spingle/source/world.c

929 lines
22 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
Copyright (C) 2010-2014 QuakeSpasm developers
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// world.c -- world query functions
#include "q_defs.h"
/*
entities never clip against themselves, or their owner
line of sight checks trace->crosscontent, but bullets don't
*/
typedef struct
{
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
float *mins, *maxs; // size of the moving object
vec3_t mins2, maxs2; // size when clipping against mosnters
float *start, *end;
trace_t trace;
int32_t type;
edict_t *passedict;
} moveclip_t;
int32_t SV_HullPointContents(hull_t *hull, int32_t num, vec3_t p);
/*
===============================================================================
HULL BOXES
===============================================================================
*/
static hull_t box_hull;
static mclipnode_t box_clipnodes[6]; //johnfitz -- was dclipnode_t
static mplane_t box_planes[6];
/*
===================
SV_InitBoxHull
Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
void SV_InitBoxHull(void)
{
int32_t i;
int32_t side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
for(i = 0 ; i < 6 ; i++)
{
box_clipnodes[i].planenum = i;
side = i & 1;
box_clipnodes[i].children[side] = CONTENTS_EMPTY;
if(i != 5)
box_clipnodes[i].children[side ^ 1] = i + 1;
else
box_clipnodes[i].children[side ^ 1] = CONTENTS_SOLID;
box_planes[i].type = i >> 1;
box_planes[i].normal[i >> 1] = 1;
}
}
/*
===================
SV_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t *SV_HullForBox(vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
box_planes[2].dist = maxs[1];
box_planes[3].dist = mins[1];
box_planes[4].dist = maxs[2];
box_planes[5].dist = mins[2];
return &box_hull;
}
/*
================
SV_HullForEntity
Returns a hull that can be used for testing or clipping an object of mins/maxs
size.
Offset is filled in to contain the adjustment that must be added to the
testing object's origin to get a point to use with the returned hull.
================
*/
hull_t *SV_HullForEntity(edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
{
qmodel_t *model;
vec3_t size;
vec3_t hullmins, hullmaxs;
hull_t *hull;
// decide which clipping hull to use, based on the size
if(ED_Float(ent, ED_solid) == SOLID_BSP)
{
// explicit hulls in the BSP model
if(ED_Float(ent, ED_movetype) != MOVETYPE_PUSH)
Host_Error("SOLID_BSP without MOVETYPE_PUSH (%s at %f %f %f)",
ED_String(ent, ED_classname), ED_Vector(ent, ED_origin)[0], ED_Vector(ent, ED_origin)[1], ED_Vector(ent, ED_origin)[2]);
model = sv.models[(int32_t)ED_Float(ent, ED_modelindex) ];
if(!model || model->type != mod_brush)
Host_Error("SOLID_BSP with a non bsp model (%s at %f %f %f)",
ED_String(ent, ED_classname), ED_Vector(ent, ED_origin)[0], ED_Vector(ent, ED_origin)[1], ED_Vector(ent, ED_origin)[2]);
VectorSubtract(maxs, mins, size);
if(size[0] < 3)
hull = &model->hulls[0];
else if(size[0] <= 32)
hull = &model->hulls[1];
else
hull = &model->hulls[2];
// calculate an offset value to center the origin
VectorSubtract(hull->clip_mins, mins, offset);
VectorAdd(offset, ED_Vector(ent, ED_origin), offset);
}
else
{
// create a temp hull from bounding box sizes
VectorSubtract(ED_Vector(ent, ED_mins), maxs, hullmins);
VectorSubtract(ED_Vector(ent, ED_maxs), mins, hullmaxs);
hull = SV_HullForBox(hullmins, hullmaxs);
VectorCopy(ED_Vector(ent, ED_origin), offset);
}
return hull;
}
/*
===============================================================================
ENTITY AREA CHECKING
===============================================================================
*/
typedef struct areanode_s
{
int32_t axis; // -1 = leaf node
float dist;
struct areanode_s *children[2];
link_t trigger_edicts;
link_t solid_edicts;
} areanode_t;
#define AREA_DEPTH 4
#define AREA_NODES 32
static areanode_t sv_areanodes[AREA_NODES];
static int32_t sv_numareanodes;
/*
===============
SV_CreateAreaNode
===============
*/
areanode_t *SV_CreateAreaNode(int32_t depth, vec3_t mins, vec3_t maxs)
{
areanode_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
anode = &sv_areanodes[sv_numareanodes];
sv_numareanodes++;
ClearLink(&anode->trigger_edicts);
ClearLink(&anode->solid_edicts);
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_CreateAreaNode(depth + 1, mins2, maxs2);
anode->children[1] = SV_CreateAreaNode(depth + 1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void SV_ClearWorld(void)
{
SV_InitBoxHull();
memset(sv_areanodes, 0, sizeof(sv_areanodes));
sv_numareanodes = 0;
SV_CreateAreaNode(0, sv.worldmodel->mins, sv.worldmodel->maxs);
}
/*
===============
SV_UnlinkEdict
===============
*/
void SV_UnlinkEdict(edict_t *ent)
{
if(!ent->area.prev)
return; // not linked in anywhere
RemoveLink(&ent->area);
ent->area.prev = ent->area.next = NULL;
}
/*
====================
SV_AreaTriggerEdicts
Spike -- just builds a list of entities within the area, rather than walking
them and risking the list getting corrupt.
====================
*/
static void
SV_AreaTriggerEdicts(edict_t *ent, areanode_t *node, edict_t **list, int32_t *listcount, const int32_t listspace)
{
link_t *l, *next;
edict_t *touch;
// touch linked edicts
for(l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next)
{
next = l->next;
touch = EDICT_FROM_AREA(l);
if(touch == ent)
continue;
if(!ED_Func(touch, ED_touch) || ED_Float(touch, ED_solid) != SOLID_TRIGGER)
continue;
if(ED_Vector(ent, ED_absmin)[0] > ED_Vector(touch, ED_absmax)[0]
|| ED_Vector(ent, ED_absmin)[1] > ED_Vector(touch, ED_absmax)[1]
|| ED_Vector(ent, ED_absmin)[2] > ED_Vector(touch, ED_absmax)[2]
|| ED_Vector(ent, ED_absmax)[0] < ED_Vector(touch, ED_absmin)[0]
|| ED_Vector(ent, ED_absmax)[1] < ED_Vector(touch, ED_absmin)[1]
|| ED_Vector(ent, ED_absmax)[2] < ED_Vector(touch, ED_absmin)[2])
continue;
if(*listcount == listspace)
return; // should never happen
list[*listcount] = touch;
(*listcount)++;
}
// recurse down both sides
if(node->axis == -1)
return;
if(ED_Vector(ent, ED_absmax)[node->axis] > node->dist)
SV_AreaTriggerEdicts(ent, node->children[0], list, listcount, listspace);
if(ED_Vector(ent, ED_absmin)[node->axis] < node->dist)
SV_AreaTriggerEdicts(ent, node->children[1], list, listcount, listspace);
}
/*
====================
SV_TouchLinks
ericw -- copy the touching edicts to an array (on the hunk) so we can avoid
iteating the trigger_edicts linked list while calling PR_ExecuteProgram
which could potentially corrupt the list while it's being iterated.
Based on code from Spike.
====================
*/
void SV_TouchLinks(edict_t *ent)
{
edict_t **list;
edict_t *touch;
int32_t old_self, old_other;
int32_t i, listcount;
int32_t mark;
mark = Hunk_LowMark();
list = Hunk_AllocName(sv.num_edicts * sizeof(edict_t *), __func__);
listcount = 0;
SV_AreaTriggerEdicts(ent, sv_areanodes, list, &listcount, sv.num_edicts);
for(i = 0; i < listcount; i++)
{
touch = list[i];
// re-validate in case of PR_ExecuteProgram having side effects that make
// edicts later in the list no longer touch
if(touch == ent)
continue;
if(!ED_Func(touch, ED_touch) || ED_Float(touch, ED_solid) != SOLID_TRIGGER)
continue;
if(ED_Vector(ent, ED_absmin)[0] > ED_Vector(touch, ED_absmax)[0]
|| ED_Vector(ent, ED_absmin)[1] > ED_Vector(touch, ED_absmax)[1]
|| ED_Vector(ent, ED_absmin)[2] > ED_Vector(touch, ED_absmax)[2]
|| ED_Vector(ent, ED_absmax)[0] < ED_Vector(touch, ED_absmin)[0]
|| ED_Vector(ent, ED_absmax)[1] < ED_Vector(touch, ED_absmin)[1]
|| ED_Vector(ent, ED_absmax)[2] < ED_Vector(touch, ED_absmin)[2])
continue;
old_self = G_PEdict(GBL_self);
old_other = G_PEdict(GBL_other);
G_PEdict(GBL_self) = EdictProg(touch);
G_PEdict(GBL_other) = EdictProg(ent);
G_Float(GBL_time) = sv.time;
PR_ExecuteProgram(ED_Func(touch, ED_touch));
G_PEdict(GBL_self) = old_self;
G_PEdict(GBL_other) = old_other;
}
// free hunk-allocated edicts array
Hunk_FreeToLowMark(mark);
}
/*
===============
SV_FindTouchedLeafs
===============
*/
void SV_FindTouchedLeafs(edict_t *ent, mnode_t *node)
{
mplane_t *splitplane;
mleaf_t *leaf;
int32_t sides;
int32_t leafnum;
if(node->contents == CONTENTS_SOLID)
return;
// add an efrag if the node is a leaf
if(node->contents < 0)
{
if(ent->num_leafs == MAX_ENT_LEAFS)
return;
leaf = (mleaf_t *)node;
leafnum = leaf - sv.worldmodel->leafs - 1;
ent->leafnums[ent->num_leafs] = leafnum;
ent->num_leafs++;
return;
}
// NODE_MIXED
splitplane = node->plane;
sides = BOX_ON_PLANE_SIDE(ED_Vector(ent, ED_absmin), ED_Vector(ent, ED_absmax), splitplane);
// recurse down the contacted sides
if(sides & 1)
SV_FindTouchedLeafs(ent, node->children[0]);
if(sides & 2)
SV_FindTouchedLeafs(ent, node->children[1]);
}
/*
===============
SV_LinkEdict
===============
*/
void SV_LinkEdict(edict_t *ent, bool touch_triggers)
{
areanode_t *node;
if(ent->area.prev)
SV_UnlinkEdict(ent); // unlink from old position
if(ent == sv.edicts)
return; // don't add the world
if(ent->free)
return;
// set the abs box
VectorAdd(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_absmin));
VectorAdd(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_maxs), ED_Vector(ent, ED_absmax));
//
// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
//
if((int32_t)ED_Float(ent, ED_flags) & FL_ITEM)
{
ED_Vector(ent, ED_absmin)[0] -= 15;
ED_Vector(ent, ED_absmin)[1] -= 15;
ED_Vector(ent, ED_absmax)[0] += 15;
ED_Vector(ent, ED_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
ED_Vector(ent, ED_absmin)[0] -= 1;
ED_Vector(ent, ED_absmin)[1] -= 1;
ED_Vector(ent, ED_absmin)[2] -= 1;
ED_Vector(ent, ED_absmax)[0] += 1;
ED_Vector(ent, ED_absmax)[1] += 1;
ED_Vector(ent, ED_absmax)[2] += 1;
}
// link to PVS leafs
ent->num_leafs = 0;
if(ED_Float(ent, ED_modelindex))
SV_FindTouchedLeafs(ent, sv.worldmodel->nodes);
if(ED_Float(ent, ED_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(ED_Vector(ent, ED_absmin)[node->axis] > node->dist)
node = node->children[0];
else if(ED_Vector(ent, ED_absmax)[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
if(ED_Float(ent, ED_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 decend for more
if(touch_triggers)
SV_TouchLinks(ent);
}
/*
===============================================================================
POINT TESTING IN HULLS
===============================================================================
*/
/*
==================
SV_HullPointContents
==================
*/
int32_t SV_HullPointContents(hull_t *hull, int32_t num, vec3_t p)
{
float d;
mclipnode_t *node; //johnfitz -- was dclipnode_t
mplane_t *plane;
while(num >= 0)
{
if(num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error("SV_HullPointContents: bad node number");
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if(plane->type < 3)
d = p[plane->type] - plane->dist;
else
d = DoublePrecisionDotProduct(plane->normal, p) - plane->dist;
if(d < 0)
num = node->children[1];
else
num = node->children[0];
}
return num;
}
/*
==================
SV_PointContents
==================
*/
int32_t SV_PointContents(vec3_t p)
{
int32_t cont;
cont = SV_HullPointContents(&sv.worldmodel->hulls[0], 0, p);
if(cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
cont = CONTENTS_WATER;
return cont;
}
int32_t SV_TruePointContents(vec3_t p)
{
return SV_HullPointContents(&sv.worldmodel->hulls[0], 0, p);
}
//===========================================================================
/*
============
SV_TestEntityPosition
This could be a lot more efficient...
============
*/
edict_t *SV_TestEntityPosition(edict_t *ent)
{
trace_t trace;
trace = SV_Move(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), ED_Vector(ent, ED_origin), 0, ent);
if(trace.startsolid)
return sv.edicts;
return NULL;
}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
/*
==================
SV_RecursiveHullCheck
==================
*/
bool SV_RecursiveHullCheck(hull_t *hull, int32_t num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
mclipnode_t *node; //johnfitz -- was dclipnode_t
mplane_t *plane;
float t1, t2;
float frac;
int32_t i;
vec3_t mid;
int32_t side;
float midf;
// 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;
if(plane->type < 3)
{
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
}
else
{
t1 = DoublePrecisionDotProduct(plane->normal, p1) - plane->dist;
t2 = DoublePrecisionDotProduct(plane->normal, p2) - plane->dist;
}
if(t1 >= 0 && t2 >= 0)
return SV_RecursiveHullCheck(hull, node->children[0], p1f, p2f, p1, p2, trace);
if(t1 < 0 && t2 < 0)
return SV_RecursiveHullCheck(hull, node->children[1], p1f, p2f, p1, p2, trace);
// put the crosspoint DIST_EPSILON pixels on the near side
if(t1 < 0)
frac = (t1 + DIST_EPSILON) / (t1 - t2);
else
frac = (t1 - DIST_EPSILON) / (t1 - t2);
if(frac < 0)
frac = 0;
if(frac > 1)
frac = 1;
midf = p1f + (p2f - p1f) * frac;
for(i = 0 ; i < 3 ; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
side = (t1 < 0);
// move up to the node
if(!SV_RecursiveHullCheck(hull, node->children[side], p1f, midf, p1, mid, trace))
return false;
#if defined(PARANOID)
if(SV_HullPointContents(sv_hullmodel, mid, node->children[side])
== 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);
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
{
VectorSubtract(vec3_origin, 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;
}
/*
==================
SV_ClipMoveToEntity
Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
trace_t SV_ClipMoveToEntity(edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
{
trace_t trace;
vec3_t offset;
vec3_t start_l, end_l;
hull_t *hull;
// fill in a default trace
memset(&trace, 0, sizeof(trace_t));
trace.fraction = 1;
trace.allsolid = true;
VectorCopy(end, trace.endpos);
// get the clipping hull
hull = SV_HullForEntity(ent, mins, maxs, offset);
VectorSubtract(start, offset, start_l);
VectorSubtract(end, offset, end_l);
// trace a line through the apropriate clipping hull
SV_RecursiveHullCheck(hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
// fix trace up by the offset
if(trace.fraction != 1)
VectorAdd(trace.endpos, offset, trace.endpos);
// did we clip the move?
if(trace.fraction < 1 || trace.startsolid)
trace.ent = ent;
return trace;
}
//===========================================================================
/*
====================
SV_ClipToLinks
Mins and maxs enclose the entire area swept by the move
====================
*/
void SV_ClipToLinks(areanode_t *node, moveclip_t *clip)
{
link_t *l, *next;
edict_t *touch;
trace_t trace;
// touch linked edicts
for(l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next)
{
next = l->next;
touch = EDICT_FROM_AREA(l);
if(ED_Float(touch, ED_solid) == SOLID_NOT)
continue;
if(touch == clip->passedict)
continue;
if(ED_Float(touch, ED_solid) == SOLID_TRIGGER)
Sys_Error("Trigger in clipping list");
if(clip->type == MOVE_NOMONSTERS && ED_Float(touch, ED_solid) != SOLID_BSP)
continue;
if(clip->boxmins[0] > ED_Vector(touch, ED_absmax)[0]
|| clip->boxmins[1] > ED_Vector(touch, ED_absmax)[1]
|| clip->boxmins[2] > ED_Vector(touch, ED_absmax)[2]
|| clip->boxmaxs[0] < ED_Vector(touch, ED_absmin)[0]
|| clip->boxmaxs[1] < ED_Vector(touch, ED_absmin)[1]
|| clip->boxmaxs[2] < ED_Vector(touch, ED_absmin)[2])
continue;
if(clip->passedict && ED_Vector(clip->passedict, ED_size)[0] && !ED_Vector(touch, ED_size)[0])
continue; // points never interact
// might intersect, so do an exact clip
if(clip->trace.allsolid)
return;
if(clip->passedict)
{
if(ProgEdict(ED_PEdict(touch, ED_owner)) == clip->passedict)
continue; // don't clip against own missiles
if(ProgEdict(ED_PEdict(clip->passedict, ED_owner)) == touch)
continue; // don't clip against owner
}
if((int32_t)ED_Float(touch, ED_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);
if(trace.allsolid || trace.startsolid ||
trace.fraction < clip->trace.fraction)
{
trace.ent = touch;
if(clip->trace.startsolid)
{
clip->trace = trace;
clip->trace.startsolid = true;
}
else
clip->trace = trace;
}
else if(trace.startsolid)
clip->trace.startsolid = true;
}
// recurse down both sides
if(node->axis == -1)
return;
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);
}
/*
==================
SV_MoveBounds
==================
*/
void SV_MoveBounds(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
int32_t i;
for(i = 0 ; i < 3 ; i++)
{
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;
}
}
}
/*
==================
SV_Move
==================
*/
trace_t SV_Move(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int32_t type, edict_t *passedict)
{
moveclip_t clip;
int32_t i;
memset(&clip, 0, sizeof(moveclip_t));
// clip to world
clip.trace = SV_ClipMoveToEntity(sv.edicts, start, mins, maxs, end);
clip.start = start;
clip.end = end;
clip.mins = mins;
clip.maxs = maxs;
clip.type = type;
clip.passedict = passedict;
if(type == MOVE_MISSILE)
{
for(i = 0 ; i < 3 ; i++)
{
clip.mins2[i] = -15;
clip.maxs2[i] = 15;
}
}
else
{
VectorCopy(mins, clip.mins2);
VectorCopy(maxs, clip.maxs2);
}
// create the bounding box of the entire move
SV_MoveBounds(start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs);
// clip to entities
SV_ClipToLinks(sv_areanodes, &clip);
return clip.trace;
}