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Tracebox?

 
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Fri Nov 06, 2009 10:19 pm    Post subject: Tracebox? Reply with quote

Wondering about this.. Does anybody know how to use it, and which engines support? I've been pulling up some very obscure information about it that says it's present in even vanilla Quake, but only accessible in QC to few, such as DarkPlaces?

I don't understand, and how would one "enable" it engineside, per say?
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Nov 07, 2009 12:41 am    Post subject: Reply with quote

look at PF_Traceline.
it calls SV_Move with two vec3_origin arguments. Those arguments should be mins and maxs for tracebox.
Making a proper tracebox function requires duplicating traceline and passing through two extra vector arguments.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sat Nov 07, 2009 5:12 am    Post subject: Reply with quote

Spike wrote:
look at PF_Traceline.
it calls SV_Move with two vec3_origin arguments. Those arguments should be mins and maxs for tracebox.
Making a proper tracebox function requires duplicating traceline and passing through two extra vector arguments.


Fabulous. Seems easy enough.

Does adding an additional QC function to said engine require tweaks to FrikaQCC, or is that exactly the point of DPExtentions?

Sorry, but information on this seems horribly sparse..

EDIT: Got it working. This whole builtins system is fabulous. I didn't know you could add additional QC commands to communicate with the engine without having to modify the compiler itself! Great news for me. Now I can make some nice shit that I've been trying to do..
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