quakeforge/nq/source/world.c
Bill Currie 2367b0dc5f initial work at bringing nq's progs code up-to-snuff with qw's. Doesn't work
yet :( nq segs due to either mangled strings or mangled functions, not sure
yet.
2001-02-26 20:52:14 +00:00

976 lines
22 KiB
C

/*
world.c
@description@
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "world.h"
#include "model.h"
#include "server.h"
#include "sys.h"
#include "console.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.v.solid == SOLID_BSP) { // explicit hulls in the BSP model
if (ent->v.v.movetype != MOVETYPE_PUSH)
Sys_Error ("SOLID_BSP without MOVETYPE_PUSH");
model = sv.models[(int) ent->v.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.v.origin, offset);
} else { // create a temp hull from bounding
// box sizes
VectorSubtract (ent->v.v.mins, maxs, hullmins);
VectorSubtract (ent->v.v.maxs, mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
VectorCopy (ent->v.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.v.touch || touch->v.v.solid != SOLID_TRIGGER)
continue;
if (ent->v.v.absmin[0] > touch->v.v.absmax[0]
|| ent->v.v.absmin[1] > touch->v.v.absmax[1]
|| ent->v.v.absmin[2] > touch->v.v.absmax[2]
|| ent->v.v.absmax[0] < touch->v.v.absmin[0]
|| ent->v.v.absmax[1] < touch->v.v.absmin[1]
|| ent->v.v.absmax[2] < touch->v.v.absmin[2])
continue;
old_self = sv_pr_state.pr_global_struct->self;
old_other = sv_pr_state.pr_global_struct->other;
sv_pr_state.pr_global_struct->self =
EDICT_TO_PROG (&sv_pr_state, touch);
sv_pr_state.pr_global_struct->other = EDICT_TO_PROG (&sv_pr_state, ent);
sv_pr_state.pr_global_struct->time = sv.time;
PR_ExecuteProgram (&sv_pr_state, touch->v.v.touch);
sv_pr_state.pr_global_struct->self = old_self;
sv_pr_state.pr_global_struct->other = old_other;
}
// recurse down both sides
if (node->axis == -1)
return;
if (ent->v.v.absmax[node->axis] > node->dist)
SV_TouchLinks (ent, node->children[0]);
if (ent->v.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.v.absmin, ent->v.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.v.solid == SOLID_BSP &&
(ent->v.v.angles[0] || ent->v.v.angles[1] || ent->v.v.angles[2])) { // expand
//
// for
// rotation
float max, v;
int i;
max = 0;
for (i = 0; i < 3; i++) {
v = fabs (ent->v.v.mins[i]);
if (v > max)
max = v;
v = fabs (ent->v.v.maxs[i]);
if (v > max)
max = v;
}
for (i = 0; i < 3; i++) {
ent->v.v.absmin[i] = ent->v.v.origin[i] - max;
ent->v.v.absmax[i] = ent->v.v.origin[i] + max;
}
} else
#endif
{
VectorAdd (ent->v.v.origin, ent->v.v.mins, ent->v.v.absmin);
VectorAdd (ent->v.v.origin, ent->v.v.maxs, ent->v.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.v.flags & FL_ITEM) {
ent->v.v.absmin[0] -= 15;
ent->v.v.absmin[1] -= 15;
ent->v.v.absmax[0] += 15;
ent->v.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.v.absmin[0] -= 1;
ent->v.v.absmin[1] -= 1;
ent->v.v.absmin[2] -= 1;
ent->v.v.absmax[0] += 1;
ent->v.v.absmax[1] += 1;
ent->v.v.absmax[2] += 1;
}
// link to PVS leafs
ent->num_leafs = 0;
if (ent->v.v.modelindex)
SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);
if (ent->v.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.v.absmin[node->axis] > node->dist)
node = node->children[0];
else if (ent->v.v.absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
if (ent->v.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
===============================================================================
*/
#ifndef USE_INTEL_ASM
/*
==================
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 // USE_INTEL_ASM
/*
==================
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.v.origin, ent->v.v.mins, ent->v.v.maxs, ent->v.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.v.solid == SOLID_BSP &&
(ent->v.v.angles[0] || ent->v.v.angles[1] || ent->v.v.angles[2])) {
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
AngleVectors (ent->v.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.v.solid == SOLID_BSP &&
(ent->v.v.angles[0] || ent->v.v.angles[1] || ent->v.v.angles[2])) {
vec3_t a;
vec3_t forward, right, up;
vec3_t temp;
if (trace.fraction != 1) {
VectorSubtract (vec3_origin, ent->v.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.v.solid == SOLID_NOT)
continue;
if (touch == clip->passedict)
continue;
if (touch->v.v.solid == SOLID_TRIGGER)
Sys_Error ("Trigger in clipping list");
if (clip->type == MOVE_NOMONSTERS && touch->v.v.solid != SOLID_BSP)
continue;
if (clip->boxmins[0] > touch->v.v.absmax[0]
|| clip->boxmins[1] > touch->v.v.absmax[1]
|| clip->boxmins[2] > touch->v.v.absmax[2]
|| clip->boxmaxs[0] < touch->v.v.absmin[0]
|| clip->boxmaxs[1] < touch->v.v.absmin[1]
|| clip->boxmaxs[2] < touch->v.v.absmin[2])
continue;
if (clip->passedict && clip->passedict->v.v.size[0]
&& !touch->v.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 (&sv_pr_state, touch->v.v.owner) ==
clip->passedict) continue; // don't clip against own
// missiles
if (PROG_TO_EDICT (&sv_pr_state, clip->passedict->v.v.owner) ==
touch) continue; // don't clip against owner
}
if ((int) touch->v.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;
}