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-rw-r--r--src/game/g_utils.c1071
1 files changed, 1071 insertions, 0 deletions
diff --git a/src/game/g_utils.c b/src/game/g_utils.c
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+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// g_utils.c -- misc utility functions for game module
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * This program 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.
+ */
+
+#include "g_local.h"
+
+typedef struct
+{
+ char oldShader[ MAX_QPATH ];
+ char newShader[ MAX_QPATH ];
+ float timeOffset;
+} shaderRemap_t;
+
+#define MAX_SHADER_REMAPS 128
+
+int remapCount = 0;
+shaderRemap_t remappedShaders[ MAX_SHADER_REMAPS ];
+
+void AddRemap( const char *oldShader, const char *newShader, float timeOffset )
+{
+ int i;
+
+ for( i = 0; i < remapCount; i++ )
+ {
+ if( Q_stricmp( oldShader, remappedShaders[ i ].oldShader ) == 0 )
+ {
+ // found it, just update this one
+ strcpy( remappedShaders[ i ].newShader,newShader );
+ remappedShaders[ i ].timeOffset = timeOffset;
+ return;
+ }
+ }
+
+ if( remapCount < MAX_SHADER_REMAPS )
+ {
+ strcpy( remappedShaders[ remapCount ].newShader,newShader );
+ strcpy( remappedShaders[ remapCount ].oldShader,oldShader );
+ remappedShaders[ remapCount ].timeOffset = timeOffset;
+ remapCount++;
+ }
+}
+
+const char *BuildShaderStateConfig( void )
+{
+ static char buff[ MAX_STRING_CHARS * 4 ];
+ char out[ ( MAX_QPATH * 2 ) + 5 ];
+ int i;
+
+ memset( buff, 0, MAX_STRING_CHARS );
+
+ for( i = 0; i < remapCount; i++ )
+ {
+ Com_sprintf( out, ( MAX_QPATH * 2 ) + 5, "%s=%s:%5.2f@", remappedShaders[ i ].oldShader,
+ remappedShaders[ i ].newShader, remappedShaders[ i ].timeOffset );
+ Q_strcat( buff, sizeof( buff ), out );
+ }
+ return buff;
+}
+
+
+/*
+=========================================================================
+
+model / sound configstring indexes
+
+=========================================================================
+*/
+
+/*
+================
+G_FindConfigstringIndex
+
+================
+*/
+int G_FindConfigstringIndex( char *name, int start, int max, qboolean create )
+{
+ int i;
+ char s[ MAX_STRING_CHARS ];
+
+ if( !name || !name[ 0 ] )
+ return 0;
+
+ for( i = 1; i < max; i++ )
+ {
+ trap_GetConfigstring( start + i, s, sizeof( s ) );
+ if( !s[ 0 ] )
+ break;
+
+ if( !strcmp( s, name ) )
+ return i;
+ }
+
+ if( !create )
+ return 0;
+
+ if( i == max )
+ G_Error( "G_FindConfigstringIndex: overflow" );
+
+ trap_SetConfigstring( start + i, name );
+
+ return i;
+}
+
+//TA: added ParticleSystemIndex
+int G_ParticleSystemIndex( char *name )
+{
+ return G_FindConfigstringIndex( name, CS_PARTICLE_SYSTEMS, MAX_GAME_PARTICLE_SYSTEMS, qtrue );
+}
+
+//TA: added ShaderIndex
+int G_ShaderIndex( char *name )
+{
+ return G_FindConfigstringIndex( name, CS_SHADERS, MAX_SHADERS, qtrue );
+}
+
+int G_ModelIndex( char *name )
+{
+ return G_FindConfigstringIndex( name, CS_MODELS, MAX_MODELS, qtrue );
+}
+
+int G_SoundIndex( char *name )
+{
+ return G_FindConfigstringIndex( name, CS_SOUNDS, MAX_SOUNDS, qtrue );
+}
+
+//=====================================================================
+
+
+/*
+================
+G_TeamCommand
+
+Broadcasts a command to only a specific team
+================
+*/
+void G_TeamCommand( pTeam_t team, char *cmd )
+{
+ int i;
+
+ for( i = 0 ; i < level.maxclients ; i++ )
+ {
+ if( level.clients[ i ].pers.connected == CON_CONNECTED )
+ {
+ if( level.clients[ i ].ps.stats[ STAT_PTEAM ] == team )
+ G_SendCommandFromServer( i, va( "%s", cmd ) );
+ }
+ }
+}
+
+
+/*
+=============
+G_Find
+
+Searches all active entities for the next one that holds
+the matching string at fieldofs (use the FOFS() macro) in the structure.
+
+Searches beginning at the entity after from, or the beginning if NULL
+NULL will be returned if the end of the list is reached.
+
+=============
+*/
+gentity_t *G_Find( gentity_t *from, int fieldofs, const char *match )
+{
+ char *s;
+
+ if( !from )
+ from = g_entities;
+ else
+ from++;
+
+ for( ; from < &g_entities[ level.num_entities ]; from++ )
+ {
+ if( !from->inuse )
+ continue;
+ s = *(char **)( (byte *)from + fieldofs );
+
+ if( !s )
+ continue;
+
+ if( !Q_stricmp( s, match ) )
+ return from;
+ }
+
+ return NULL;
+}
+
+
+/*
+=============
+G_PickTarget
+
+Selects a random entity from among the targets
+=============
+*/
+#define MAXCHOICES 32
+
+gentity_t *G_PickTarget( char *targetname )
+{
+ gentity_t *ent = NULL;
+ int num_choices = 0;
+ gentity_t *choice[ MAXCHOICES ];
+
+ if( !targetname )
+ {
+ G_Printf("G_PickTarget called with NULL targetname\n");
+ return NULL;
+ }
+
+ while( 1 )
+ {
+ ent = G_Find( ent, FOFS( targetname ), targetname );
+
+ if( !ent )
+ break;
+
+ choice[ num_choices++ ] = ent;
+
+ if( num_choices == MAXCHOICES )
+ break;
+ }
+
+ if( !num_choices )
+ {
+ G_Printf( "G_PickTarget: target %s not found\n", targetname );
+ return NULL;
+ }
+
+ return choice[ rand( ) % num_choices ];
+}
+
+
+/*
+==============================
+G_UseTargets
+
+"activator" should be set to the entity that initiated the firing.
+
+Search for (string)targetname in all entities that
+match (string)self.target and call their .use function
+
+==============================
+*/
+void G_UseTargets( gentity_t *ent, gentity_t *activator )
+{
+ gentity_t *t;
+
+ if( !ent )
+ return;
+
+ if( ent->targetShaderName && ent->targetShaderNewName )
+ {
+ float f = level.time * 0.001;
+ AddRemap( ent->targetShaderName, ent->targetShaderNewName, f );
+ trap_SetConfigstring( CS_SHADERSTATE, BuildShaderStateConfig( ) );
+ }
+
+ if( !ent->target )
+ return;
+
+ t = NULL;
+ while( ( t = G_Find( t, FOFS( targetname ), ent->target ) ) != NULL )
+ {
+ if( t == ent )
+ G_Printf( "WARNING: Entity used itself.\n" );
+ else
+ {
+ if( t->use )
+ t->use( t, ent, activator );
+ }
+
+ if( !ent->inuse )
+ {
+ G_Printf( "entity was removed while using targets\n" );
+ return;
+ }
+ }
+}
+
+
+/*
+=============
+TempVector
+
+This is just a convenience function
+for making temporary vectors for function calls
+=============
+*/
+float *tv( float x, float y, float z )
+{
+ static int index;
+ static vec3_t vecs[ 8 ];
+ float *v;
+
+ // use an array so that multiple tempvectors won't collide
+ // for a while
+ v = vecs[ index ];
+ index = ( index + 1 ) & 7;
+
+ v[ 0 ] = x;
+ v[ 1 ] = y;
+ v[ 2 ] = z;
+
+ return v;
+}
+
+
+/*
+=============
+VectorToString
+
+This is just a convenience function
+for printing vectors
+=============
+*/
+char *vtos( const vec3_t v )
+{
+ static int index;
+ static char str[ 8 ][ 32 ];
+ char *s;
+
+ // use an array so that multiple vtos won't collide
+ s = str[ index ];
+ index = ( index + 1 ) & 7;
+
+ Com_sprintf( s, 32, "(%i %i %i)", (int)v[ 0 ], (int)v[ 1 ], (int)v[ 2 ] );
+
+ return s;
+}
+
+
+/*
+===============
+G_SetMovedir
+
+The editor only specifies a single value for angles (yaw),
+but we have special constants to generate an up or down direction.
+Angles will be cleared, because it is being used to represent a direction
+instead of an orientation.
+===============
+*/
+void G_SetMovedir( vec3_t angles, vec3_t movedir )
+{
+ static vec3_t VEC_UP = { 0, -1, 0 };
+ static vec3_t MOVEDIR_UP = { 0, 0, 1 };
+ static vec3_t VEC_DOWN = { 0, -2, 0 };
+ static vec3_t MOVEDIR_DOWN = { 0, 0, -1 };
+
+ if( VectorCompare( angles, VEC_UP ) )
+ VectorCopy( MOVEDIR_UP, movedir );
+ else if( VectorCompare( angles, VEC_DOWN ) )
+ VectorCopy( MOVEDIR_DOWN, movedir );
+ else
+ AngleVectors( angles, movedir, NULL, NULL );
+
+ VectorClear( angles );
+}
+
+
+float vectoyaw( const vec3_t vec )
+{
+ float yaw;
+
+ if( vec[ YAW ] == 0 && vec[ PITCH ] == 0 )
+ {
+ yaw = 0;
+ }
+ else
+ {
+ if( vec[ PITCH ] )
+ yaw = ( atan2( vec[ YAW ], vec[ PITCH ] ) * 180 / M_PI );
+ else if( vec[ YAW ] > 0 )
+ yaw = 90;
+ else
+ yaw = 270;
+
+ if( yaw < 0 )
+ yaw += 360;
+ }
+
+ return yaw;
+}
+
+
+void G_InitGentity( gentity_t *e )
+{
+ e->inuse = qtrue;
+ e->classname = "noclass";
+ e->s.number = e - g_entities;
+ e->r.ownerNum = ENTITYNUM_NONE;
+}
+
+/*
+=================
+G_Spawn
+
+Either finds a free entity, or allocates a new one.
+
+ The slots from 0 to MAX_CLIENTS-1 are always reserved for clients, and will
+never be used by anything else.
+
+Try to avoid reusing an entity that was recently freed, because it
+can cause the client to think the entity morphed into something else
+instead of being removed and recreated, which can cause interpolated
+angles and bad trails.
+=================
+*/
+gentity_t *G_Spawn( void )
+{
+ int i, force;
+ gentity_t *e;
+
+ e = NULL; // shut up warning
+ i = 0; // shut up warning
+
+ for( force = 0; force < 2; force++ )
+ {
+ // if we go through all entities and can't find one to free,
+ // override the normal minimum times before use
+ e = &g_entities[ MAX_CLIENTS ];
+
+ for( i = MAX_CLIENTS; i < level.num_entities; i++, e++ )
+ {
+ if( e->inuse )
+ continue;
+
+ // the first couple seconds of server time can involve a lot of
+ // freeing and allocating, so relax the replacement policy
+ if( !force && e->freetime > level.startTime + 2000 && level.time - e->freetime < 1000 )
+ continue;
+
+ // reuse this slot
+ G_InitGentity( e );
+ return e;
+ }
+
+ if( i != MAX_GENTITIES )
+ break;
+ }
+
+ if( i == ENTITYNUM_MAX_NORMAL )
+ {
+ for( i = 0; i < MAX_GENTITIES; i++ )
+ G_Printf( "%4i: %s\n", i, g_entities[ i ].classname );
+
+ G_Error( "G_Spawn: no free entities" );
+ }
+
+ // open up a new slot
+ level.num_entities++;
+
+ // let the server system know that there are more entities
+ trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ),
+ &level.clients[ 0 ].ps, sizeof( level.clients[ 0 ] ) );
+
+ G_InitGentity( e );
+ return e;
+}
+
+
+/*
+=================
+G_EntitiesFree
+=================
+*/
+qboolean G_EntitiesFree( void )
+{
+ int i;
+ gentity_t *e;
+
+ e = &g_entities[ MAX_CLIENTS ];
+
+ for( i = MAX_CLIENTS; i < level.num_entities; i++, e++ )
+ {
+ if( e->inuse )
+ continue;
+
+ // slot available
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+
+/*
+=================
+G_FreeEntity
+
+Marks the entity as free
+=================
+*/
+void G_FreeEntity( gentity_t *ent )
+{
+ trap_UnlinkEntity( ent ); // unlink from world
+
+ if( ent->neverFree )
+ return;
+
+ memset( ent, 0, sizeof( *ent ) );
+ ent->classname = "freent";
+ ent->freetime = level.time;
+ ent->inuse = qfalse;
+}
+
+/*
+=================
+G_TempEntity
+
+Spawns an event entity that will be auto-removed
+The origin will be snapped to save net bandwidth, so care
+must be taken if the origin is right on a surface (snap towards start vector first)
+=================
+*/
+gentity_t *G_TempEntity( vec3_t origin, int event )
+{
+ gentity_t *e;
+ vec3_t snapped;
+
+ e = G_Spawn( );
+ e->s.eType = ET_EVENTS + event;
+
+ e->classname = "tempEntity";
+ e->eventTime = level.time;
+ e->freeAfterEvent = qtrue;
+
+ VectorCopy( origin, snapped );
+ SnapVector( snapped ); // save network bandwidth
+ G_SetOrigin( e, snapped );
+
+ // find cluster for PVS
+ trap_LinkEntity( e );
+
+ return e;
+}
+
+
+
+/*
+==============================================================================
+
+Kill box
+
+==============================================================================
+*/
+
+/*
+=================
+G_KillBox
+
+Kills all entities that would touch the proposed new positioning
+of ent. Ent should be unlinked before calling this!
+=================
+*/
+void G_KillBox( gentity_t *ent )
+{
+ int i, num;
+ int touch[ MAX_GENTITIES ];
+ gentity_t *hit;
+ vec3_t mins, maxs;
+
+ VectorAdd( ent->client->ps.origin, ent->r.mins, mins );
+ VectorAdd( ent->client->ps.origin, ent->r.maxs, maxs );
+ num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
+
+ for( i = 0; i < num; i++ )
+ {
+ hit = &g_entities[ touch[ i ] ];
+
+ if( !hit->client )
+ continue;
+
+ //TA: impossible to telefrag self
+ if( ent == hit )
+ continue;
+
+ // nail it
+ G_Damage( hit, ent, ent, NULL, NULL,
+ 100000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
+ }
+
+}
+
+//==============================================================================
+
+/*
+===============
+G_AddPredictableEvent
+
+Use for non-pmove events that would also be predicted on the
+client side: jumppads and item pickups
+Adds an event+parm and twiddles the event counter
+===============
+*/
+void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm )
+{
+ if( !ent->client )
+ return;
+
+ BG_AddPredictableEventToPlayerstate( event, eventParm, &ent->client->ps );
+}
+
+
+/*
+===============
+G_AddEvent
+
+Adds an event+parm and twiddles the event counter
+===============
+*/
+void G_AddEvent( gentity_t *ent, int event, int eventParm )
+{
+ int bits;
+
+ if( !event )
+ {
+ G_Printf( "G_AddEvent: zero event added for entity %i\n", ent->s.number );
+ return;
+ }
+
+ // clients need to add the event in playerState_t instead of entityState_t
+ if( ent->client )
+ {
+ bits = ent->client->ps.externalEvent & EV_EVENT_BITS;
+ bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
+ ent->client->ps.externalEvent = event | bits;
+ ent->client->ps.externalEventParm = eventParm;
+ ent->client->ps.externalEventTime = level.time;
+ }
+ else
+ {
+ bits = ent->s.event & EV_EVENT_BITS;
+ bits = ( bits + EV_EVENT_BIT1 ) & EV_EVENT_BITS;
+ ent->s.event = event | bits;
+ ent->s.eventParm = eventParm;
+ }
+
+ ent->eventTime = level.time;
+}
+
+
+/*
+===============
+G_BroadcastEvent
+
+Sends an event to every client
+===============
+*/
+void G_BroadcastEvent( int event, int eventParm )
+{
+ gentity_t *ent;
+
+ ent = G_TempEntity( vec3_origin, event );
+ ent->s.eventParm = eventParm;
+ ent->r.svFlags = SVF_BROADCAST; // send to everyone
+}
+
+
+/*
+=============
+G_Sound
+=============
+*/
+void G_Sound( gentity_t *ent, int channel, int soundIndex )
+{
+ gentity_t *te;
+
+ te = G_TempEntity( ent->r.currentOrigin, EV_GENERAL_SOUND );
+ te->s.eventParm = soundIndex;
+}
+
+
+/*
+=============
+G_ClientIsLagging
+=============
+*/
+qboolean G_ClientIsLagging( gclient_t *client )
+{
+ if( client )
+ {
+ if( client->ps.ping >= 999 )
+ return qtrue;
+ else
+ return qfalse;
+ }
+
+ return qfalse; //is a non-existant client lagging? woooo zen
+}
+
+
+static commandQueue_t queuedCommands[ MAX_CLIENTS ];
+
+/*
+===============
+G_PopCommandQueue
+
+Return the front of a command queue
+Must use immediately or copy to a buffer
+===============
+*/
+static const char *G_PopCommandQueue( commandQueue_t *cq )
+{
+ if( cq->front )
+ {
+ commandQueueElement_t *cqe = cq->front;
+
+ cq->front = cqe->next;
+
+ // last element in the queue
+ if( cq->front == NULL )
+ cq->back = NULL;
+
+ cq->nextCommandTime = level.time + g_minCommandPeriod.integer;
+ cqe->used = qfalse;
+
+ return cqe->command;
+ }
+ else
+ return NULL;
+}
+
+/*
+===============
+G_PushCommandQueue
+
+Put a command on a command queue
+===============
+*/
+static void G_PushCommandQueue( commandQueue_t *cq, const char *cmd )
+{
+ int i;
+
+ for( i = 0; i < MAX_QUEUE_COMMANDS; i++ )
+ {
+ commandQueueElement_t *cqe = &cq->pool[ i ];
+
+ if( !cqe->used )
+ {
+ cqe->used = qtrue;
+ cqe->next = NULL;
+ Q_strncpyz( cqe->command, cmd, MAX_TOKEN_CHARS );
+
+ if( cq->back )
+ {
+ cq->back->next = cqe;
+ cq->back = cqe;
+ }
+ else
+ {
+ cq->front = cqe;
+ cq->back = cqe;
+ }
+
+ return;
+ }
+ }
+
+ //drop the command
+}
+
+/*
+===============
+G_PrintCommandQueue
+===============
+*/
+#if 0 //quiet compiler
+static void G_PrintCommandQueue( commandQueue_t *cq )
+{
+ commandQueueElement_t *cqe;
+
+ if( cq->front )
+ {
+ cqe = cq->front;
+
+ do
+ {
+ G_Printf( "->\"%s\"", cqe->command );
+ } while( ( cqe = cqe->next ) );
+
+ G_Printf( "\n" );
+ }
+}
+#endif
+
+/*
+===============
+G_ReadyToDequeue
+===============
+*/
+static qboolean G_ReadyToDequeue( commandQueue_t *cq )
+{
+ if( !cq )
+ return qfalse;
+
+ return cq->front && cq->nextCommandTime <= level.time;
+}
+
+/*
+===============
+G_ProcessCommandQueues
+
+Check for any outstanding commands to be sent
+===============
+*/
+void G_ProcessCommandQueues( void )
+{
+ int i;
+
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ {
+ gclient_t *cl = &level.clients[ i ];
+ commandQueue_t *cq = &queuedCommands[ i ];
+
+ if( !G_ClientIsLagging( cl ) && G_ReadyToDequeue( cq ) )
+ {
+ const char *command = G_PopCommandQueue( cq );
+
+ if( command )
+ trap_SendServerCommand( i, command );
+ }
+ }
+}
+
+/*
+===============
+G_InitCommandQueue
+===============
+*/
+void G_InitCommandQueue( int clientNum )
+{
+ int i;
+ commandQueue_t *cq = &queuedCommands[ clientNum ];
+
+ if( clientNum >= 0 && clientNum < MAX_CLIENTS )
+ {
+ cq->front = cq->back = NULL;
+ cq->nextCommandTime = 0;
+
+ for( i = 0; i < MAX_QUEUE_COMMANDS; i++ )
+ {
+ commandQueueElement_t *cqe = &cq->pool[ i ];
+
+ cqe->used = qfalse;
+ }
+ }
+}
+
+/*
+===============
+G_SendCommandFromServer
+
+Sends a command to a client
+===============
+*/
+void G_SendCommandFromServer( int clientNum, const char *cmd )
+{
+ commandQueue_t *cq = &queuedCommands[ clientNum ];
+
+ if( clientNum < 0 )
+ cq = NULL;
+
+ if( strlen( cmd ) > 1022 )
+ {
+ G_LogPrintf( "G_SendCommandFromServer( %d, ... ) length exceeds 1022.\n", clientNum );
+ G_LogPrintf( "cmd [%s]\n", cmd );
+ return;
+ }
+
+ if( cq )
+ {
+ gclient_t *cl = &level.clients[ clientNum ];
+
+ if( cq->nextCommandTime > level.time || G_ClientIsLagging( cl ) )
+ {
+ //can't send yet, so queue the command up
+ G_PushCommandQueue( cq, cmd );
+ }
+ else
+ {
+ cq->nextCommandTime = level.time + g_minCommandPeriod.integer;
+ trap_SendServerCommand( clientNum, cmd );
+ }
+ }
+ else //no queue exists for this client
+ trap_SendServerCommand( clientNum, cmd );
+}
+
+//==============================================================================
+
+
+/*
+================
+G_SetOrigin
+
+Sets the pos trajectory for a fixed position
+================
+*/
+void G_SetOrigin( gentity_t *ent, vec3_t origin )
+{
+ VectorCopy( origin, ent->s.pos.trBase );
+ ent->s.pos.trType = TR_STATIONARY;
+ ent->s.pos.trTime = 0;
+ ent->s.pos.trDuration = 0;
+ VectorClear( ent->s.pos.trDelta );
+
+ VectorCopy( origin, ent->r.currentOrigin );
+ VectorCopy( origin, ent->s.origin ); //TA: if shit breaks - blame this line
+}
+
+//TA: from quakestyle.telefragged.com
+// (NOBODY): Code helper function
+//
+gentity_t *G_FindRadius( gentity_t *from, vec3_t org, float rad )
+{
+ vec3_t eorg;
+ int j;
+
+ if( !from )
+ from = g_entities;
+ else
+ from++;
+
+ for( ; from < &g_entities[ level.num_entities ]; from++ )
+ {
+ if( !from->inuse )
+ continue;
+
+ for( j = 0; j < 3; j++ )
+ eorg[ j ] = org[ j ] - ( from->r.currentOrigin[ j ] + ( from->r.mins[ j ] + from->r.maxs[ j ] ) * 0.5 );
+
+ if( VectorLength( eorg ) > rad )
+ continue;
+
+ return from;
+ }
+
+ return NULL;
+}
+
+/*
+===============
+G_Visible
+
+Test for a LOS between two entities
+===============
+*/
+qboolean G_Visible( gentity_t *ent1, gentity_t *ent2 )
+{
+ trace_t trace;
+
+ trap_Trace( &trace, ent1->s.pos.trBase, NULL, NULL, ent2->s.pos.trBase, ent1->s.number, MASK_SHOT );
+
+ if( trace.contents & CONTENTS_SOLID )
+ return qfalse;
+
+ return qtrue;
+}
+
+/*
+===============
+G_ClosestEnt
+
+Test a list of entities for the closest to a particular point
+===============
+*/
+gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities )
+{
+ int i;
+ float nd, d = 1000000.0f;
+ gentity_t *closestEnt = NULL;
+
+ for( i = 0; i < numEntities; i++ )
+ {
+ gentity_t *ent = entities[ i ];
+
+ if( ( nd = Distance( origin, ent->s.origin ) ) < d )
+ {
+ d = nd;
+ closestEnt = ent;
+ }
+ }
+
+ return closestEnt;
+}
+
+/*
+===============
+G_TriggerMenu
+
+Trigger a menu on some client
+===============
+*/
+void G_TriggerMenu( int clientNum, dynMenu_t menu )
+{
+ char buffer[ 32 ];
+
+ Com_sprintf( buffer, 32, "servermenu %d", menu );
+ G_SendCommandFromServer( clientNum, buffer );
+}
+
+
+/*
+===============
+G_CloseMenus
+
+Close all open menus on some client
+===============
+*/
+void G_CloseMenus( int clientNum )
+{
+ char buffer[ 32 ];
+
+ Com_sprintf( buffer, 32, "serverclosemenus" );
+ G_SendCommandFromServer( clientNum, buffer );
+}
+
+
+/*
+================
+DebugLine
+
+ debug polygons only work when running a local game
+ with r_debugSurface set to 2
+================
+*/
+int DebugLine( vec3_t start, vec3_t end, int color )
+{
+ vec3_t points[ 4 ], dir, cross, up = { 0, 0, 1 };
+ float dot;
+
+ VectorCopy( start, points[ 0 ] );
+ VectorCopy( start, points[ 1 ] );
+ //points[1][2] -= 2;
+ VectorCopy( end, points[ 2 ] );
+ //points[2][2] -= 2;
+ VectorCopy( end, points[ 3 ] );
+
+
+ VectorSubtract( end, start, dir );
+ VectorNormalize( dir );
+ dot = DotProduct( dir, up );
+
+ if( dot > 0.99 || dot < -0.99 )
+ VectorSet( cross, 1, 0, 0 );
+ else
+ CrossProduct( dir, up, cross );
+
+ VectorNormalize( cross );
+
+ VectorMA(points[ 0 ], 2, cross, points[ 0 ] );
+ VectorMA(points[ 1 ], -2, cross, points[ 1 ] );
+ VectorMA(points[ 2 ], -2, cross, points[ 2 ] );
+ VectorMA(points[ 3 ], 2, cross, points[ 3 ] );
+
+ return trap_DebugPolygonCreate( color, 4, points );
+}
+