engine/engine/common/world.h

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/*
Copyright (C) 1996-1997 Id Software, Inc.
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.h
typedef struct plane_s
{
vec3_t normal;
float dist;
} plane_t;
typedef struct csurface_s
{
char name[16];
int flags;
int value;
} q2csurface_t;
typedef struct cplane_s
{
vec3_t normal;
float dist;
qbyte type; // for fast side tests
qbyte signbits; // signx + (signy<<1) + (signz<<1)
qbyte pad[2];
} cplane_t;
/*
typedef struct trace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
qboolean inopen, inwater;
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
plane_t plane; // surface normal at impact
edict_t *ent; // entity the surface is on
} trace_t;
*/
//these two structures must match (except for extra qw members)
typedef struct trace_s
{
//DON'T ADD ANYTHING BETWEEN THIS LINE
//q2 game dll code will memcpy the lot from trace_t to q2trace_t.
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything (nudged closer to the start point to cover precision issues)
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
q2csurface_t *surface; // q2-compat surface hit
int contents; // contents on other side of surface hit
void *ent; // not set by CM_*() functions
//AND THIS LINE
int entnum;
qboolean inopen, inwater;
float truefraction; //can be negative, also has floating point precision issues, etc.
} trace_t;
typedef struct q2trace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
q2csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
void *ent; // not set by CM_*() functions
} q2trace_t;
// edict->flags
#define FL_FLY (1<<0)
#define FL_SWIM (1<<1)
//#define FL_GLIMPSE (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_ITEM (1<<8)
#define FL_ONGROUND (1<<9)
#define FL_PARTIALGROUND (1<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water
#define FL_JUMPRELEASED (1<<12)
//13
#define FL_FINDABLE_NONSOLID (1<<14) //a cpqwsv feature
#define FL_MOVECHAIN_ANGLE (1<<15) // hexen2 - when in a move chain, will update the angle
#define FLQW_LAGGEDMOVE (1<<16)
#define FLH2_HUNTFACE (1<<16)
#define FLH2_NOZ (1<<17)
//18
//19
#define FL_HUBSAVERESET (1<<20) //hexen2, ent is reverted to original state on map changes.
#define FL_CLASS_DEPENDENT (1<<21) //hexen2
#define MOVE_NORMAL 0
#define MOVE_NOMONSTERS 1
#define MOVE_MISSILE 2
#define MOVE_HITMODEL 4
#define MOVE_RESERVED 8 //so we are less likly to get into tricky situations when we want to steal annother future DP extension.
#define MOVE_TRIGGERS 16 //triggers must be marked with FINDABLE_NONSOLID (an alternative to solid-corpse)
#define MOVE_EVERYTHING 32 //can return triggers and non-solid items if they're marked with FINDABLE_NONSOLID (works even if the items are not properly linked)
#define MOVE_LAGGED 64 //trace touches current last-known-state, instead of actual ents (just affects players for now)
#define MOVE_ENTCHAIN 128 //chain of impacted ents, otherwise result shows only world
#define MOVE_ONLYENT 256 //test the trace against a single entity, ignoring non-solid/owner/etc flags (but respecting contents).
typedef struct areanode_s
{
int axis; // -1 = leaf node
float dist;
struct areanode_s *children[2];
link_t edicts;
} areanode_t;
#define AREA_DEPTH 4
#define AREA_NODES 32 //pow(2, AREA_DEPTH+1)
#define EDICT_FROM_AREA(l) STRUCT_FROM_LINK(l,wedict_t,area)
typedef struct wedict_s wedict_t;
#define PROG_TO_WEDICT (wedict_t*)PROG_TO_EDICT
#define WEDICT_NUM (wedict_t *)EDICT_NUM
#define G_WEDICT (wedict_t *)G_EDICT
typedef struct
{
qboolean present;
vec3_t laggedpos;
} laggedentinfo_t;
struct world_s
{
void (*Event_Touch)(struct world_s *w, wedict_t *s, wedict_t *o);
void (*Event_Think)(struct world_s *w, wedict_t *s);
void (*Event_Sound) (float *origin, wedict_t *entity, int channel, const char *sample, int volume, float attenuation, int pitchadj);
qboolean (*Event_ContentsTransition) (struct world_s *w, wedict_t *ent, int oldwatertype, int newwatertype);
model_t *(*Get_CModel)(struct world_s *w, int modelindex);
void (*Get_FrameState)(struct world_s *w, wedict_t *s, framestate_t *fstate);
unsigned int keydestmask; //menu:kdm_menu, csqc:kdm_game, server:0
unsigned int max_edicts; //limiting factor... 1024 fields*4*MAX_EDICTS == a heck of a lot.
unsigned int num_edicts; // increases towards MAX_EDICTS
/*FTE_DEPRECATED*/ unsigned int edict_size; //still used in copyentity
wedict_t *edicts; // can NOT be array indexed.
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
struct pubprogfuncs_s *progs;
qboolean usesolidcorpse; //to disable SOLID_CORPSE when running hexen2 due to conflict.
model_t *worldmodel;
areanode_t areanodes[AREA_NODES];
int numareanodes;
areanode_t portallist;
double physicstime; // the last time global physics were run
unsigned int framenum;
int lastcheck; // used by PF_checkclient
double lastchecktime; // for monster ai
float defaultgravityscale; //0 in QW, 1 for anything else (inc csqc)
/*antilag*/
float lagentsfrac;
laggedentinfo_t *lagents;
unsigned int maxlagents;
/*qc globals*/
struct {
int *self;
int *other;
int *newmis;
float *time;
float *frametime;
float *force_retouch;
float *physics_mode;
float *v_forward;
float *v_right;
float *v_up;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
//used by menu+csqc.
float *drawfont;
float *drawfontscale;
} g;
#ifdef USEODE
worldode_t ode;
#endif
};
typedef struct world_s world_t;
void PF_Common_RegisterCvars(void);
#ifdef USEODE
void World_ODE_RemoveFromEntity(world_t *world, wedict_t *ed);
void World_ODE_RemoveJointFromEntity(world_t *world, wedict_t *ed);
void World_ODE_Frame(world_t *world, double frametime, double gravity);
void World_ODE_Init(void);
void World_ODE_Start(world_t *world);
void World_ODE_End(world_t *world);
void World_ODE_Shutdown(void);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
qboolean World_ODE_RagCreateBody(world_t *world, odebody_t *bodyptr, odebodyinfo_t *bodyinfo, float *mat, wedict_t *ent);
qboolean World_ODE_RagMatrixToBody(odebody_t *bodyptr, float *mat);
void World_ODE_RagMatrixFromBody(world_t *world, odebody_t *bodyptr, float *mat);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
void World_ODE_RagDestroyBody(world_t *world, odebody_t *bodyptr);
void World_ODE_RagCreateJoint(world_t *world, odejoint_t *joint, odejointinfo_t *info, odebody_t *body1, odebody_t *body2, vec3_t aaa2[3]);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
void World_ODE_RagEnableJoint(odejoint_t *joint, qboolean enabled);
void World_ODE_RagMatrixFromJoint(odejoint_t *joint, odejointinfo_t *info, float *mat);
void World_ODE_RagDestroyJoint(world_t *world, odejoint_t *joint);
#endif
void World_ClearWorld (world_t *w);
// called after the world model has been loaded, before linking any entities
void World_UnlinkEdict (wedict_t *ent);
// call before removing an entity, and before trying to move one,
// so it doesn't clip against itself
// flags ent->v.modified
void World_LinkEdict (world_t *w, wedict_t *ent, qboolean touch_triggers);
// Needs to be called any time an entity changes origin, mins, maxs, or solid
// flags ent->v.modified
// sets ent->v.absmin and ent->v.absmax
// if touchtriggers, calls prog functions for the intersected triggers
void World_TouchLinks (world_t *w, wedict_t *ent, areanode_t *node);
int World_PointContents (world_t *w, vec3_t p);
// returns the CONTENTS_* value from the world at the given point.
// does not check any entities at all
wedict_t *World_TestEntityPosition (world_t *w, wedict_t *ent);
qboolean World_TransformedTrace (struct model_s *model, int hulloverride, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean capsule, struct trace_s *trace, vec3_t origin, vec3_t angles, unsigned int hitcontentsmask);
/*
World_Move:
mins and maxs are reletive
if the entire move stays in a solid volume, trace.allsolid will be set
if the starting point is in a solid, it will be allowed to move out
to an open area
nomonsters is used for line of sight or edge testing, where mosnters
shouldn't be considered solid objects
passedict is explicitly excluded from clipping checks (normally NULL)
*/
trace_t World_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, wedict_t *passedict);
#ifdef Q2SERVER
typedef struct q2edict_s q2edict_t;
void VARGS WorldQ2_LinkEdict(world_t *w, q2edict_t *ent);
void VARGS WorldQ2_UnlinkEdict(world_t *w, q2edict_t *ent);
int VARGS WorldQ2_AreaEdicts (world_t *w, vec3_t mins, vec3_t maxs, q2edict_t **list,
int maxcount, int areatype);
trace_t WorldQ2_Move (world_t *w, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hitcontentsmask, q2edict_t *passedict);
#endif
#ifdef Q2BSPS
unsigned int Q2BSP_FatPVS (model_t *mod, vec3_t org, qbyte *buffer, unsigned int buffersize, qboolean add);
qboolean Q2BSP_EdictInFatPVS(model_t *mod, struct pvscache_s *ent, qbyte *pvs);
void Q2BSP_FindTouchedLeafs(model_t *mod, struct pvscache_s *ent, float *mins, float *maxs);
#endif
/*sv_move.c*/
#if defined(CSQC_DAT) || !defined(CLIENTONLY)
qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up);
qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void (*set_move_trace)(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals, trace_t *trace), struct globalvars_s *set_trace_globs);
qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist);
qboolean World_GetEntGravityAxis(wedict_t *ent, vec3_t axis[3]);
#endif
//
// sv_phys.c
//
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 15:29:40 -07:00
void WPhys_Init(void);
void World_Physics_Frame(world_t *w);
void SV_SetMoveVars(void);
void WPhys_RunNewmis (world_t *w);
qboolean SV_Physics (void);
void WPhys_CheckVelocity (world_t *w, wedict_t *ent);
trace_t WPhys_Trace_Toss (world_t *w, wedict_t *ent, wedict_t *ignore);
void SV_ProgStartFrame (void);
void WPhys_RunEntity (world_t *w, wedict_t *ent);
qboolean WPhys_RunThink (world_t *w, wedict_t *ent);