/* ================== PM_TraceTexture find the face where the traceline hit assume physentity is valid ================== */ const char *PM_TraceTexture( physent_t *pe, vec3_t start, vec3_t end ) { msurface_t *surf = PM_TraceSurface( pe, start, end ); if( !surf || !surf->texinfo || !surf->texinfo->texture ) return NULL; return surf->texinfo->texture->name; };
static struct msurface_s *pfnTraceSurface( int ground, float *vstart, float *vend ) { physent_t *pe; if( ground < 0 || ground >= clgame.pmove->numphysent ) return NULL; // bad ground pe = &clgame.pmove->physents[ground]; return PM_TraceSurface( pe, vstart, vend ); }