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https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-22 02:11:19 +00:00
Whitespace, plus inline a few small functions.
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5bd524cd8b
commit
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3 changed files with 36 additions and 51 deletions
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@ -56,15 +56,15 @@ static __attribute__ ((unused)) const char rcsid[] =
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*/
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typedef struct {
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vec3_t boxmins, boxmaxs; // enclose the test object along
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vec3_t boxmins, boxmaxs; // enclose the test object along
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// entire move
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const float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against
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const float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against
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// monsters
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const 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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const 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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/* HULL BOXES */
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@ -106,7 +106,7 @@ SV_InitHull (hull_t *hull, dclipnode_t *clipnodes, mplane_t *planes)
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}
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}
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static void
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static inline void
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SV_InitBoxHull (void)
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{
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SV_InitHull (&box_hull, box_clipnodes, box_planes);
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@ -118,7 +118,7 @@ SV_InitBoxHull (void)
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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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static hull_t *
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static inline hull_t *
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SV_HullForBox (const vec3_t mins, const vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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@ -143,8 +143,8 @@ hull_t *
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SV_HullForEntity (edict_t *ent, const vec3_t mins, const vec3_t maxs,
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vec3_t offset)
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{
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hull_t *hull = 0;
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int hull_index = 0;
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hull_t *hull = 0;
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model_t *model;
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vec3_t hullmins, hullmaxs, size;
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@ -248,7 +248,6 @@ SV_ClearWorld (void)
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link_t **sv_link_next;
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link_t **sv_link_prev;
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void
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SV_UnlinkEdict (edict_t *ent)
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{
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@ -262,7 +261,6 @@ SV_UnlinkEdict (edict_t *ent)
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ent->area.prev = ent->area.next = NULL;
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}
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static void
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SV_TouchLinks (edict_t *ent, areanode_t *node)
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{
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@ -309,7 +307,6 @@ SV_TouchLinks (edict_t *ent, areanode_t *node)
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SV_TouchLinks (ent, node->children[1]);
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}
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static void
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SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
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{
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@ -356,7 +353,6 @@ SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
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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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@ -421,9 +417,9 @@ SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
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int
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SV_HullPointContents (hull_t *hull, int num, const vec3_t p)
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{
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float d;
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dclipnode_t *node;
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float d;
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mplane_t *plane;
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mplane_t *plane;
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while (num >= 0) {
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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@ -495,9 +491,9 @@ qboolean
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SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
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const vec3_t p1, const vec3_t p2, trace_t *trace)
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{
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dclipnode_t *node;
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float frac, midf, t1, t2;
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int side, i;
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dclipnode_t *node;
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mplane_t *plane;
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vec3_t mid;
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@ -535,7 +531,7 @@ SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
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side = (t1 < 0);
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frac = t1 / (t1 - t2);
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//frac = bound (0, frac, 1); // is this needed?
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// frac = bound (0, frac, 1); // is this needed?
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midf = p1f + (p2f - p1f) * frac;
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for (i = 0; i < 3; i++)
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@ -707,7 +703,7 @@ SV_ClipToLinks (areanode_t *node, moveclip_t * clip)
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SV_ClipToLinks (node->children[1], clip);
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}
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static void
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static inline void
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SV_MoveBounds (const vec3_t start, const vec3_t mins, const vec3_t maxs,
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const vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
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{
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@ -742,7 +738,6 @@ SV_Move (const vec3_t start, const vec3_t mins, const vec3_t maxs,
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// clip to world
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clip.trace = SV_ClipMoveToEntity (sv.edicts, passedict, start,
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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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@ -770,13 +765,12 @@ SV_Move (const vec3_t start, const vec3_t mins, const vec3_t maxs,
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return clip.trace;
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}
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edict_t *
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SV_TestPlayerPosition (edict_t *ent, const vec3_t origin)
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{
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int e;
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edict_t *check;
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hull_t *hull;
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int e;
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vec3_t boxmins, boxmaxs, offset;
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// check world first
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@ -51,7 +51,6 @@ static dclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
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/*
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PM_InitBoxHull
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@ -91,7 +90,7 @@ PM_InitBoxHull (void)
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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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static hull_t *
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static inline hull_t *
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PM_HullForBox (const vec3_t mins, const vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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@ -107,9 +106,9 @@ PM_HullForBox (const vec3_t mins, const vec3_t maxs)
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inline int
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PM_HullPointContents (hull_t *hull, int num, const vec3_t p)
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{
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float d;
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dclipnode_t *node;
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float d;
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mplane_t *plane;
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mplane_t *plane;
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while (num >= 0) {
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node = hull->clipnodes + num;
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@ -131,10 +130,10 @@ PM_HullPointContents (hull_t *hull, int num, const vec3_t p)
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int
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PM_PointContents (const vec3_t p)
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{
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dclipnode_t *node;
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float d;
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hull_t *hull;
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int num;
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dclipnode_t *node;
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hull_t *hull;
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mplane_t *plane;
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hull = &pmove.physents[0].model->hulls[0];
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@ -181,9 +180,9 @@ fill_trace (hull_t *hull, int num, int side,
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const vec3_t p1, const vec3_t p2, float p1f, float p2f,
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float t1, float t2, pmtrace_t *trace)
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{
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mplane_t *plane;
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float frac;
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int i;
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mplane_t *plane;
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// the other side of the node is solid, this is the impact point
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// put the crosspoint DIST_EPSILON pixels on the near side to guarantee
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@ -235,12 +234,10 @@ qboolean
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PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
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const vec3_t p1, const vec3_t p2, pmtrace_t *trace)
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{
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int front, back;
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int front, back, side;
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dclipnode_t *node;
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float t1, t2, midf;
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int side;
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vec3_t mid;
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vec3_t _p1;
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float midf, t1, t2;
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vec3_t mid, _p1;
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while (1) {
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while (num >= 0) {
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@ -56,14 +56,14 @@ static __attribute__ ((unused)) const char rcsid[] =
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*/
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typedef struct {
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vec3_t boxmins, boxmaxs; // enclose the test object along
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vec3_t boxmins, boxmaxs; // enclose the test object along
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// entire move
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const float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against
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const float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against
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// monsters
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const float *start, *end;
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trace_t trace;
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int type;
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const 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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@ -106,7 +106,7 @@ SV_InitHull (hull_t *hull, dclipnode_t *clipnodes, mplane_t *planes)
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}
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}
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static void
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static inline void
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SV_InitBoxHull (void)
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{
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SV_InitHull (&box_hull, box_clipnodes, box_planes);
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@ -118,7 +118,7 @@ SV_InitBoxHull (void)
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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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static hull_t *
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static inline hull_t *
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SV_HullForBox (const vec3_t mins, const vec3_t maxs)
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{
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box_planes[0].dist = maxs[0];
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@ -248,7 +248,6 @@ SV_ClearWorld (void)
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link_t **sv_link_next;
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link_t **sv_link_prev;
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void
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SV_UnlinkEdict (edict_t *ent)
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{
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@ -262,12 +261,11 @@ SV_UnlinkEdict (edict_t *ent)
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ent->area.prev = ent->area.next = NULL;
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}
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static void
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SV_TouchLinks (edict_t *ent, areanode_t *node)
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{
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edict_t *touch;
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int old_self, old_other;
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edict_t *touch;
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link_t *l, *next;
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// touch linked edicts
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@ -309,7 +307,6 @@ SV_TouchLinks (edict_t *ent, areanode_t *node)
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SV_TouchLinks (ent, node->children[1]);
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}
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static void
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SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
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{
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@ -356,7 +353,6 @@ SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
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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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@ -421,9 +417,9 @@ SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
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int
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SV_HullPointContents (hull_t *hull, int num, const vec3_t p)
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{
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float d;
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dclipnode_t *node;
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float d;
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mplane_t *plane;
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mplane_t *plane;
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while (num >= 0) {
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if (num < hull->firstclipnode || num > hull->lastclipnode)
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@ -482,7 +478,6 @@ SV_TestEntityPosition (edict_t *ent)
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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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@ -770,7 +765,6 @@ SV_Move (const vec3_t start, const vec3_t mins, const vec3_t maxs,
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return clip.trace;
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}
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edict_t *
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SV_TestPlayerPosition (edict_t *ent, const vec3_t origin)
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{
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