
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if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
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cont = CONTENTS_WATER;
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return cont;
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}
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int SV_TruePointContents (vec3_t p)
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{
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return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
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}
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|
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//===========================================================================
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|
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/*
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============
|
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SV_TestEntityPosition
|
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|
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This could be a lot more efficient...
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============
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*/
|
|
edict_t *SV_TestEntityPosition (edict_t *ent)
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{
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trace_t trace;
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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent);
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|
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if (trace.startsolid)
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return sv.edicts;
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return NULL;
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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
|
|
#define DIST_EPSILON (0.03125)
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|
|
/*
|
|
==================
|
|
SV_RecursiveHullCheck
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==================
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*/
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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_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 ("SV_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 SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
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if (t1 < 0 && t2 < 0)
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return SV_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 SV_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 SV_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 (!SV_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 (SV_HullPointContents (sv_hullmodel, mid, node->children[side])
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// == CONTENTS_SOLID)
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// {
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// Con_Printf ("mid PointInHullSolid\n");
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// return false;
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// }
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//#endif
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if (SV_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 SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
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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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if (!side)
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{
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VectorCopy (plane->normal, trace->plane.normal);
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trace->plane.dist = plane->dist;
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}
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else
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{
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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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while (SV_HullPointContents (hull, hull->firstclipnode, mid)
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== 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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{
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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Con_DPrintf ("backup past 0\n");
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return false;
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}
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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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}
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trace->fraction = midf;
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VectorCopy (mid, trace->endpos);
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return false;
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}
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/*
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==================
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SV_ClipMoveToEntity
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Handles selection or creation of a clipping hull, and offseting (and
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eventually rotation) of the end points
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==================
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*/
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trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
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{
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trace_t trace;
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vec3_t offset;
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vec3_t start_l, end_l;
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hull_t *hull;
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// fill in a default trace
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memset (&trace, 0, sizeof(trace_t));
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trace.fraction = 1;
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trace.allsolid = true;
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VectorCopy (end, trace.endpos);
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// get the clipping hull
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hull = SV_HullForEntity (ent, mins, maxs, offset);
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VectorSubtract (start, offset, start_l);
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VectorSubtract (end, offset, end_l);
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#ifdef QUAKE2
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// rotate start and end into the models frame of reference
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if (ent->v.solid == SOLID_BSP &&
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(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
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{
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vec3_t a;
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vec3_t forward, right, up;
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vec3_t temp;
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AngleVectors (ent->v.angles, forward, right, up);
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VectorCopy (start_l, temp);
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start_l[0] = DotProduct (temp, forward);
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start_l[1] = -DotProduct (temp, right);
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start_l[2] = DotProduct (temp, up);
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VectorCopy (end_l, temp);
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end_l[0] = DotProduct (temp, forward);
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end_l[1] = -DotProduct (temp, right);
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end_l[2] = DotProduct (temp, up);
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}
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#endif
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// trace a line through the apropriate clipping hull
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SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
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#ifdef QUAKE2
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// rotate endpos back to world frame of reference
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if (ent->v.solid == SOLID_BSP &&
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(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
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{
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vec3_t a;
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vec3_t forward, right, up;
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vec3_t temp;
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if (trace.fraction != 1)
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{
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VectorSubtract (vec3_origin, ent->v.angles, a);
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AngleVectors (a, forward, right, up);
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VectorCopy (trace.endpos, temp);
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trace.endpos[0] = DotProduct (temp, forward);
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trace.endpos[1] = -DotProduct (temp, right);
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trace.endpos[2] = DotProduct (temp, up);
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VectorCopy (trace.plane.normal, temp);
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trace.plane.normal[0] = DotProduct (temp, forward);
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trace.plane.normal[1] = -DotProduct (temp, right);
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trace.plane.normal[2] = DotProduct (temp, up);
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}
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}
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#endif
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// fix trace up by the offset
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if (trace.fraction != 1)
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VectorAdd (trace.endpos, offset, trace.endpos);
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// did we clip the move?
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if (trace.fraction < 1 || trace.startsolid )
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trace.ent = ent;
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return trace;
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}
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//===========================================================================
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/*
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====================
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SV_ClipToLinks
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Mins and maxs enclose the entire area swept by the move
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====================
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*/
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void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip )
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{
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link_t *l, *next;
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edict_t *touch;
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trace_t trace;
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// touch linked edicts
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for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next)
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{
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next = l->next;
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touch = EDICT_FROM_AREA(l);
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if (touch->v.solid == SOLID_NOT)
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continue;
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if (touch == clip->passedict)
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continue;
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if (touch->v.solid == SOLID_TRIGGER)
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Sys_Error ("Trigger in clipping list");
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if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
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continue;
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if (clip->boxmins[0] > touch->v.absmax[0]
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|| clip->boxmins[1] > touch->v.absmax[1]
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|| clip->boxmins[2] > touch->v.absmax[2]
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|| clip->boxmaxs[0] < touch->v.absmin[0]
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|| clip->boxmaxs[1] < touch->v.absmin[1]
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|| clip->boxmaxs[2] < touch->v.absmin[2] )
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continue;
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if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
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continue; // points never interact
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// might intersect, so do an exact clip
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if (clip->trace.allsolid)
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return;
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if (clip->passedict)
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{
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if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
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continue; // don't clip against own missiles
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if (PROG_TO_EDICT(clip->passedict->v.owner) == touch)
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continue; // don't clip against owner
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}
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if ((int)touch->v.flags & FL_MONSTER)
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trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end);
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else
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trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
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if (trace.allsolid || trace.startsolid ||
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trace.fraction < clip->trace.fraction)
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{
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trace.ent = touch;
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if (clip->trace.startsolid)
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{
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clip->trace = trace;
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clip->trace.startsolid = true;
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}
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else
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clip->trace = trace;
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}
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else if (trace.startsolid)
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clip->trace.startsolid = true;
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}
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// recurse down both sides
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if (node->axis == -1)
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return;
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if ( clip->boxmaxs[node->axis] > node->dist )
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SV_ClipToLinks ( node->children[0], clip );
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if ( clip->boxmins[node->axis] < node->dist )
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SV_ClipToLinks ( node->children[1], clip );
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}
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/*
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==================
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SV_MoveBounds
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==================
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*/
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void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
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{
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#if 0
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// debug to test against everything
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boxmins[0] = boxmins[1] = boxmins[2] = -9999;
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boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
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#else
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int i;
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for (i=0 ; i<3 ; i++)
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{
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if (end[i] > start[i])
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{
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boxmins[i] = start[i] + mins[i] - 1;
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boxmaxs[i] = end[i] + maxs[i] + 1;
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}
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else
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{
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boxmins[i] = end[i] + mins[i] - 1;
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boxmaxs[i] = start[i] + maxs[i] + 1;
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}
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}
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#endif
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}
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/*
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==================
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SV_Move
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==================
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*/
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trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict)
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{
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moveclip_t clip;
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int i;
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memset ( &clip, 0, sizeof ( moveclip_t ) );
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// clip to world
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clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end );
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clip.start = start;
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clip.end = end;
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clip.mins = mins;
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clip.maxs = maxs;
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clip.type = type;
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clip.passedict = passedict;
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if (type == MOVE_MISSILE)
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{
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for (i=0 ; i<3 ; i++)
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{
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clip.mins2[i] = -15;
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clip.maxs2[i] = 15;
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}
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}
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else
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{
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VectorCopy (mins, clip.mins2);
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VectorCopy (maxs, clip.maxs2);
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}
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// create the bounding box of the entire move
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SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
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// clip to entities
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SV_ClipToLinks ( sv_areanodes, &clip );
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return clip.trace;
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}
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