- ent->v.absmin[i] = ent->v.origin[i] - max;
- ent->v.absmax[i] = ent->v.origin[i] + max;
- }
- }
- else
- {
- VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);
- VectorAdd (ent->v.origin, ent->v.maxs, ent->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.flags & FL_ITEM)
- {
- ent->v.absmin[0] -= 15;
- ent->v.absmin[1] -= 15;
- ent->v.absmax[0] += 15;
- ent->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.absmin[0] -= 1;
- ent->v.absmin[1] -= 1;
- ent->v.absmin[2] -= 1;
- ent->v.absmax[0] += 1;
- ent->v.absmax[1] += 1;
- ent->v.absmax[2] += 1;
- }
-
-// link to PVS leafs
- ent->num_leafs = 0;
- if (ent->v.modelindex)
- SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);
-
- if (ent->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.absmin[node->axis] > node->dist)
- node = node->children[0];
- else if (ent->v.absmax[node->axis] < node->dist)
- node = node->children[1];
- else
- break; // crosses the node
- }
-
-// link it in
-
- if (ent->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 descend for more
- if (touch_triggers)
- SV_TouchLinks ( ent, sv_areanodes );
-}
-
-
-
-/*
-===============================================================================
-
-POINT TESTING IN HULLS
-
-===============================================================================
-*/
-
-/*
-==================
-SV_HullPointContents
-
-==================
-*/
-int SV_HullPointContents (hull_t *hull, int num, vec3_t p)
-{
- while (num >= 0)
- num = hull->clipnodes[num].children[(hull->planes[hull->clipnodes[num].planenum].type < 3 ? p[hull->planes[hull->clipnodes[num].planenum].type] : DotProduct (hull->planes[hull->clipnodes[num].planenum].normal, p)) < hull->planes[hull->clipnodes[num].planenum].dist];
-
- return num;
-}
-
-/*
-============
-SV_TestEntityPosition
-
-This could be a lot more efficient...
-============
-*/
-edict_t *SV_TestEntityPosition (edict_t *ent)
-{
- trace_t trace;
-
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->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;
-
-loc0:
-// 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;
-
- t1 = PlaneDiff(p1, plane);
- t2 = PlaneDiff(p2, plane);
-
-#if 1
- if (t1 >= 0 && t2 >= 0)
- // LordHavoc: optimized recursion
-// return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
- {
- num = node->children[0];
- goto loc0;
- }
- if (t1 < 0 && t2 < 0)
-// return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
- {
- num = node->children[1];
- goto loc0;
- }
-#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 = bound(0, (t1 + DIST_EPSILON)/(t1-t2), 1);
- else
- frac = bound(0, (t1 - DIST_EPSILON)/(t1-t2), 1);
-
- midf = p1f + (p2f - p1f)*frac;
- mid[0] = p1[0] + frac*(p2[0] - p1[0]);
- mid[1] = p1[1] + frac*(p2[1] - p1[1]);
- mid[2] = p1[2] + frac*(p2[2] - p1[2]);
-
- 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 (hull, node->children[side], mid) == 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);
- // mid would need to be duplicated during recursion...
-*/
- /*
- {
- p1f = midf;
- p1 = mid;
- num = node->children[side^1];
- goto loc0;
- }
- */
-/*
-
- 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
- {
- VectorNegate (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;
-}
-*/
-
-// LordHavoc: backported from my optimizations to PM_RecursiveHullCheck in QuakeForge newtree (QW)
-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;
-
- // LordHavoc: a goto! everyone flee in terror... :)
-loc0:
-// check for empty
- if (num < 0)
- {
- if (num != CONTENTS_SOLID)
- {
- trace->allsolid = false;
- if (num == CONTENTS_EMPTY)
- trace->inopen = true;
- else
- trace->inwater = true;