quakeforge-old/uquake/world.c
Jeff Teunissen c3f5581b0a Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.

This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.

And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00

962 lines
21 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// world.c -- world query functions
#include "quakedef.h"
/*
entities never clip against themselves, or their owner
line of sight checks trace->crosscontent, but bullets don't
*/
typedef struct
{
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
float *mins, *maxs; // size of the moving object
vec3_t mins2, maxs2; // size when clipping against mosnters
float *start, *end;
trace_t trace;
int type;
edict_t *passedict;
} moveclip_t;
int SV_HullPointContents (hull_t *hull, int num, vec3_t p);
/*
===============================================================================
HULL BOXES
===============================================================================
*/
static hull_t box_hull;
static dclipnode_t box_clipnodes[6];
static mplane_t box_planes[6];
/*
===================
SV_InitBoxHull
Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
void SV_InitBoxHull (void)
{
int i;
int side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
for (i=0 ; i<6 ; i++)
{
box_clipnodes[i].planenum = i;
side = i&1;
box_clipnodes[i].children[side] = CONTENTS_EMPTY;
if (i != 5)
box_clipnodes[i].children[side^1] = i + 1;
else
box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
box_planes[i].type = i>>1;
box_planes[i].normal[i>>1] = 1;
}
}
/*
===================
SV_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t *SV_HullForBox (vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
box_planes[2].dist = maxs[1];
box_planes[3].dist = mins[1];
box_planes[4].dist = maxs[2];
box_planes[5].dist = mins[2];
return &box_hull;
}
/*
================
SV_HullForEntity
Returns a hull that can be used for testing or clipping an object of mins/maxs
size.
Offset is filled in to contain the adjustment that must be added to the
testing object's origin to get a point to use with the returned hull.
================
*/
hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
{
model_t *model;
vec3_t size;
vec3_t hullmins, hullmaxs;
hull_t *hull;
// decide which clipping hull to use, based on the size
if (ent->v.solid == SOLID_BSP)
{ // explicit hulls in the BSP model
if (ent->v.movetype != MOVETYPE_PUSH)
Sys_Error ("SOLID_BSP without MOVETYPE_PUSH");
model = sv.models[ (int)ent->v.modelindex ];
if (!model || model->type != mod_brush)
Sys_Error ("MOVETYPE_PUSH with a non bsp model");
VectorSubtract (maxs, mins, size);
if (size[0] < 3)
hull = &model->hulls[0];
else if (size[0] <= 32)
hull = &model->hulls[1];
else
hull = &model->hulls[2];
// calculate an offset value to center the origin
VectorSubtract (hull->clip_mins, mins, offset);
VectorAdd (offset, ent->v.origin, offset);
}
else
{ // create a temp hull from bounding box sizes
VectorSubtract (ent->v.mins, maxs, hullmins);
VectorSubtract (ent->v.maxs, mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
VectorCopy (ent->v.origin, offset);
}
return hull;
}
/*
===============================================================================
ENTITY AREA CHECKING
===============================================================================
*/
typedef struct areanode_s
{
int axis; // -1 = leaf node
float dist;
struct areanode_s *children[2];
link_t trigger_edicts;
link_t solid_edicts;
} areanode_t;
#define AREA_DEPTH 4
#define AREA_NODES 32
static areanode_t sv_areanodes[AREA_NODES];
static int sv_numareanodes;
/*
===============
SV_CreateAreaNode
===============
*/
areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs)
{
areanode_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
anode = &sv_areanodes[sv_numareanodes];
sv_numareanodes++;
ClearLink (&anode->trigger_edicts);
ClearLink (&anode->solid_edicts);
if (depth == AREA_DEPTH)
{
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
return anode;
}
VectorSubtract (maxs, mins, size);
if (size[0] > size[1])
anode->axis = 0;
else
anode->axis = 1;
anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
VectorCopy (mins, mins1);
VectorCopy (mins, mins2);
VectorCopy (maxs, maxs1);
VectorCopy (maxs, maxs2);
maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
anode->children[0] = SV_CreateAreaNode (depth+1, mins2, maxs2);
anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void SV_ClearWorld (void)
{
SV_InitBoxHull ();
memset (sv_areanodes, 0, sizeof(sv_areanodes));
sv_numareanodes = 0;
SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs);
}
/*
===============
SV_UnlinkEdict
===============
*/
void SV_UnlinkEdict (edict_t *ent)
{
if (!ent->area.prev)
return; // not linked in anywhere
RemoveLink (&ent->area);
ent->area.prev = ent->area.next = NULL;
}
/*
====================
SV_TouchLinks
====================
*/
void SV_TouchLinks ( edict_t *ent, areanode_t *node )
{
link_t *l, *next;
edict_t *touch;
int old_self, old_other;
// touch linked edicts
for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next)
{
next = l->next;
touch = EDICT_FROM_AREA(l);
if (touch == ent)
continue;
if (!touch->v.touch || touch->v.solid != SOLID_TRIGGER)
continue;
if (ent->v.absmin[0] > touch->v.absmax[0]
|| ent->v.absmin[1] > touch->v.absmax[1]
|| ent->v.absmin[2] > touch->v.absmax[2]
|| ent->v.absmax[0] < touch->v.absmin[0]
|| ent->v.absmax[1] < touch->v.absmin[1]
|| ent->v.absmax[2] < touch->v.absmin[2] )
continue;
old_self = pr_global_struct->self;
old_other = pr_global_struct->other;
pr_global_struct->self = EDICT_TO_PROG(touch);
pr_global_struct->other = EDICT_TO_PROG(ent);
pr_global_struct->time = sv.time;
PR_ExecuteProgram (touch->v.touch);
pr_global_struct->self = old_self;
pr_global_struct->other = old_other;
}
// recurse down both sides
if (node->axis == -1)
return;
if ( ent->v.absmax[node->axis] > node->dist )
SV_TouchLinks ( ent, node->children[0] );
if ( ent->v.absmin[node->axis] < node->dist )
SV_TouchLinks ( ent, node->children[1] );
}
/*
===============
SV_FindTouchedLeafs
===============
*/
void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
{
mplane_t *splitplane;
mleaf_t *leaf;
int sides;
int leafnum;
if (node->contents == CONTENTS_SOLID)
return;
// add an efrag if the node is a leaf
if ( node->contents < 0)
{
if (ent->num_leafs == MAX_ENT_LEAFS)
return;
leaf = (mleaf_t *)node;
leafnum = leaf - sv.worldmodel->leafs - 1;
ent->leafnums[ent->num_leafs] = leafnum;
ent->num_leafs++;
return;
}
// NODE_MIXED
splitplane = node->plane;
sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
// recurse down the contacted sides
if (sides & 1)
SV_FindTouchedLeafs (ent, node->children[0]);
if (sides & 2)
SV_FindTouchedLeafs (ent, node->children[1]);
}
/*
===============
SV_LinkEdict
===============
*/
void SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
{
areanode_t *node;
if (ent->area.prev)
SV_UnlinkEdict (ent); // unlink from old position
if (ent == sv.edicts)
return; // don't add the world
if (ent->free)
return;
// set the abs box
#ifdef QUAKE2
if (ent->v.solid == SOLID_BSP &&
(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
{ // expand for rotation
float max, v;
int i;
max = 0;
for (i=0 ; i<3 ; i++)
{
v =fabs( ent->v.mins[i]);
if (v > max)
max = v;
v =fabs( ent->v.maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
ent->v.absmin[i] = ent->v.origin[i] - max;
ent->v.absmax[i] = ent->v.origin[i] + max;
}
}
else
#endif
{
VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
}
//
// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
//
if ((int)ent->v.flags & FL_ITEM)
{
ent->v.absmin[0] -= 15;
ent->v.absmin[1] -= 15;
ent->v.absmax[0] += 15;
ent->v.absmax[1] += 15;
}
else
{ // because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
ent->v.absmin[0] -= 1;
ent->v.absmin[1] -= 1;
ent->v.absmin[2] -= 1;
ent->v.absmax[0] += 1;
ent->v.absmax[1] += 1;
ent->v.absmax[2] += 1;
}
// link to PVS leafs
ent->num_leafs = 0;
if (ent->v.modelindex)
SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);
if (ent->v.solid == SOLID_NOT)
return;
// find the first node that the ent's box crosses
node = sv_areanodes;
while (1)
{
if (node->axis == -1)
break;
if (ent->v.absmin[node->axis] > node->dist)
node = node->children[0];
else if (ent->v.absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
if (ent->v.solid == SOLID_TRIGGER)
InsertLinkBefore (&ent->area, &node->trigger_edicts);
else
InsertLinkBefore (&ent->area, &node->solid_edicts);
// if touch_triggers, touch all entities at this node and decend for more
if (touch_triggers)
SV_TouchLinks ( ent, sv_areanodes );
}
/*
===============================================================================
POINT TESTING IN HULLS
===============================================================================
*/
#if !id386
/*
==================
SV_HullPointContents
==================
*/
int SV_HullPointContents (hull_t *hull, int num, vec3_t p)
{
float d;
dclipnode_t *node;
mplane_t *plane;
while (num >= 0)
{
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("SV_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DotProduct (plane->normal, p) - plane->dist;
if (d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
}
#endif // !id386
/*
==================
SV_PointContents
==================
*/
int SV_PointContents (vec3_t p)
{
int cont;
cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
cont = CONTENTS_WATER;
return cont;
}
int SV_TruePointContents (vec3_t p)
{
return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
}
//===========================================================================
/*
============
SV_TestEntityPosition
This could be a lot more efficient...
============
*/
edict_t *SV_TestEntityPosition (edict_t *ent)
{
trace_t trace;
trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent);
if (trace.startsolid)
return sv.edicts;
return NULL;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
/*
==================
SV_RecursiveHullCheck
==================
*/
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac;
int i;
vec3_t mid;
int side;
float midf;
// check for empty
if (num < 0)
{
if (num != CONTENTS_SOLID)
{
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
}
else
trace->startsolid = true;
return true; // empty
}
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("SV_RecursiveHullCheck: bad node number");
//
// find the point distances
//
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
{
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
}
else
{
t1 = DotProduct (plane->normal, p1) - plane->dist;
t2 = DotProduct (plane->normal, p2) - plane->dist;
}
#if 1
if (t1 >= 0 && t2 >= 0)
return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
if (t1 < 0 && t2 < 0)
return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#else
if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#endif
// put the crosspoint DIST_EPSILON pixels on the near side
if (t1 < 0)
frac = (t1 + DIST_EPSILON)/(t1-t2);
else
frac = (t1 - DIST_EPSILON)/(t1-t2);
if (frac < 0)
frac = 0;
if (frac > 1)
frac = 1;
midf = p1f + (p2f - p1f)*frac;
for (i=0 ; i<3 ; i++)
mid[i] = p1[i] + frac*(p2[i] - p1[i]);
side = (t1 < 0);
// move up to the node
if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
return false;
#ifdef PARANOID
if (SV_HullPointContents (sv_hullmodel, mid, node->children[side])
== CONTENTS_SOLID)
{
Con_Printf ("mid PointInHullSolid\n");
return false;
}
#endif
if (SV_HullPointContents (hull, node->children[side^1], mid)
!= CONTENTS_SOLID)
// go past the node
return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
if (trace->allsolid)
return false; // never got out of the solid area
//==================
// the other side of the node is solid, this is the impact point
//==================
if (!side)
{
VectorCopy (plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
}
else
{
VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
while (SV_HullPointContents (hull, hull->firstclipnode, mid)
== CONTENTS_SOLID)
{ // shouldn't really happen, but does occasionally
frac -= 0.1;
if (frac < 0)
{
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
Con_DPrintf ("backup past 0\n");
return false;
}
midf = p1f + (p2f - p1f)*frac;
for (i=0 ; i<3 ; i++)
mid[i] = p1[i] + frac*(p2[i] - p1[i]);
}
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
return false;
}
/*
==================
SV_ClipMoveToEntity
Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
{
trace_t trace;
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
// fill in a default trace
memset (&trace, 0, sizeof(trace_t));
trace.fraction = 1;
trace.allsolid = true;
VectorCopy (end, trace.endpos);
// get the clipping hull
hull = SV_HullForEntity (ent, mins, maxs, offset);
VectorSubtract (start, offset, start_l);
VectorSubtract (end, offset, end_l);
#ifdef QUAKE2
// rotate start and end into the models frame of reference
if (ent->v.solid == SOLID_BSP &&
(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
{
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
AngleVectors (ent->v.angles, forward, right, up);
VectorCopy (start_l, temp);
start_l[0] = DotProduct (temp, forward);
start_l[1] = -DotProduct (temp, right);
start_l[2] = DotProduct (temp, up);
VectorCopy (end_l, temp);
end_l[0] = DotProduct (temp, forward);
end_l[1] = -DotProduct (temp, right);
end_l[2] = DotProduct (temp, up);
}
#endif
// trace a line through the apropriate clipping hull
SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
#ifdef QUAKE2
// rotate endpos back to world frame of reference
if (ent->v.solid == SOLID_BSP &&
(ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
{
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
if (trace.fraction != 1)
{
VectorSubtract (vec3_origin, ent->v.angles, a);
AngleVectors (a, forward, right, up);
VectorCopy (trace.endpos, temp);
trace.endpos[0] = DotProduct (temp, forward);
trace.endpos[1] = -DotProduct (temp, right);
trace.endpos[2] = DotProduct (temp, up);
VectorCopy (trace.plane.normal, temp);
trace.plane.normal[0] = DotProduct (temp, forward);
trace.plane.normal[1] = -DotProduct (temp, right);
trace.plane.normal[2] = DotProduct (temp, up);
}
}
#endif
// fix trace up by the offset
if (trace.fraction != 1)
VectorAdd (trace.endpos, offset, trace.endpos);
// did we clip the move?
if (trace.fraction < 1 || trace.startsolid )
trace.ent = ent;
return trace;
}
//===========================================================================
/*
====================
SV_ClipToLinks
Mins and maxs enclose the entire area swept by the move
====================
*/
void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip )
{
link_t *l, *next;
edict_t *touch;
trace_t trace;
// touch linked edicts
for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next)
{
next = l->next;
touch = EDICT_FROM_AREA(l);
if (touch->v.solid == SOLID_NOT)
continue;
if (touch == clip->passedict)
continue;
if (touch->v.solid == SOLID_TRIGGER)
Sys_Error ("Trigger in clipping list");
if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
continue;
if (clip->boxmins[0] > touch->v.absmax[0]
|| clip->boxmins[1] > touch->v.absmax[1]
|| clip->boxmins[2] > touch->v.absmax[2]
|| clip->boxmaxs[0] < touch->v.absmin[0]
|| clip->boxmaxs[1] < touch->v.absmin[1]
|| clip->boxmaxs[2] < touch->v.absmin[2] )
continue;
if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
continue; // points never interact
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
if (clip->passedict)
{
if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
continue; // don't clip against own missiles
if (PROG_TO_EDICT(clip->passedict->v.owner) == touch)
continue; // don't clip against owner
}
if ((int)touch->v.flags & FL_MONSTER)
trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end);
else
trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
if (trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
if (clip->trace.startsolid)
{
clip->trace = trace;
clip->trace.startsolid = true;
}
else
clip->trace = trace;
}
else if (trace.startsolid)
clip->trace.startsolid = true;
}
// recurse down both sides
if (node->axis == -1)
return;
if ( clip->boxmaxs[node->axis] > node->dist )
SV_ClipToLinks ( node->children[0], clip );
if ( clip->boxmins[node->axis] < node->dist )
SV_ClipToLinks ( node->children[1], clip );
}
/*
==================
SV_MoveBounds
==================
*/
void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
#if 0
// debug to test against everything
boxmins[0] = boxmins[1] = boxmins[2] = -9999;
boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
#else
int i;
for (i=0 ; i<3 ; i++)
{
if (end[i] > start[i])
{
boxmins[i] = start[i] + mins[i] - 1;
boxmaxs[i] = end[i] + maxs[i] + 1;
}
else
{
boxmins[i] = end[i] + mins[i] - 1;
boxmaxs[i] = start[i] + maxs[i] + 1;
}
}
#endif
}
/*
==================
SV_Move
==================
*/
trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict)
{
moveclip_t clip;
int i;
memset ( &clip, 0, sizeof ( moveclip_t ) );
// clip to world
clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end );
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = type;
clip.passedict = passedict;
if (type == MOVE_MISSILE)
{
for (i=0 ; i<3 ; i++)
{
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
}
else
{
VectorCopy (mins, clip.mins2);
VectorCopy (maxs, clip.maxs2);
}
// create the bounding box of the entire move
SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
// clip to entities
SV_ClipToLinks ( sv_areanodes, &clip );
return clip.trace;
}