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Add xash3d extensions
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@ -818,11 +818,40 @@ int DispatchPhysicsEntity( edict_t *pEdict )
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return 0;
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}
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// list of engine features that can be enabled through callback SV_CheckFeatures
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#define ENGINE_WRITE_LARGE_COORD (1<<0) // replace standard message WRITE_COORD with big message for support more than 8192 units in world
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#define ENGINE_BUILD_SURFMESHES (1<<1) // bulid surface meshes that goes into mextrasurf->mesh. For mod makers and custom renderers
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#define ENGINE_LOAD_DELUXEDATA (1<<2) // loading deluxemap for map (if present)
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#define ENGINE_TRANSFORM_TRACE_AABB (1<<3) // transform trace bbox into local space of rotating bmodels
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#define ENGINE_LARGE_LIGHTMAPS (1<<4) // change lightmap sizes from 128x128 to 256x256
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#define ENGINE_COMPENSATE_QUAKE_BUG (1<<5) // compensate stupid quake bug (inverse pitch) for mods where this bug is fixed
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#define ENGINE_DISABLE_HDTEXTURES (1<<6) // disable support of HD-textures in case custom renderer have separate way to load them
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#define ENGINE_COMPUTE_STUDIO_LERP (1<<7) // enable MOVETYPE_STEP lerping back in engine
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#define ENGINE_FIXED_FRAMERATE (1<<8) // keep constant rate for client and server (but don't clamp renderer calls)
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static cvar_t sv_largecoords = {"sv_largecoords", "0", FCVAR_SERVER };
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unsigned int EngineSetFeatures( void )
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{
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unsigned int flags = 0;
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CVAR_REGISTER( &sv_largecoords );
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if( sv_largecoords.value )
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flags |= ENGINE_WRITE_LARGE_COORD;
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//if( CVAR_GET_FLOAT( "build" ) >= 3598 )
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//flags |= ENGINE_FIXED_FRAMERATE;
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return flags;
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}
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static physics_interface_t gPhysicsInterface =
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{
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SV_PHYSICS_INTERFACE_VERSION,
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DispatchCreateEntity,
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DispatchPhysicsEntity,
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NULL,
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NULL,
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NULL,
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NULL,
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EngineSetFeatures
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};
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BOOL gPhysicsInterfaceInitialized = FALSE;
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