Beispiel #1
0
static pmtrace_t *pfnPlayerTraceEx_w32( pmtrace_t * retvalue, float *start, float *end, int traceFlags, pfnIgnore pmFilter )
{
    pmtrace_t tmp;
    tmp = PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, -1, pmFilter );
    *retvalue = tmp;
    return retvalue;
}
Beispiel #2
0
static pmtrace_t *pfnPlayerTrace_w32(pmtrace_t * retvalue, float *start, float *end, int traceFlags, int ignore_pe)
{
    pmtrace_t tmp;
    tmp = PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL );
    *retvalue = tmp;
    return retvalue;
}
Beispiel #3
0
/*
=============
CL_TraceLine

a simple engine traceline
=============
*/
pmtrace_t CL_TraceLine( vec3_t start, vec3_t end, int flags )
{
	int	old_usehull;
	pmtrace_t	tr;
	
	old_usehull = clgame.pmove->usehull;
	clgame.pmove->usehull = 2;
	tr = PM_PlayerTraceExt( clgame.pmove, start, end, flags, clgame.pmove->numphysent, clgame.pmove->physents, -1, NULL );
	clgame.pmove->usehull = old_usehull;

	return tr;
}
Beispiel #4
0
static pmtrace_t *pfnTraceLineEx( float *start, float *end, int flags, int usehull, pfnIgnore pmFilter )
{
	static pmtrace_t	tr;
	int		old_usehull;

	old_usehull = clgame.pmove->usehull;
	clgame.pmove->usehull = usehull;	

	switch( flags )
	{
	case PM_TRACELINE_PHYSENTSONLY:
		tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numphysent, clgame.pmove->physents, -1, pmFilter );
		break;
	case PM_TRACELINE_ANYVISIBLE:
		tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numvisent, clgame.pmove->visents, -1, pmFilter );
		break;
	}

	clgame.pmove->usehull = old_usehull;

	return &tr;
}
Beispiel #5
0
static pmtrace_t *pfnTraceLine( float *start, float *end, int flags, int usehull, int ignore_pe )
{
    static pmtrace_t	tr;
    int		old_usehull;

    old_usehull = svgame.pmove->usehull;
    svgame.pmove->usehull = usehull;

    switch( flags )
    {
    case PM_TRACELINE_PHYSENTSONLY:
        tr = PM_PlayerTraceExt( svgame.pmove, start, end, 0, svgame.pmove->numphysent, svgame.pmove->physents, ignore_pe, NULL );
        break;
    case PM_TRACELINE_ANYVISIBLE:
        tr = PM_PlayerTraceExt( svgame.pmove, start, end, 0, svgame.pmove->numvisent, svgame.pmove->visents, ignore_pe, NULL );
        break;
    }

    svgame.pmove->usehull = old_usehull;

    return &tr;
}
Beispiel #6
0
static pmtrace_t pfnPlayerTraceEx( float *start, float *end, int traceFlags, pfnIgnore pmFilter )
{
	return PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, -1, pmFilter );
}
Beispiel #7
0
static pmtrace_t pfnPlayerTrace( float *start, float *end, int traceFlags, int ignore_pe )
{
	return PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL );
}
Beispiel #8
0
static pmtrace_t *pfnPlayerTraceEx_w32( pmtrace_t* trace, float *start, float *end, int traceFlags, pfnIgnore pmFilter )
{
    *trace = PM_PlayerTraceExt( svgame.pmove, start, end, traceFlags, svgame.pmove->numphysent, svgame.pmove->physents, -1, pmFilter );
    return trace;
}
Beispiel #9
0
static pmtrace_t *pfnPlayerTrace_w32(pmtrace_t *trace, float *start, float *end, int traceFlags, int ignore_pe)
{
    *trace = PM_PlayerTraceExt( svgame.pmove, start, end, traceFlags, svgame.pmove->numphysent, svgame.pmove->physents, ignore_pe, NULL );
    return trace;
}