+int SV_PointSuperContents(const vec3_t point)
+{
+ int supercontents = 0;
+ int i;
+ prvm_edict_t *touch;
+ vec3_t transformed;
+ // matrices to transform into/out of other entity's space
+ matrix4x4_t matrix, imatrix;
+ // model of other entity
+ model_t *model;
+ unsigned int modelindex;
+ int frame;
+ // list of entities to test for collisions
+ int numtouchedicts;
+ prvm_edict_t *touchedicts[MAX_EDICTS];
+
+ // get world supercontents at this point
+ if (sv.worldmodel && sv.worldmodel->PointSuperContents)
+ supercontents = sv.worldmodel->PointSuperContents(sv.worldmodel, 0, point);
+
+ // if sv_gameplayfix_swiminbmodels is off we're done
+ if (!sv_gameplayfix_swiminbmodels.integer)
+ return supercontents;
+
+ // get list of entities at this point
+ numtouchedicts = World_EntitiesInBox(&sv.world, point, point, MAX_EDICTS, touchedicts);
+ if (numtouchedicts > MAX_EDICTS)
+ {
+ // this never happens
+ Con_Printf("SV_EntitiesInBox returned %i edicts, max was %i\n", numtouchedicts, MAX_EDICTS);
+ numtouchedicts = MAX_EDICTS;
+ }
+ for (i = 0;i < numtouchedicts;i++)
+ {
+ touch = touchedicts[i];
+
+ // we only care about SOLID_BSP for pointcontents
+ if (touch->fields.server->solid != SOLID_BSP)
+ continue;
+
+ // might interact, so do an exact clip
+ modelindex = (unsigned int)touch->fields.server->modelindex;
+ if (modelindex >= MAX_MODELS)
+ continue;
+ model = sv.models[(int)touch->fields.server->modelindex];
+ if (!model || !model->PointSuperContents)
+ continue;
+ Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1);
+ Matrix4x4_Invert_Simple(&imatrix, &matrix);
+ Matrix4x4_Transform(&imatrix, point, transformed);
+ frame = (int)touch->fields.server->frame;
+ supercontents |= model->PointSuperContents(model, bound(0, frame, (model->numframes - 1)), transformed);
+ }
+
+ return supercontents;
+}
+