#include "../game/q_shared.h" #include "qfiles.h" void CM_LoadMap( const char *name, qboolean clientload, int *checksum); 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 ); byte *CM_ClusterPVS (int cluster); 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 *list, int listsize, int *lastLeaf ); 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 ); // 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);