/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. IceTech Source Code 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" /* ================ idPhysics::~idPhysics ================ */ idPhysics::~idPhysics( void ) { } /* ================ idPhysics::Save ================ */ void idPhysics::Save( idSaveGame *savefile ) const { } /* ================ idPhysics::Restore ================ */ void idPhysics::Restore( idRestoreGame *savefile ) { } /* ================ idPhysics::SetClipBox ================ */ void idPhysics::SetClipBox( const idBounds &bounds, float density ) { SetClipModel( new idClipModel( idTraceModel( bounds ) ), density ); } /* ================ idPhysics::SnapTimeToPhysicsFrame ================ */ int idPhysics::SnapTimeToPhysicsFrame( int t ) { int s; s = t + USERCMD_MSEC - 1; return ( s - s % USERCMD_MSEC ); }