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- migrated all of SW's neartag calls to the fully floatified version
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parent
20043f6223
commit
aae468e2b2
5 changed files with 10 additions and 14 deletions
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@ -432,7 +432,7 @@ int DoActorOperate(DSWActor* actor)
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for (i = 0; i < SIZ(z); i++)
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{
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neartag(actor->spr.pos.plusZ(z[i]), actor->sector(), actor->spr.angle, near, 1024, NTAG_SEARCH_LO_HI);
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neartag(actor->spr.pos.plusZ(z[i]), actor->sector(), actor->spr.angle, near, 64., NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
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}
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if (near.hitSector != nullptr && near.hitpos.X < 64)
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@ -1720,10 +1720,6 @@ enum
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STAT_DAMAGE_LIST_SIZE = 20,
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COLOR_PAIN = 128, // Light red range
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NTAG_SEARCH_LO = 1,
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NTAG_SEARCH_HI = 2,
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NTAG_SEARCH_LO_HI = 3,
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ANIM_SERP = 1,
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ANIM_SUMO =2,
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ANIM_ZILLA =3
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@ -3510,7 +3510,7 @@ void DoPlayerClimb(PLAYER* pp)
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HitInfo near;
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// constantly look for new ladder sector because of warping at any time
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neartag(pp->pos, pp->cursector, pp->angle.ang, near, 800, NTAG_SEARCH_LO_HI);
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neartag(pp->pos, pp->cursector, pp->angle.ang, near, 50., NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
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if (near.hitWall)
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{
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@ -3871,7 +3871,7 @@ bool PlayerOnLadder(PLAYER* pp)
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if (Prediction)
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return false;
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neartag(pp->pos, pp->cursector, pp->angle.ang, near, 1024 + 768, NTAG_SEARCH_LO_HI);
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neartag(pp->pos, pp->cursector, pp->angle.ang, near, 64. + 48., NT_Lotag | NT_Hitag);
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double dir = pp->vect.dot(pp->angle.ang.ToVector());
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@ -3883,7 +3883,7 @@ bool PlayerOnLadder(PLAYER* pp)
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for (i = 0; i < SIZ(angles); i++)
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{
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neartag(pp->pos, pp->cursector, pp->angle.ang + angles[i], near, 600, NTAG_SEARCH_LO_HI);
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neartag(pp->pos, pp->cursector, pp->angle.ang + angles[i], near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
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if (near.hitWall == nullptr || near.hitpos.X < 6.25 || near.hitWall->lotag != TAG_WALL_CLIMB)
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return false;
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@ -2138,7 +2138,7 @@ bool NearThings(PLAYER* pp)
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return false;
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}
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neartag(pp->pos, pp->cursector, pp->angle.ang, near, 1024, NTAG_SEARCH_LO_HI);
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neartag(pp->pos, pp->cursector, pp->angle.ang, near, 64., NT_Lotag | NT_Hitag);
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// hit a sprite? Check to see if it has sound info in it!
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@ -2321,7 +2321,7 @@ void NearTagList(NEAR_TAG_INFO* ntip, PLAYER* pp, double z, double dist, int typ
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//
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//---------------------------------------------------------------------------
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void BuildNearTagList(NEAR_TAG_INFO* ntip, int size, PLAYER* pp, double z, int dist, int type, int count)
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void BuildNearTagList(NEAR_TAG_INFO* ntip, int size, PLAYER* pp, double z, double dist, int type, int count)
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{
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memset(ntip, -1, size);
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nti_cnt = 0;
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@ -2402,7 +2402,7 @@ void PlayerOperateEnv(PLAYER* pp)
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NearThings(pp); // Check for player sound specified in a level sprite
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}
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BuildNearTagList(nti, sizeof(nti), pp, pp->pos.Z, 128, NTAG_SEARCH_LO_HI, 8);
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BuildNearTagList(nti, sizeof(nti), pp, pp->pos.Z, 128, NT_Lotag | NT_Hitag, 8);
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found = false;
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@ -2431,7 +2431,7 @@ void PlayerOperateEnv(PLAYER* pp)
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for (unsigned i = 0; i < SIZ(z); i++)
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{
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BuildNearTagList(nti, sizeof(nti), pp, z[i], 64 + 48, NTAG_SEARCH_LO_HI, 8);
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BuildNearTagList(nti, sizeof(nti), pp, z[i], 64 + 48, NT_Lotag | NT_Hitag, 8);
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for (nt_ndx = 0; nti[nt_ndx].Dist >= 0; nt_ndx++)
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{
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@ -3039,7 +3039,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor)
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for (auto& zz : z)
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{
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neartag(DVector3(actor->spr.pos.XY(), zz), actor->sector(), actor->spr.angle, near, 1024, NTAG_SEARCH_LO_HI);
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neartag(DVector3(actor->spr.pos.XY(), zz), actor->sector(), actor->spr.angle, near, 64., NT_Lotag | NT_Hitag);
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if (near.actor() != nullptr && near.hitpos.X < 64)
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{
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@ -3254,7 +3254,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor)
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//
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double z = ActorZOfTop(actor) - (ActorSizeZ(actor) * 0.5);
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neartag(DVector3(actor->spr.pos.XY(), z), actor->sector(), actor->spr.angle, near, 600, NTAG_SEARCH_LO_HI);
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neartag(DVector3(actor->spr.pos.XY(), z), actor->sector(), actor->spr.angle, near, 37.5, NT_Lotag | NT_Hitag | NT_NoSpriteCheck);
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if (near.hitWall == nullptr)
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{
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