by frag.machine » Wed Oct 13, 2010 12:04 pm
Yeah, that's the part I mentioned at the end (world.c, SV_HullForEntity). Also, I forgot to mention that everything I wrote assumed a BSP containing data to fill all the 4 hulls, of course. But after thinking about this, I think it's really better just scrap all but hull[0] and change the collision code.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC 
(LordHavoc)