split out RecursiveHullCheck and related code into collision.c (shared by client...
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 21 May 2002 10:47:23 +0000 (10:47 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 21 May 2002 10:47:23 +0000 (10:47 +0000)
commit1019743b2072b60aa1a2897b04c7cbb8f94454d1
tree097a680df5cc9e4812e83932d2c27c8c0984f68e
parent389eca27b114c815564a9335af4d2d845ed97a9b
split out RecursiveHullCheck and related code into collision.c (shared by client and server, doesn't care what an entity is), and cl_collision.c (CL_TraceLine and related code), this cleans up a lot of messy RecursiveHullCheck calls, replacing them with Collision_ClipTrace calls
also removed some commented out code
and fixed an epsilon glitch in RecursiveHullCheck which was mostly visible when shooting a gun along a wall at angles nearly parallel with the wall

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1861 d7cf8633-e32d-0410-b094-e92efae38249
16 files changed:
cgamevm.c
chase.c
cl_collision.c [new file with mode: 0644]
cl_collision.h [new file with mode: 0644]
cl_main.c
cl_particles.c
client.h
collision.c [new file with mode: 0644]
collision.h [new file with mode: 0644]
makefile
makefile.mingw
r_explosion.c
r_light.c
sv_main.c
world.c
world.h