void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
{
+#if 0
+ // broken - needs to be modified to count front faces and backfaces to figure out if it is in solid
vec3_t end;
int hitsupercontents;
VectorSet(end, start[0], start[1], model->normalmins[2]);
+#endif
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
trace->realfraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
+#if 0
Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, start, end, start, end);
hitsupercontents = trace->hitsupercontents;
memset(trace, 0, sizeof(*trace));
trace->realfraction = 1;
trace->hitsupercontentsmask = hitsupercontentsmask;
trace->startsupercontents = hitsupercontents;
+#endif
}
int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t start)
{
+#if 0
+ // broken - needs to be modified to count front faces and backfaces to figure out if it is in solid
trace_t trace;
vec3_t end;
VectorSet(end, start[0], start[1], model->normalmins[2]);
trace.hitsupercontentsmask = 0;
Mod_CollisionBIH_TraceLine_RecursiveBIHNode(&trace, model, model->collision_bih.rootnode, start, end, start, end);
return trace.hitsupercontents;
+#else
+ return 0;
+#endif
}
static void Mod_Q3BSP_TracePoint_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const vec3_t point, int markframe)