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https://github.com/w23/xash3d-fwgs
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The `.editorconfig` file in this repo is configured to trim all trailing whitespace regardless of whether the line is modified. Trims all trailing whitespace in the repository to make the codebase easier to work with in editors that respect `.editorconfig`. `git blame` becomes less useful on these lines but it already isn't very useful. Commands: ``` find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ ```
195 lines
4.0 KiB
C
195 lines
4.0 KiB
C
/*
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world.c - common worldtrace routines
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Copyright (C) 2009 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "world.h"
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#include "pm_defs.h"
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#include "mod_local.h"
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#include "xash3d_mathlib.h"
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#include "studio.h"
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// just for debug
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const char *et_name[] =
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{
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"normal",
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"player",
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"tempentity",
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"beam",
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"fragmented",
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};
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/*
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===============================================================================
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ENTITY LINKING
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===============================================================================
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*/
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/*
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===============
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ClearLink
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ClearLink is used for new headnodes
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===============
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*/
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void ClearLink( link_t *l )
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{
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l->prev = l->next = l;
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}
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/*
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===============
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RemoveLink
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remove link from chain
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===============
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*/
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void RemoveLink( link_t *l )
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{
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l->next->prev = l->prev;
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l->prev->next = l->next;
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}
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/*
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===============
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InsertLinkBefore
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kept trigger and solid entities seperate
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===============
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*/
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void InsertLinkBefore( link_t *l, link_t *before )
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{
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l->next = before;
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l->prev = before->prev;
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l->prev->next = l;
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l->next->prev = l;
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}
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/*
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==================
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World_MoveBounds
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==================
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*/
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void World_MoveBounds( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, vec3_t boxmins, vec3_t boxmaxs )
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{
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int i;
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for( i = 0; i < 3; i++ )
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{
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if( end[i] > start[i] )
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{
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boxmins[i] = start[i] + mins[i] - 1.0f;
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boxmaxs[i] = end[i] + maxs[i] + 1.0f;
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}
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else
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{
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boxmins[i] = end[i] + mins[i] - 1.0f;
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boxmaxs[i] = start[i] + maxs[i] + 1.0f;
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}
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}
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}
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trace_t World_CombineTraces( trace_t *cliptrace, trace_t *trace, edict_t *touch )
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{
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if( trace->allsolid || trace->startsolid || trace->fraction < cliptrace->fraction )
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{
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trace->ent = touch;
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if( cliptrace->startsolid )
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{
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*cliptrace = *trace;
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cliptrace->startsolid = true;
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}
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else *cliptrace = *trace;
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}
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return *cliptrace;
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}
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/*
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==================
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World_TransformAABB
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==================
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*/
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void World_TransformAABB( matrix4x4 transform, const vec3_t mins, const vec3_t maxs, vec3_t outmins, vec3_t outmaxs )
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{
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vec3_t p1, p2;
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matrix4x4 itransform;
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int i;
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if( !outmins || !outmaxs ) return;
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Matrix4x4_Invert_Simple( itransform, transform );
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ClearBounds( outmins, outmaxs );
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// compute a full bounding box
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for( i = 0; i < 8; i++ )
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{
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p1[0] = ( i & 1 ) ? mins[0] : maxs[0];
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p1[1] = ( i & 2 ) ? mins[1] : maxs[1];
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p1[2] = ( i & 4 ) ? mins[2] : maxs[2];
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p2[0] = DotProduct( p1, itransform[0] );
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p2[1] = DotProduct( p1, itransform[1] );
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p2[2] = DotProduct( p1, itransform[2] );
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if( p2[0] < outmins[0] ) outmins[0] = p2[0];
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if( p2[0] > outmaxs[0] ) outmaxs[0] = p2[0];
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if( p2[1] < outmins[1] ) outmins[1] = p2[1];
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if( p2[1] > outmaxs[1] ) outmaxs[1] = p2[1];
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if( p2[2] < outmins[2] ) outmins[2] = p2[2];
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if( p2[2] > outmaxs[2] ) outmaxs[2] = p2[2];
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}
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// sanity check
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for( i = 0; i < 3; i++ )
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{
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if( outmins[i] > outmaxs[i] )
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{
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VectorClear( outmins );
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VectorClear( outmaxs );
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return;
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}
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}
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}
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/*
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==================
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RankForContents
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Used for determine contents priority
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==================
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*/
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int RankForContents( int contents )
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{
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switch( contents )
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{
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case CONTENTS_EMPTY: return 0;
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case CONTENTS_WATER: return 1;
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case CONTENTS_TRANSLUCENT: return 2;
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case CONTENTS_CURRENT_0: return 3;
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case CONTENTS_CURRENT_90: return 4;
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case CONTENTS_CURRENT_180: return 5;
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case CONTENTS_CURRENT_270: return 6;
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case CONTENTS_CURRENT_UP: return 7;
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case CONTENTS_CURRENT_DOWN: return 8;
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case CONTENTS_SLIME: return 9;
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case CONTENTS_LAVA: return 10;
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case CONTENTS_SKY: return 11;
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case CONTENTS_SOLID: return 12;
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default: return 13; // any user contents has more priority than default
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}
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}
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