/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP Source Code 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 3 of the License, or (at your option) any later version. RTCW MP Source Code 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 RTCW MP Source Code. If not, see . In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "qfiles.h" #include "../cgame/tr_types.h" void CM_LoadMap( const char *name, qboolean clientload, int *checksum ); void CM_ClearMap( void ); clipHandle_t CM_InlineModel( int index ); // 0 = world, 1 + are bmodels clipHandle_t CM_TempBoxModel( const vec3_t mins, const vec3_t maxs, int capsule ); void CM_SetTempBoxModelContents( int contents ); // DHM - Nerve void CM_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); int CM_NumClusters( void ); int CM_NumInlineModels( void ); char *CM_EntityString( void ); // returns an ORed contents mask int CM_PointContents( const vec3_t p, clipHandle_t model ); int CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); void CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask, int capsule ); void CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, const vec3_t mins, const vec3_t maxs, clipHandle_t model, int brushmask, const vec3_t origin, const vec3_t angles, int capsule ); byte *CM_ClusterPVS( int cluster ); int CM_PointLeafnum( const vec3_t p ); // only returns non-solid leafs // overflow if return listsize and if *lastLeaf != list[listsize-1] int CM_BoxLeafnums( const vec3_t mins, const vec3_t maxs, int *list, int listsize, int *lastLeaf ); int CM_LeafCluster( int leafnum ); int CM_LeafArea( int leafnum ); void CM_AdjustAreaPortalState( int area1, int area2, qboolean open ); qboolean CM_AreasConnected( int area1, int area2 ); int CM_WriteAreaBits( byte *buffer, int area ); // cm_tag.c int CM_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex ); // cm_marks.c int CM_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projection, int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer ); // cm_patch.c void CM_DrawDebugSurface( void ( *drawPoly )( int color, int numPoints, float *points ) );