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Group NiGHTS star/chip hitboxes with rings
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parent
f02fd19c5a
commit
05926ceec8
1 changed files with 16 additions and 13 deletions
29
src/r_bbox.c
29
src/r_bbox.c
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@ -267,18 +267,17 @@ static boolean is_tangible (mobj_t *thing)
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boolean R_ThingBoundingBoxVisible(mobj_t *thing)
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{
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INT32 cvmode = cv_renderhitbox.value;
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boolean ring = false;
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if (multiplayer) // No hitboxes in multiplayer to avoid cheating
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return false;
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// Do not render bbox for these
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switch (thing->type)
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{
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default:
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// First person / awayviewmobj -- rendering
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// a bbox too close to the viewpoint causes
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// anomalies and these are exactly on the
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// viewpoint!
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// First person / awayviewmobj -- rendering a bbox
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// too close to the viewpoint causes anomalies
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// and these are exactly on the viewpoint!
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if (thing != r_viewmobj)
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{
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break;
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@ -290,6 +289,16 @@ boolean R_ThingBoundingBoxVisible(mobj_t *thing)
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// are rendered using portals in Software,
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// r_viewmobj does not point here.
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return false;
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case MT_RING:
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case MT_BLUESPHERE:
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case MT_NIGHTSSTAR:
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case MT_NIGHTSCHIP:
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// Rings and similar objects are often placed
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// in large amounts, so they are handled
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// separately from other tangible objects.
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ring = true;
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break;
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}
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switch (cvmode)
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@ -304,16 +313,10 @@ boolean R_ThingBoundingBoxVisible(mobj_t *thing)
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return !is_tangible(thing);
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case RENDERHITBOX_TANGIBLE:
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// Exclude rings from here, lots of them!
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if (thing->type == MT_RING)
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{
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return false;
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}
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return is_tangible(thing);
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return !ring && is_tangible(thing);
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case RENDERHITBOX_RINGS:
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return (thing->type == MT_RING || thing->type == MT_BLUESPHERE);
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return ring;
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default:
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return false;
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