mirror of
https://github.com/UberGames/ioef.git
synced 2024-12-11 21:31:07 +00:00
691 lines
16 KiB
C
691 lines
16 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code 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.
|
|
|
|
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
// world.c -- world query functions
|
|
|
|
#include "server.h"
|
|
|
|
/*
|
|
================
|
|
SV_ClipHandleForEntity
|
|
|
|
Returns a headnode that can be used for testing or clipping to a
|
|
given entity. If the entity is a bsp model, the headnode will
|
|
be returned, otherwise a custom box tree will be constructed.
|
|
================
|
|
*/
|
|
clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ) {
|
|
if ( ent->r.bmodel ) {
|
|
// explicit hulls in the BSP model
|
|
return CM_InlineModel( ent->s.modelindex );
|
|
}
|
|
if ( ent->r.svFlags & SVF_CAPSULE ) {
|
|
// create a temp capsule from bounding box sizes
|
|
return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue );
|
|
}
|
|
|
|
// create a temp tree from bounding box sizes
|
|
return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
ENTITY CHECKING
|
|
|
|
To avoid linearly searching through lists of entities during environment testing,
|
|
the world is carved up with an evenly spaced, axially aligned bsp tree. Entities
|
|
are kept in chains either at the final leafs, or at the first node that splits
|
|
them, which prevents having to deal with multiple fragments of a single entity.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
typedef struct worldSector_s {
|
|
int axis; // -1 = leaf node
|
|
float dist;
|
|
struct worldSector_s *children[2];
|
|
svEntity_t *entities;
|
|
} worldSector_t;
|
|
|
|
#define AREA_DEPTH 4
|
|
#define AREA_NODES 64
|
|
|
|
worldSector_t sv_worldSectors[AREA_NODES];
|
|
int sv_numworldSectors;
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_SectorList_f
|
|
===============
|
|
*/
|
|
void SV_SectorList_f( void ) {
|
|
int i, c;
|
|
worldSector_t *sec;
|
|
svEntity_t *ent;
|
|
|
|
for ( i = 0 ; i < AREA_NODES ; i++ ) {
|
|
sec = &sv_worldSectors[i];
|
|
|
|
c = 0;
|
|
for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) {
|
|
c++;
|
|
}
|
|
Com_Printf( "sector %i: %i entities\n", i, c );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_CreateworldSector
|
|
|
|
Builds a uniformly subdivided tree for the given world size
|
|
===============
|
|
*/
|
|
static worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) {
|
|
worldSector_t *anode;
|
|
vec3_t size;
|
|
vec3_t mins1, maxs1, mins2, maxs2;
|
|
|
|
anode = &sv_worldSectors[sv_numworldSectors];
|
|
sv_numworldSectors++;
|
|
|
|
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_CreateworldSector (depth+1, mins2, maxs2);
|
|
anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1);
|
|
|
|
return anode;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_ClearWorld
|
|
|
|
===============
|
|
*/
|
|
void SV_ClearWorld( void ) {
|
|
clipHandle_t h;
|
|
vec3_t mins, maxs;
|
|
|
|
Com_Memset( sv_worldSectors, 0, sizeof(sv_worldSectors) );
|
|
sv_numworldSectors = 0;
|
|
|
|
// get world map bounds
|
|
h = CM_InlineModel( 0 );
|
|
CM_ModelBounds( h, mins, maxs );
|
|
SV_CreateworldSector( 0, mins, maxs );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_UnlinkEntity
|
|
|
|
===============
|
|
*/
|
|
void SV_UnlinkEntity( sharedEntity_t *gEnt ) {
|
|
svEntity_t *ent;
|
|
svEntity_t *scan;
|
|
worldSector_t *ws;
|
|
|
|
ent = SV_SvEntityForGentity( gEnt );
|
|
|
|
gEnt->r.linked = qfalse;
|
|
|
|
ws = ent->worldSector;
|
|
if ( !ws ) {
|
|
return; // not linked in anywhere
|
|
}
|
|
ent->worldSector = NULL;
|
|
|
|
if ( ws->entities == ent ) {
|
|
ws->entities = ent->nextEntityInWorldSector;
|
|
return;
|
|
}
|
|
|
|
for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) {
|
|
if ( scan->nextEntityInWorldSector == ent ) {
|
|
scan->nextEntityInWorldSector = ent->nextEntityInWorldSector;
|
|
return;
|
|
}
|
|
}
|
|
|
|
Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_LinkEntity
|
|
|
|
===============
|
|
*/
|
|
#define MAX_TOTAL_ENT_LEAFS 128
|
|
void SV_LinkEntity( sharedEntity_t *gEnt ) {
|
|
worldSector_t *node;
|
|
int leafs[MAX_TOTAL_ENT_LEAFS];
|
|
int cluster;
|
|
int num_leafs;
|
|
int i, j, k;
|
|
int area;
|
|
int lastLeaf;
|
|
float *origin, *angles;
|
|
svEntity_t *ent;
|
|
|
|
ent = SV_SvEntityForGentity( gEnt );
|
|
|
|
if ( ent->worldSector ) {
|
|
SV_UnlinkEntity( gEnt ); // unlink from old position
|
|
}
|
|
|
|
// encode the size into the entityState_t for client prediction
|
|
if ( gEnt->r.bmodel ) {
|
|
gEnt->s.solid = SOLID_BMODEL; // a solid_box will never create this value
|
|
} else if ( gEnt->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
|
|
// assume that x/y are equal and symetric
|
|
i = gEnt->r.maxs[0];
|
|
if (i<1)
|
|
i = 1;
|
|
if (i>255)
|
|
i = 255;
|
|
|
|
// z is not symetric
|
|
j = (-gEnt->r.mins[2]);
|
|
if (j<1)
|
|
j = 1;
|
|
if (j>255)
|
|
j = 255;
|
|
|
|
// and z maxs can be negative...
|
|
k = (gEnt->r.maxs[2]+32);
|
|
if (k<1)
|
|
k = 1;
|
|
if (k>255)
|
|
k = 255;
|
|
|
|
gEnt->s.solid = (k<<16) | (j<<8) | i;
|
|
} else {
|
|
gEnt->s.solid = 0;
|
|
}
|
|
|
|
// get the position
|
|
origin = gEnt->r.currentOrigin;
|
|
angles = gEnt->r.currentAngles;
|
|
|
|
// set the abs box
|
|
if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) {
|
|
// expand for rotation
|
|
float max;
|
|
int i;
|
|
|
|
max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs );
|
|
for (i=0 ; i<3 ; i++) {
|
|
gEnt->r.absmin[i] = origin[i] - max;
|
|
gEnt->r.absmax[i] = origin[i] + max;
|
|
}
|
|
} else {
|
|
// normal
|
|
VectorAdd (origin, gEnt->r.mins, gEnt->r.absmin);
|
|
VectorAdd (origin, gEnt->r.maxs, gEnt->r.absmax);
|
|
}
|
|
|
|
// because movement is clipped an epsilon away from an actual edge,
|
|
// we must fully check even when bounding boxes don't quite touch
|
|
gEnt->r.absmin[0] -= 1;
|
|
gEnt->r.absmin[1] -= 1;
|
|
gEnt->r.absmin[2] -= 1;
|
|
gEnt->r.absmax[0] += 1;
|
|
gEnt->r.absmax[1] += 1;
|
|
gEnt->r.absmax[2] += 1;
|
|
|
|
// link to PVS leafs
|
|
ent->numClusters = 0;
|
|
ent->lastCluster = 0;
|
|
ent->areanum = -1;
|
|
ent->areanum2 = -1;
|
|
|
|
//get all leafs, including solids
|
|
num_leafs = CM_BoxLeafnums( gEnt->r.absmin, gEnt->r.absmax,
|
|
leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );
|
|
|
|
// if none of the leafs were inside the map, the
|
|
// entity is outside the world and can be considered unlinked
|
|
if ( !num_leafs ) {
|
|
return;
|
|
}
|
|
|
|
// set areas, even from clusters that don't fit in the entity array
|
|
for (i=0 ; i<num_leafs ; i++) {
|
|
area = CM_LeafArea (leafs[i]);
|
|
if (area != -1) {
|
|
// doors may legally straggle two areas,
|
|
// but nothing should evern need more than that
|
|
if (ent->areanum != -1 && ent->areanum != area) {
|
|
if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
|
|
Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
|
|
gEnt->s.number,
|
|
gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);
|
|
}
|
|
ent->areanum2 = area;
|
|
} else {
|
|
ent->areanum = area;
|
|
}
|
|
}
|
|
}
|
|
|
|
// store as many explicit clusters as we can
|
|
ent->numClusters = 0;
|
|
for (i=0 ; i < num_leafs ; i++) {
|
|
cluster = CM_LeafCluster( leafs[i] );
|
|
if ( cluster != -1 ) {
|
|
ent->clusternums[ent->numClusters++] = cluster;
|
|
if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// store off a last cluster if we need to
|
|
if ( i != num_leafs ) {
|
|
ent->lastCluster = CM_LeafCluster( lastLeaf );
|
|
}
|
|
|
|
gEnt->r.linkcount++;
|
|
|
|
// find the first world sector node that the ent's box crosses
|
|
node = sv_worldSectors;
|
|
while (1)
|
|
{
|
|
if (node->axis == -1)
|
|
break;
|
|
if ( gEnt->r.absmin[node->axis] > node->dist)
|
|
node = node->children[0];
|
|
else if ( gEnt->r.absmax[node->axis] < node->dist)
|
|
node = node->children[1];
|
|
else
|
|
break; // crosses the node
|
|
}
|
|
|
|
// link it in
|
|
ent->worldSector = node;
|
|
ent->nextEntityInWorldSector = node->entities;
|
|
node->entities = ent;
|
|
|
|
gEnt->r.linked = qtrue;
|
|
}
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
AREA QUERY
|
|
|
|
Fills in a list of all entities who's absmin / absmax intersects the given
|
|
bounds. This does NOT mean that they actually touch in the case of bmodels.
|
|
============================================================================
|
|
*/
|
|
|
|
typedef struct {
|
|
const float *mins;
|
|
const float *maxs;
|
|
int *list;
|
|
int count, maxcount;
|
|
} areaParms_t;
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_AreaEntities_r
|
|
|
|
====================
|
|
*/
|
|
static void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
|
|
svEntity_t *check, *next;
|
|
sharedEntity_t *gcheck;
|
|
int count;
|
|
|
|
count = 0;
|
|
|
|
for ( check = node->entities ; check ; check = next ) {
|
|
next = check->nextEntityInWorldSector;
|
|
|
|
gcheck = SV_GEntityForSvEntity( check );
|
|
|
|
if ( gcheck->r.absmin[0] > ap->maxs[0]
|
|
|| gcheck->r.absmin[1] > ap->maxs[1]
|
|
|| gcheck->r.absmin[2] > ap->maxs[2]
|
|
|| gcheck->r.absmax[0] < ap->mins[0]
|
|
|| gcheck->r.absmax[1] < ap->mins[1]
|
|
|| gcheck->r.absmax[2] < ap->mins[2]) {
|
|
continue;
|
|
}
|
|
|
|
if ( ap->count == ap->maxcount ) {
|
|
Com_Printf ("SV_AreaEntities: MAXCOUNT\n");
|
|
return;
|
|
}
|
|
|
|
ap->list[ap->count] = check - sv.svEntities;
|
|
ap->count++;
|
|
}
|
|
|
|
if (node->axis == -1) {
|
|
return; // terminal node
|
|
}
|
|
|
|
// recurse down both sides
|
|
if ( ap->maxs[node->axis] > node->dist ) {
|
|
SV_AreaEntities_r ( node->children[0], ap );
|
|
}
|
|
if ( ap->mins[node->axis] < node->dist ) {
|
|
SV_AreaEntities_r ( node->children[1], ap );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
SV_AreaEntities
|
|
================
|
|
*/
|
|
int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ) {
|
|
areaParms_t ap;
|
|
|
|
ap.mins = mins;
|
|
ap.maxs = maxs;
|
|
ap.list = entityList;
|
|
ap.count = 0;
|
|
ap.maxcount = maxcount;
|
|
|
|
SV_AreaEntities_r( sv_worldSectors, &ap );
|
|
|
|
return ap.count;
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
|
|
typedef struct {
|
|
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
|
|
const float *mins;
|
|
const float *maxs; // size of the moving object
|
|
const float *start;
|
|
vec3_t end;
|
|
trace_t trace;
|
|
int passEntityNum;
|
|
int contentmask;
|
|
int capsule;
|
|
} moveclip_t;
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_ClipToEntity
|
|
|
|
====================
|
|
*/
|
|
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 ) {
|
|
sharedEntity_t *touch;
|
|
clipHandle_t clipHandle;
|
|
float *origin, *angles;
|
|
|
|
touch = SV_GentityNum( entityNum );
|
|
|
|
Com_Memset(trace, 0, sizeof(trace_t));
|
|
|
|
// if it doesn't have any brushes of a type we
|
|
// are looking for, ignore it
|
|
if ( ! ( contentmask & touch->r.contents ) ) {
|
|
trace->fraction = 1.0;
|
|
return;
|
|
}
|
|
|
|
// might intersect, so do an exact clip
|
|
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 *)start, (float *)end,
|
|
(float *)mins, (float *)maxs, clipHandle, contentmask,
|
|
origin, angles, capsule);
|
|
|
|
if ( trace->fraction < 1 ) {
|
|
trace->entityNum = touch->s.number;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_ClipMoveToEntities
|
|
|
|
====================
|
|
*/
|
|
static void SV_ClipMoveToEntities( moveclip_t *clip ) {
|
|
int i, num;
|
|
int touchlist[MAX_GENTITIES];
|
|
sharedEntity_t *touch;
|
|
int passOwnerNum;
|
|
trace_t trace;
|
|
clipHandle_t clipHandle;
|
|
float *origin, *angles;
|
|
|
|
num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);
|
|
|
|
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
|
|
passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
|
|
if ( passOwnerNum == ENTITYNUM_NONE ) {
|
|
passOwnerNum = -1;
|
|
}
|
|
} else {
|
|
passOwnerNum = -1;
|
|
}
|
|
|
|
for ( i=0 ; i<num ; i++ ) {
|
|
if ( clip->trace.allsolid ) {
|
|
return;
|
|
}
|
|
touch = SV_GentityNum( touchlist[i] );
|
|
|
|
// see if we should ignore this entity
|
|
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
|
|
if ( touchlist[i] == clip->passEntityNum ) {
|
|
continue; // don't clip against the pass entity
|
|
}
|
|
if ( touch->r.ownerNum == clip->passEntityNum ) {
|
|
continue; // don't clip against own missiles
|
|
}
|
|
if ( touch->r.ownerNum == passOwnerNum ) {
|
|
continue; // don't clip against other missiles from our owner
|
|
}
|
|
}
|
|
|
|
// if it doesn't have any brushes of a type we
|
|
// are looking for, ignore it
|
|
if ( ! ( clip->contentmask & touch->r.contents ) ) {
|
|
continue;
|
|
}
|
|
|
|
// might intersect, so do an exact clip
|
|
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;
|
|
}
|
|
|
|
|