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https://github.com/DrBeef/Raze.git
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- use pointers in FAFHitscan
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parent
6ae8e93de8
commit
1a7c70cbbd
9 changed files with 19 additions and 25 deletions
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@ -279,7 +279,7 @@ int CanHitPlayer(DSWActor* actor)
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// if (labs(zvect / FindDistance2D(hp->x - sp->x, hp->y - sp->y)) > 200)
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// return(false);
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FAFhitscan(sp->x, sp->y, zhs, sp->sectnum,
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FAFhitscan(sp->x, sp->y, zhs, sp->sector(),
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xvect,
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yvect,
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zvect,
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@ -1924,7 +1924,7 @@ void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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int32_t xvect, int32_t yvect, int32_t zvect,
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hitdata_t* hitinfo, int32_t clipmask);
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void FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sectnum,
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int32_t xvect, int32_t yvect, int32_t zvect,
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HITINFO* hitinfo, int32_t clipmask);
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@ -3431,7 +3431,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp)
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for (i = 0; i < SIZ(angs); i++)
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{
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FAFhitscan(pp->posx, pp->posy, zh, pp->cursectnum, // Start position
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FAFhitscan(pp->posx, pp->posy, zh, pp->cursector(), // Start position
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bcos(pp->angle.ang.asbuild() + angs[i]), // X vector of 3D ang
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bsin(pp->angle.ang.asbuild() + angs[i]), // Y vector of 3D ang
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0, &hitinfo, CLIPMASK_MISSILE); // Z vector of 3D ang
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@ -3760,7 +3760,7 @@ bool PlayerOnLadder(PLAYERp pp)
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if (wal < 0 || dist < 100 || wall[wal].lotag != TAG_WALL_CLIMB)
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return false;
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FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum,
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FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursector(),
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bcos(pp->angle.ang.asbuild() + angles[i]),
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bsin(pp->angle.ang.asbuild() + angles[i]),
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0,
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@ -944,7 +944,7 @@ int InitRipperHang(DSWActor* actor)
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{
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tang = NORM_ANGLE(sp->ang + dang);
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FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum, // Start position
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FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector(), // Start position
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bcos(tang), // X vector of 3D ang
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bsin(tang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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@ -947,7 +947,7 @@ int InitRipper2Hang(DSWActor* actor)
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{
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tang = NORM_ANGLE(sp->ang + dang);
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FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum, // Start position
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FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sector(), // Start position
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bcos(tang), // X vector of 3D ang
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bsin(tang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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@ -157,12 +157,12 @@ void ResetWallWarpHitscan(sectortype* sect)
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}
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void
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FAFhitscan(int32_t x, int32_t y, int32_t z, int16_t sectnum,
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FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
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int32_t xvect, int32_t yvect, int32_t zvect,
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HITINFO* hitinfo, int32_t clipmask)
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{
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hitdata_t hitdata;
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FAFhitscan(x, y, z, sectnum, xvect, yvect, zvect, &hitdata, clipmask);
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FAFhitscan(x, y, z, sectnum(sect), xvect, yvect, zvect, &hitdata, clipmask);
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hitinfo->set(&hitdata);
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}
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@ -2083,7 +2083,7 @@ bool NearThings(PLAYERp pp)
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HITINFO hitinfo;
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short dang = pp->angle.ang.asbuild();
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FAFhitscan(pp->posx, pp->posy, pp->posz - Z(30), pp->cursectnum, // Start position
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FAFhitscan(pp->posx, pp->posy, pp->posz - Z(30), pp->cursector(), // Start position
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bcos(dang), // X vector of 3D ang
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bsin(dang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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@ -3134,7 +3134,7 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
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{
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
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FAFhitscan(sp->x, sp->y, sp->z - Z(24), sp->sectnum, // Start position
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FAFhitscan(sp->x, sp->y, sp->z - Z(24), sp->sector(), // Start position
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bcos(sp->ang), // X vector of 3D ang
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bsin(sp->ang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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@ -12542,7 +12542,7 @@ int InitSwordAttack(PLAYERp pp)
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daang = pp->angle.ang.asbuild();
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daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
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FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
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FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursector(), // Start position
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bcos(daang), // X vector of 3D ang
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bsin(daang), // Y vector of 3D ang
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daz, // Z vector of 3D ang
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@ -12732,7 +12732,7 @@ int InitFistAttack(PLAYERp pp)
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daang = pp->angle.ang.asbuild();
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daz = -MulScale(pp->horizon.horiz.asq16(), 2000, 16) + (RandomRange(24000) - 12000);
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FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
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FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursector(), // Start position
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bcos(daang), // X vector of 3D ang
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bsin(daang), // Y vector of 3D ang
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daz, // Z vector of 3D ang
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@ -13504,7 +13504,7 @@ int ContinueHitscan(PLAYERp pp, sectortype* sect, int x, int y, int z, short ang
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HITINFO hitinfo;
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USERp u = pp->Actor()->u();
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FAFhitscan(x, y, z, sectnum(sect),
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FAFhitscan(x, y, z, sect,
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xvect, yvect, zvect,
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&hitinfo, CLIPMASK_MISSILE);
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@ -13585,7 +13585,6 @@ int InitShotgun(PLAYERp pp)
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auto sp = &pp->Actor()->s();
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short daang,ndaang, i;
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HITINFO hitinfo;
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short nsect;
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int daz, ndaz;
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int nx,ny,nz;
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int xvect,yvect,zvect;
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@ -13610,7 +13609,6 @@ int InitShotgun(PLAYERp pp)
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nx = pp->posx;
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ny = pp->posy;
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daz = nz = pp->posz + pp->bob_z;
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nsect = pp->cursectnum;
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daang = 64;
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if (WeaponAutoAimHitscan(pp->Actor(), &daz, &daang, false) != nullptr)
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@ -13638,7 +13636,7 @@ int InitShotgun(PLAYERp pp)
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xvect = bcos(ndaang);
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yvect = bsin(ndaang);
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zvect = ndaz;
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FAFhitscan(nx, ny, nz, nsect, // Start position
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FAFhitscan(nx, ny, nz, pp->cursector(), // Start position
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xvect, yvect, zvect,
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&hitinfo, CLIPMASK_MISSILE);
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@ -16197,7 +16195,7 @@ int InitUzi(PLAYERp pp)
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xvect = bcos(daang);
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yvect = bsin(daang);
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zvect = daz;
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FAFhitscan(pp->posx, pp->posy, nz, pp->cursectnum, // Start position
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FAFhitscan(pp->posx, pp->posy, nz, pp->cursector(), // Start position
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xvect,yvect,zvect,
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&hitinfo, CLIPMASK_MISSILE);
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@ -16710,7 +16708,6 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp)
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SPRITEp sp = &actor->s();
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short daang;
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HITINFO hitinfo;
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short nsect;
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int daz;
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int nx,ny,nz;
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short cstat = 0;
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@ -16721,7 +16718,6 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp)
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nx = sp->x;
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ny = sp->y;
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daz = nz = sp->z;
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nsect = sp->sectnum;
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if (RANDOM_P2(1024) < 200)
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InitTracerTurret(actor, pp->Actor(), pp->horizon.horiz.asq16());
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@ -16743,7 +16739,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYERp pp)
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daang = sp->ang;
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}
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FAFhitscan(nx, ny, nz, nsect, // Start position
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FAFhitscan(nx, ny, nz, sp->sector(), // Start position
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bcos(daang), // X vector of 3D ang
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bsin(daang), // Y vector of 3D ang
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daz, // Z vector of 3D ang
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@ -17080,7 +17076,6 @@ int InitTurretMgun(SECTOR_OBJECTp sop)
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SPRITEp hsp;
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short daang, i;
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HITINFO hitinfo;
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short nsect;
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int daz;
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int nx,ny,nz;
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short cstat = 0;
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@ -17099,7 +17094,6 @@ int InitTurretMgun(SECTOR_OBJECTp sop)
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nx = sp->x;
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ny = sp->y;
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daz = nz = sp->z;
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nsect = sp->sectnum;
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// if its not operated by a player
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if (sop->Animator)
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@ -17148,7 +17142,7 @@ int InitTurretMgun(SECTOR_OBJECTp sop)
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yvect = bsin(daang);
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zvect = daz;
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FAFhitscan(nx, ny, nz, nsect, // Start position
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FAFhitscan(nx, ny, nz, sp->sector(), // Start position
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xvect, yvect, zvect,
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&hitinfo, CLIPMASK_MISSILE);
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@ -17291,7 +17285,7 @@ int InitEnemyUzi(DSWActor* actor)
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daang = NORM_ANGLE(sp->ang + (RANDOM_P2(128)) - 64);
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}
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FAFhitscan(sp->x, sp->y, sp->z - zh, sp->sectnum, // Start position
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FAFhitscan(sp->x, sp->y, sp->z - zh, sp->sector(), // Start position
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bcos(daang), // X vector of 3D ang
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bsin(daang), // Y vector of 3D ang
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daz, // Z vector of 3D ang
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@ -18901,7 +18895,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, short ang)
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daz -= DIV2(Z(128)<<3);
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dang = (ang+(RANDOM_P2(128<<5) >> 5)) - DIV2(128);
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FAFhitscan(hsp->x, hsp->y, hsp->z - Z(30), hsp->sectnum, // Start position
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FAFhitscan(hsp->x, hsp->y, hsp->z - Z(30), hsp->sector(), // Start position
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bcos(dang), // X vector of 3D ang
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bsin(dang), // Y vector of 3D ang
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daz, // Z vector of 3D ang
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