*/
-/*
-typedef struct link_s
+cvar_t sv_useareanodes = {CVAR_NOTIFY, "sv_useareanodes", "1"};
+
+void SV_World_Init(void)
{
- struct link_s *prev, *next;
-} link_t;
-*/
+ Cvar_RegisterVariable(&sv_useareanodes);
+}
void ClearLink (link_t *l);
void InsertLinkBefore (link_t *l, link_t *before);
void InsertLinkAfter (link_t *l, link_t *after);
-// (type *)STRUCT_FROM_LINK(link_t *link, type, member)
-// ent = STRUCT_FROM_LINK(link,entity_t,order)
-// FIXME: remove this mess!
-//#define STRUCT_FROM_LINK(l,t,m) ((t *)((qbyte *)l - (int)&(((t *)0)->m)))
-
#define EDICT_FROM_AREA(l) ((edict_t *)((qbyte *)l - (int)&(((edict_t *)0)->area)))
//============================================================================
if (node->axis == -1)
return;
- // LordHavoc: optimized recursion
-// if (ent->v.absmax[node->axis] > node->dist) SV_TouchLinks (ent, node->children[0]);
-// if (ent->v.absmin[node->axis] < node->dist) SV_TouchLinks (ent, node->children[1]);
if (ent->v.absmax[node->axis] > node->dist)
{
if (ent->v.absmin[node->axis] < node->dist)
// set the abs box
- /*
-// LordHavoc: enabling rotating bmodels
- if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
- {
- // expand for rotation
- float max, v;
- int i;
-
- max = DotProduct(ent->v.mins, ent->v.mins);
- v = DotProduct(ent->v.maxs, ent->v.maxs);
- if (max < v)
- max = v;
- max = sqrt(max);
- */
- /*
- max = 0;
- for (i=0 ; i<3 ; i++)
- {
- v = fabs(ent->v.mins[i]);
- if (max < v)
- max = v;
- v = fabs(ent->v.maxs[i]);
- if (max < v)
- max = v;
- }
- */
- /*
- for (i=0 ; i<3 ; i++)
- {
- 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);
- }
- */
-
if (ent->v.solid == SOLID_BSP)
{
if (ent->v.modelindex < 0 || ent->v.modelindex > MAX_MODELS)
===============================================================================
*/
-/*
-==================
-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)
+int SV_TestEntityPosition (edict_t *ent)
{
- trace_t trace;
-
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent);
-
- if (trace.startsolid)
- return sv.edicts;
-
- return NULL;
+ return SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, MOVE_NORMAL, ent).startsolid;
}
if (touch == clip->passedict)
continue;
if (touch->v.solid == SOLID_TRIGGER)
+ {
+ ED_Print(touch);
Host_Error ("Trigger in clipping list");
+ }
if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
continue;
}
// might interact, so do an exact clip
- if ((int)touch->v.flags & FL_MONSTER)
- trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end);
- else if (touch->v.solid == SOLID_BSP)
+ if (touch->v.solid == SOLID_BSP)
trace = SV_ClipMoveToEntity (touch, clip->start, clip->hullmins, clip->hullmaxs, clip->end);
+ else if ((int)touch->v.flags & FL_MONSTER)
+ trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end);
else
trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
// LordHavoc: take the 'best' answers from the new trace and combine with existing data
if (node->axis == -1)
return;
- // LordHavoc: optimized recursion
-// if (clip->boxmaxs[node->axis] > node->dist) SV_ClipToLinks(node->children[0], clip);
-// if (clip->boxmins[node->axis] < node->dist) SV_ClipToLinks(node->children[1], clip);
if (clip->boxmaxs[node->axis] > node->dist)
{
if (clip->boxmins[node->axis] < node->dist)
*/
void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
-#if 0
-// debug to test against everything
-boxmins[0] = boxmins[1] = boxmins[2] = -999999999;
-boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 999999999;
-#else
- int i;
-
- for (i=0 ; i<3 ; i++)
+ if (sv_useareanodes.integer)
{
- if (end[i] > start[i])
- {
- boxmins[i] = start[i] + mins[i] - 1;
- boxmaxs[i] = end[i] + maxs[i] + 1;
- }
- else
+ int i;
+
+ for (i=0 ; i<3 ; i++)
{
- boxmins[i] = end[i] + mins[i] - 1;
- boxmaxs[i] = start[i] + maxs[i] + 1;
+ if (end[i] > start[i])
+ {
+ boxmins[i] = start[i] + mins[i] - 1;
+ boxmaxs[i] = end[i] + maxs[i] + 1;
+ }
+ else
+ {
+ boxmins[i] = end[i] + mins[i] - 1;
+ boxmaxs[i] = start[i] + maxs[i] + 1;
+ }
}
}
-#endif
+ else
+ {
+ // debug to test against everything
+ boxmins[0] = boxmins[1] = boxmins[2] = -999999999;
+ boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 999999999;
+ }
}
/*
return clip.trace;
}
+