jediacademy/codemp/qcommon/cm_public.h

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2013-04-04 22:35:38 +00:00
#include "../game/q_shared.h"
#include "qfiles.h"
#ifdef _XBOX
void CM_LoadMap( const char *name, qboolean clientload, int *checksum);
#else
void CM_LoadMap( const char *name, qboolean clientload, int *checksum);
#endif
void CM_ClearMap( void );
clipHandle_t CM_InlineModel( int index ); // 0 = world, 1 + are bmodels
clipHandle_t CM_TempBoxModel( const vec3_t mins, const vec3_t maxs, int capsule );
void CM_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int CM_NumClusters (void);
int CM_NumInlineModels( void );
char *CM_EntityString (void);
// returns an ORed contents mask
int CM_PointContents( const vec3_t p, clipHandle_t model );
int CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void CM_BoxTrace ( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask, int capsule );
void CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles, int capsule );
#ifdef _XBOX
const byte *CM_ClusterPVS (int cluster);
#else
byte *CM_ClusterPVS (int cluster);
#endif
int CM_PointLeafnum( const vec3_t p );
// only returns non-solid leafs
// overflow if return listsize and if *lastLeaf != list[listsize-1]
int CM_BoxLeafnums( const vec3_t mins, const vec3_t maxs, int *boxList,
int listsize, int *lastLeaf );
//rwwRMG - changed to boxList to not conflict with list type
int CM_LeafCluster (int leafnum);
int CM_LeafArea (int leafnum);
void CM_AdjustAreaPortalState( int area1, int area2, qboolean open );
qboolean CM_AreasConnected( int area1, int area2 );
int CM_WriteAreaBits( byte *buffer, int area );
//rwwRMG - added:
bool CM_GenericBoxCollide(const vec3pair_t abounds, const vec3pair_t bbounds);
void CM_HandlePatchCollision(struct traceWork_s *tw, trace_t &trace, const vec3_t tStart, const vec3_t tEnd, class CCMPatch *patch, int checkcount);
void CM_CalcExtents(const vec3_t start, const vec3_t end, const struct traceWork_s *tw, vec3pair_t bounds);
// cm_tag.c
int CM_LerpTag( orientation_t *tag, clipHandle_t model, int startFrame, int endFrame,
float frac, const char *tagName );
// cm_marks.c
int CM_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection,
int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );
// cm_patch.c
void CM_DrawDebugSurface( void (*drawPoly)(int color, int numPoints, float *points) );
// cm_shader.cpp
const char *CM_GetShaderText(const char *key);
void CM_FreeShaderText(void);
void CM_LoadShaderText(qboolean forceReload);