Hrm. Need a better solution than this. Needs to be more generic... Dooms going to want it... maybe that's why I couldn't get it stable?
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@475 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1120,7 +1120,7 @@ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t max
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vec3_t start_l, end_l;
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vec3_t start_l, end_l;
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hull_t *hull;
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hull_t *hull;
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/*
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#ifdef Q2BSPS
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#ifdef Q2BSPS
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if (ent->v.solid == SOLID_BSP)
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if (ent->v.solid == SOLID_BSP)
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if (sv.models[(int)ent->v.modelindex] && (sv.models[(int)ent->v.modelindex]->fromgame == fg_quake2 || sv.models[(int)ent->v.modelindex]->fromgame == fg_quake3))
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if (sv.models[(int)ent->v.modelindex] && (sv.models[(int)ent->v.modelindex]->fromgame == fg_quake2 || sv.models[(int)ent->v.modelindex]->fromgame == fg_quake3))
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@ -1131,7 +1131,7 @@ trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t max
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return trace;
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return trace;
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}
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}
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#endif
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#endif
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*/
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// fill in a default trace
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// fill in a default trace
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memset (&trace, 0, sizeof(trace_t));
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memset (&trace, 0, sizeof(trace_t));
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@ -1774,7 +1774,7 @@ trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, e
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hullnum = 0;
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hullnum = 0;
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best = 8192;
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best = 8192;
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//x/y pos/neg are assumed to be the same magnitute.
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//x/y pos/neg are assumed to be the same magnitute.
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//y pos/height are assumed to be different from all the others.
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//z pos/height are assumed to be different from all the others.
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for (i = 0; i < MAX_MAP_HULLSM; i++)
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for (i = 0; i < MAX_MAP_HULLSM; i++)
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{
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{
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if (!sv.worldmodel->hulls[i].available)
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if (!sv.worldmodel->hulls[i].available)
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@ -1782,7 +1782,7 @@ trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, e
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#define sq(x) ((x)*(x))
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#define sq(x) ((x)*(x))
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diff = sq(sv.worldmodel->hulls[i].clip_maxs[2] - maxs[2]) +
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diff = sq(sv.worldmodel->hulls[i].clip_maxs[2] - maxs[2]) +
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sq(sv.worldmodel->hulls[i].clip_mins[2] - mins[2]) +
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sq(sv.worldmodel->hulls[i].clip_mins[2] - mins[2]) +
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sq(sv.worldmodel->hulls[i].clip_maxs[0] - maxs[0]) +
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sq(sv.worldmodel->hulls[i].clip_maxs[1] - maxs[1]) +
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sq(sv.worldmodel->hulls[i].clip_mins[0] - mins[0]);
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sq(sv.worldmodel->hulls[i].clip_mins[0] - mins[0]);
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if (diff < best)
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if (diff < best)
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{
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{
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