mirror of
https://github.com/DrBeef/ioq3quest.git
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691 lines
16 KiB
C
691 lines
16 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// world.c -- world query functions
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#include "server.h"
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/*
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================
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SV_ClipHandleForEntity
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Returns a headnode that can be used for testing or clipping to a
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given entity. If the entity is a bsp model, the headnode will
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be returned, otherwise a custom box tree will be constructed.
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================
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*/
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clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) {
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if ( ent->r.bmodel ) {
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// explicit hulls in the BSP model
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return CM_InlineModel( ent->s.modelindex );
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}
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if ( ent->r.svFlags & SVF_CAPSULE ) {
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// create a temp capsule from bounding box sizes
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return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue );
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}
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// create a temp tree from bounding box sizes
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return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse );
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}
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/*
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===============================================================================
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ENTITY CHECKING
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To avoid linearly searching through lists of entities during environment testing,
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the world is carved up with an evenly spaced, axially aligned bsp tree. Entities
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are kept in chains either at the final leafs, or at the first node that splits
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them, which prevents having to deal with multiple fragments of a single entity.
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===============================================================================
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*/
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typedef struct worldSector_s {
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int axis; // -1 = leaf node
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float dist;
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struct worldSector_s *children[2];
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svEntity_t *entities;
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} worldSector_t;
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#define AREA_DEPTH 4
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#define AREA_NODES 64
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worldSector_t sv_worldSectors[AREA_NODES];
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int sv_numworldSectors;
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/*
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===============
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SV_SectorList_f
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===============
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*/
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void SV_SectorList_f( void ) {
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int i, c;
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worldSector_t *sec;
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svEntity_t *ent;
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for ( i = 0 ; i < AREA_NODES ; i++ ) {
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sec = &sv_worldSectors[i];
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c = 0;
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for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) {
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c++;
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}
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Com_Printf( "sector %i: %i entities\n", i, c );
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}
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}
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/*
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===============
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SV_CreateworldSector
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Builds a uniformly subdivided tree for the given world size
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===============
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*/
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worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) {
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worldSector_t *anode;
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vec3_t size;
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vec3_t mins1, maxs1, mins2, maxs2;
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anode = &sv_worldSectors[sv_numworldSectors];
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sv_numworldSectors++;
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if (depth == AREA_DEPTH) {
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anode->axis = -1;
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anode->children[0] = anode->children[1] = NULL;
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return anode;
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}
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VectorSubtract (maxs, mins, size);
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if (size[0] > size[1]) {
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anode->axis = 0;
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} else {
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anode->axis = 1;
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}
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anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
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VectorCopy (mins, mins1);
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VectorCopy (mins, mins2);
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VectorCopy (maxs, maxs1);
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VectorCopy (maxs, maxs2);
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maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
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anode->children[0] = SV_CreateworldSector (depth+1, mins2, maxs2);
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anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1);
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return anode;
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}
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/*
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===============
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SV_ClearWorld
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===============
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*/
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void SV_ClearWorld( void ) {
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clipHandle_t h;
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vec3_t mins, maxs;
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Com_Memset( sv_worldSectors, 0, sizeof(sv_worldSectors) );
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sv_numworldSectors = 0;
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// get world map bounds
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h = CM_InlineModel( 0 );
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CM_ModelBounds( h, mins, maxs );
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SV_CreateworldSector( 0, mins, maxs );
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}
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/*
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===============
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SV_UnlinkEntity
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===============
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*/
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void SV_UnlinkEntity( sharedEntity_t *gEnt ) {
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svEntity_t *ent;
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svEntity_t *scan;
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worldSector_t *ws;
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ent = SV_SvEntityForGentity( gEnt );
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gEnt->r.linked = qfalse;
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ws = ent->worldSector;
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if ( !ws ) {
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return; // not linked in anywhere
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}
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ent->worldSector = NULL;
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if ( ws->entities == ent ) {
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ws->entities = ent->nextEntityInWorldSector;
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return;
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}
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for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) {
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if ( scan->nextEntityInWorldSector == ent ) {
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scan->nextEntityInWorldSector = ent->nextEntityInWorldSector;
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return;
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}
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}
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Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" );
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}
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/*
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===============
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SV_LinkEntity
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===============
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*/
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#define MAX_TOTAL_ENT_LEAFS 128
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void SV_LinkEntity( sharedEntity_t *gEnt ) {
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worldSector_t *node;
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int leafs[MAX_TOTAL_ENT_LEAFS];
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int cluster;
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int num_leafs;
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int i, j, k;
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int area;
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int lastLeaf;
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float *origin, *angles;
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svEntity_t *ent;
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ent = SV_SvEntityForGentity( gEnt );
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if ( ent->worldSector ) {
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SV_UnlinkEntity( gEnt ); // unlink from old position
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}
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// encode the size into the entityState_t for client prediction
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if ( gEnt->r.bmodel ) {
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gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value
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} else if ( gEnt->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
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// assume that x/y are equal and symetric
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i = gEnt->r.maxs[0];
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if (i<1)
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i = 1;
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if (i>255)
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i = 255;
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// z is not symetric
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j = (-gEnt->r.mins[2]);
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if (j<1)
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j = 1;
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if (j>255)
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j = 255;
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// and z maxs can be negative...
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k = (gEnt->r.maxs[2]+32);
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if (k<1)
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k = 1;
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if (k>255)
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k = 255;
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gEnt->s.solid = (k<<16) | (j<<8) | i;
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} else {
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gEnt->s.solid = 0;
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}
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// get the position
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origin = gEnt->r.currentOrigin;
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angles = gEnt->r.currentAngles;
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// set the abs box
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if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) {
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// expand for rotation
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float max;
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int i;
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max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs );
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for (i=0 ; i<3 ; i++) {
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gEnt->r.absmin[i] = origin[i] - max;
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gEnt->r.absmax[i] = origin[i] + max;
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}
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} else {
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// normal
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VectorAdd (origin, gEnt->r.mins, gEnt->r.absmin);
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VectorAdd (origin, gEnt->r.maxs, gEnt->r.absmax);
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}
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// because movement is clipped an epsilon away from an actual edge,
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// we must fully check even when bounding boxes don't quite touch
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gEnt->r.absmin[0] -= 1;
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gEnt->r.absmin[1] -= 1;
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gEnt->r.absmin[2] -= 1;
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gEnt->r.absmax[0] += 1;
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gEnt->r.absmax[1] += 1;
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gEnt->r.absmax[2] += 1;
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// link to PVS leafs
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ent->numClusters = 0;
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ent->lastCluster = 0;
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ent->areanum = -1;
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ent->areanum2 = -1;
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//get all leafs, including solids
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num_leafs = CM_BoxLeafnums( gEnt->r.absmin, gEnt->r.absmax,
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leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );
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// if none of the leafs were inside the map, the
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// entity is outside the world and can be considered unlinked
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if ( !num_leafs ) {
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return;
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}
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// set areas, even from clusters that don't fit in the entity array
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for (i=0 ; i<num_leafs ; i++) {
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area = CM_LeafArea (leafs[i]);
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if (area != -1) {
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// doors may legally straggle two areas,
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// but nothing should evern need more than that
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if (ent->areanum != -1 && ent->areanum != area) {
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if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
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Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
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gEnt->s.number,
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gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);
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}
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ent->areanum2 = area;
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} else {
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ent->areanum = area;
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}
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}
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}
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// store as many explicit clusters as we can
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ent->numClusters = 0;
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for (i=0 ; i < num_leafs ; i++) {
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cluster = CM_LeafCluster( leafs[i] );
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if ( cluster != -1 ) {
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ent->clusternums[ent->numClusters++] = cluster;
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if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
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break;
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}
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}
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}
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// store off a last cluster if we need to
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if ( i != num_leafs ) {
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ent->lastCluster = CM_LeafCluster( lastLeaf );
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}
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gEnt->r.linkcount++;
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// find the first world sector node that the ent's box crosses
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node = sv_worldSectors;
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while (1)
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{
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if (node->axis == -1)
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break;
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if ( gEnt->r.absmin[node->axis] > node->dist)
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node = node->children[0];
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else if ( gEnt->r.absmax[node->axis] < node->dist)
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node = node->children[1];
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else
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break; // crosses the node
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}
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// link it in
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ent->worldSector = node;
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ent->nextEntityInWorldSector = node->entities;
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node->entities = ent;
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gEnt->r.linked = qtrue;
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}
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/*
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============================================================================
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AREA QUERY
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Fills in a list of all entities who's absmin / absmax intersects the given
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bounds. This does NOT mean that they actually touch in the case of bmodels.
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============================================================================
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*/
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typedef struct {
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const float *mins;
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const float *maxs;
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int *list;
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int count, maxcount;
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} areaParms_t;
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/*
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====================
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SV_AreaEntities_r
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====================
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*/
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void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
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svEntity_t *check, *next;
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sharedEntity_t *gcheck;
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int count;
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count = 0;
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for ( check = node->entities ; check ; check = next ) {
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next = check->nextEntityInWorldSector;
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gcheck = SV_GEntityForSvEntity( check );
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if ( gcheck->r.absmin[0] > ap->maxs[0]
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|| gcheck->r.absmin[1] > ap->maxs[1]
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|| gcheck->r.absmin[2] > ap->maxs[2]
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|| gcheck->r.absmax[0] < ap->mins[0]
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|| gcheck->r.absmax[1] < ap->mins[1]
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|| gcheck->r.absmax[2] < ap->mins[2]) {
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continue;
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}
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if ( ap->count == ap->maxcount ) {
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Com_Printf ("SV_AreaEntities: MAXCOUNT\n");
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return;
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}
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ap->list[ap->count] = check - sv.svEntities;
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ap->count++;
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}
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if (node->axis == -1) {
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return; // terminal node
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}
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// recurse down both sides
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if ( ap->maxs[node->axis] > node->dist ) {
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SV_AreaEntities_r ( node->children[0], ap );
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}
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if ( ap->mins[node->axis] < node->dist ) {
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SV_AreaEntities_r ( node->children[1], ap );
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}
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}
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/*
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================
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SV_AreaEntities
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================
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*/
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int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ) {
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areaParms_t ap;
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ap.mins = mins;
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ap.maxs = maxs;
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ap.list = entityList;
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ap.count = 0;
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ap.maxcount = maxcount;
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SV_AreaEntities_r( sv_worldSectors, &ap );
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return ap.count;
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}
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//===========================================================================
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typedef struct {
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vec3_t boxmins, boxmaxs;// enclose the test object along entire move
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const float *mins;
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const float *maxs; // size of the moving object
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const float *start;
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vec3_t end;
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trace_t trace;
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int passEntityNum;
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int contentmask;
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int capsule;
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} moveclip_t;
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/*
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====================
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SV_ClipToEntity
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====================
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*/
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void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule ) {
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sharedEntity_t *touch;
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clipHandle_t clipHandle;
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float *origin, *angles;
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touch = SV_GentityNum( entityNum );
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Com_Memset(trace, 0, sizeof(trace_t));
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// if it doesn't have any brushes of a type we
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// are looking for, ignore it
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if ( ! ( contentmask & touch->r.contents ) ) {
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trace->fraction = 1.0;
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return;
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}
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// might intersect, so do an exact clip
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clipHandle = SV_ClipHandleForEntity (touch);
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origin = touch->r.currentOrigin;
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angles = touch->r.currentAngles;
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if ( !touch->r.bmodel ) {
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angles = vec3_origin; // boxes don't rotate
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}
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CM_TransformedBoxTrace ( trace, (float *)start, (float *)end,
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(float *)mins, (float *)maxs, clipHandle, contentmask,
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origin, angles, capsule);
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if ( trace->fraction < 1 ) {
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trace->entityNum = touch->s.number;
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}
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}
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/*
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====================
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SV_ClipMoveToEntities
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====================
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*/
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void SV_ClipMoveToEntities( moveclip_t *clip ) {
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int i, num;
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int touchlist[MAX_GENTITIES];
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sharedEntity_t *touch;
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int passOwnerNum;
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trace_t trace;
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clipHandle_t clipHandle;
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float *origin, *angles;
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num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);
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if ( clip->passEntityNum != ENTITYNUM_NONE ) {
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passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
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if ( passOwnerNum == ENTITYNUM_NONE ) {
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passOwnerNum = -1;
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}
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} else {
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passOwnerNum = -1;
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}
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for ( i=0 ; i<num ; i++ ) {
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if ( clip->trace.allsolid ) {
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return;
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}
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touch = SV_GentityNum( touchlist[i] );
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// see if we should ignore this entity
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if ( clip->passEntityNum != ENTITYNUM_NONE ) {
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if ( touchlist[i] == clip->passEntityNum ) {
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continue; // don't clip against the pass entity
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}
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if ( touch->r.ownerNum == clip->passEntityNum ) {
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continue; // don't clip against own missiles
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}
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if ( touch->r.ownerNum == passOwnerNum ) {
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continue; // don't clip against other missiles from our owner
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}
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}
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// if it doesn't have any brushes of a type we
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// are looking for, ignore it
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if ( ! ( clip->contentmask & touch->r.contents ) ) {
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continue;
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}
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// might intersect, so do an exact clip
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clipHandle = SV_ClipHandleForEntity (touch);
|
|
|
|
origin = touch->r.currentOrigin;
|
|
angles = touch->r.currentAngles;
|
|
|
|
|
|
if ( !touch->r.bmodel ) {
|
|
angles = vec3_origin; // boxes don't rotate
|
|
}
|
|
|
|
CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
|
|
(float *)clip->mins, (float *)clip->maxs, clipHandle, clip->contentmask,
|
|
origin, angles, clip->capsule);
|
|
|
|
if ( trace.allsolid ) {
|
|
clip->trace.allsolid = qtrue;
|
|
trace.entityNum = touch->s.number;
|
|
} else if ( trace.startsolid ) {
|
|
clip->trace.startsolid = qtrue;
|
|
trace.entityNum = touch->s.number;
|
|
}
|
|
|
|
if ( trace.fraction < clip->trace.fraction ) {
|
|
qboolean oldStart;
|
|
|
|
// make sure we keep a startsolid from a previous trace
|
|
oldStart = clip->trace.startsolid;
|
|
|
|
trace.entityNum = touch->s.number;
|
|
clip->trace = trace;
|
|
clip->trace.startsolid |= oldStart;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_Trace
|
|
|
|
Moves the given mins/maxs volume through the world from start to end.
|
|
passEntityNum and entities owned by passEntityNum are explicitly not checked.
|
|
==================
|
|
*/
|
|
void SV_Trace( trace_t *results, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule ) {
|
|
moveclip_t clip;
|
|
int i;
|
|
|
|
if ( !mins ) {
|
|
mins = vec3_origin;
|
|
}
|
|
if ( !maxs ) {
|
|
maxs = vec3_origin;
|
|
}
|
|
|
|
Com_Memset ( &clip, 0, sizeof ( moveclip_t ) );
|
|
|
|
// clip to world
|
|
CM_BoxTrace( &clip.trace, start, end, mins, maxs, 0, contentmask, capsule );
|
|
clip.trace.entityNum = clip.trace.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
|
|
if ( clip.trace.fraction == 0 ) {
|
|
*results = clip.trace;
|
|
return; // blocked immediately by the world
|
|
}
|
|
|
|
clip.contentmask = contentmask;
|
|
clip.start = start;
|
|
// VectorCopy( clip.trace.endpos, clip.end );
|
|
VectorCopy( end, clip.end );
|
|
clip.mins = mins;
|
|
clip.maxs = maxs;
|
|
clip.passEntityNum = passEntityNum;
|
|
clip.capsule = capsule;
|
|
|
|
// create the bounding box of the entire move
|
|
// we can limit it to the part of the move not
|
|
// already clipped off by the world, which can be
|
|
// a significant savings for line of sight and shot traces
|
|
for ( i=0 ; i<3 ; i++ ) {
|
|
if ( end[i] > start[i] ) {
|
|
clip.boxmins[i] = clip.start[i] + clip.mins[i] - 1;
|
|
clip.boxmaxs[i] = clip.end[i] + clip.maxs[i] + 1;
|
|
} else {
|
|
clip.boxmins[i] = clip.end[i] + clip.mins[i] - 1;
|
|
clip.boxmaxs[i] = clip.start[i] + clip.maxs[i] + 1;
|
|
}
|
|
}
|
|
|
|
// clip to other solid entities
|
|
SV_ClipMoveToEntities ( &clip );
|
|
|
|
*results = clip.trace;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_PointContents
|
|
=============
|
|
*/
|
|
int SV_PointContents( const vec3_t p, int passEntityNum ) {
|
|
int touch[MAX_GENTITIES];
|
|
sharedEntity_t *hit;
|
|
int i, num;
|
|
int contents, c2;
|
|
clipHandle_t clipHandle;
|
|
float *angles;
|
|
|
|
// get base contents from world
|
|
contents = CM_PointContents( p, 0 );
|
|
|
|
// or in contents from all the other entities
|
|
num = SV_AreaEntities( p, p, touch, MAX_GENTITIES );
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
if ( touch[i] == passEntityNum ) {
|
|
continue;
|
|
}
|
|
hit = SV_GentityNum( touch[i] );
|
|
// might intersect, so do an exact clip
|
|
clipHandle = SV_ClipHandleForEntity( hit );
|
|
angles = hit->s.angles;
|
|
if ( !hit->r.bmodel ) {
|
|
angles = vec3_origin; // boxes don't rotate
|
|
}
|
|
|
|
c2 = CM_TransformedPointContents (p, clipHandle, hit->s.origin, hit->s.angles);
|
|
|
|
contents |= c2;
|
|
}
|
|
|
|
return contents;
|
|
}
|
|
|
|
|