testing object's origin to get a point to use with the returned hull.
================
*/
-extern qboolean hlbsp;
hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
{
model_t *model;
pr_global_struct->self = EDICT_TO_PROG(touch);
pr_global_struct->other = EDICT_TO_PROG(ent);
pr_global_struct->time = sv.time;
- PR_ExecuteProgram (touch->v.touch);
+ PR_ExecuteProgram (touch->v.touch, "");
pr_global_struct->self = old_self;
pr_global_struct->other = old_other;
if ( node->contents < 0)
{
if (ent->num_leafs == MAX_ENT_LEAFS)
+ {
+ Con_DPrintf("FindTouchedLeafs overflow\n");
return;
+ }
leaf = (mleaf_t *)node;
leafnum = leaf - sv.worldmodel->leafs - 1;
// 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]) )
+ 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 (v > max)
+ v = fabs(ent->v.mins[i]);
+ if (max < v)
max = v;
- v =fabs( ent->v.maxs[i]);
- if (v > max)
+ 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[1] += 1;
ent->v.absmax[2] += 1;
}
-
+
// link to PVS leafs
ent->num_leafs = 0;
if (ent->v.modelindex)
else
break; // crosses the node
}
-
+
// link it in
if (ent->v.solid == SOLID_TRIGGER)
===============================================================================
*/
-// SV_HullPointContents moved to cpu_noasm.c
+/*
+==================
+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;
+}
/*
============
}
else
{
- // LordHavoc: unrolled vector operation because the compiler can't be sure vec3_origin is 0
-// VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
- trace->plane.normal[0] = -plane->normal[0];
- trace->plane.normal[1] = -plane->normal[1];
- trace->plane.normal[2] = -plane->normal[2];
+ VectorNegate (plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
return true; // empty
}
- // LordHavoc: this can be eliminated by validating in the loader... but Mercury told me not to bother
- 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;
}
else
{
- // LordHavoc: vec3_origin is evil; the compiler can not rely on it being '0 0 0'
-// VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
- trace->plane.normal[0] = -plane->normal[0];
- trace->plane.normal[1] = -plane->normal[1];
- trace->plane.normal[2] = -plane->normal[2];
+ VectorNegate (plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
// LordHavoc: enabling rotating bmodels
// rotate start and end into the models frame of reference
- if (ent->v.solid == SOLID_BSP &&
- (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
{
vec3_t forward, right, up;
vec3_t temp;
// LordHavoc: enabling rotating bmodels
// rotate endpos back to world frame of reference
- if (ent->v.solid == SOLID_BSP &&
- (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
+ if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
{
vec3_t a;
vec3_t forward, right, up;
if (trace.fraction != 1)
{
- VectorSubtract (vec3_origin, ent->v.angles, a);
+ VectorNegate (ent->v.angles, a);
AngleVectors (a, forward, right, up);
VectorCopy (trace.endpos, temp);
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);
- if (trace.allsolid || trace.startsolid ||
- trace.fraction < clip->trace.fraction)
+ if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
if (clip->trace.startsolid)