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- use ints in hitscan wrapper as well.
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de7a06bea4
commit
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5 changed files with 19 additions and 17 deletions
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@ -5105,7 +5105,7 @@ int dodge(DDukeActor* actor)
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int furthestangle(DDukeActor *actor, int angs)
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{
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auto s = actor->s;
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short j, hitsect, hitwall, furthest_angle, angincs;
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int j, hitsect, hitwall, furthest_angle, angincs;
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int hx, hy, hz, d, greatestd;
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DDukeActor* dd;
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@ -5139,7 +5139,7 @@ int furthestangle(DDukeActor *actor, int angs)
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int furthestcanseepoint(DDukeActor *actor, DDukeActor* tosee, int* dax, int* day)
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{
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auto s = actor->s;
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short j, hitsect, hitwall, angincs;
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int j, hitsect, hitwall, angincs;
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int hx, hy, hz, d, da;//, d, cd, ca,tempx,tempy,cx,cy;
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DDukeActor* dd;
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@ -196,11 +196,13 @@ inline void getzrange_ex(int x, int y, int z, int16_t sectnum, int32_t* ceilz, C
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}
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inline int hitscan(int x, int y, int z, int16_t sectnum, int32_t vx, int32_t vy, int32_t vz,
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short* hitsect, short* hitwall, DDukeActor** hitspr, int* hitx, int* hity, int* hitz, uint32_t cliptype)
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int* hitsect, int* hitwall, DDukeActor** hitspr, int* hitx, int* hity, int* hitz, uint32_t cliptype)
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{
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short hitsprt;
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int res = ::hitscan(x, y, z, sectnum, vx, vy, vz, hitsect, hitwall, &hitsprt, hitx, hity, hitz, cliptype);
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short hitsprt, hitsct, hitwal;
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int res = ::hitscan(x, y, z, sectnum, vx, vy, vz, &hitsct, &hitwal, &hitsprt, hitx, hity, hitz, cliptype);
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if (hitspr) *hitspr = hitsprt == -1 ? nullptr : &hittype[hitsprt];
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if (hitsect) *hitsect = hitsct;
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if (hitwall) *hitwall = hitwal;
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return res;
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}
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@ -170,8 +170,8 @@ int hits(DDukeActor* actor)
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{
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auto sp = actor->s;
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int sx, sy, sz;
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short sect;
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short hw;
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int sect;
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int hw;
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int zoff;
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DDukeActor* d;
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@ -193,7 +193,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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{
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auto sp = actor->s;
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int sx, sy, sz, zoff;
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short sect, hw;
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int sect, hw;
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if (badguy(actor))
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zoff = (42 << 8);
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@ -217,7 +217,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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int hitawall(struct player_struct* p, int* hitw)
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{
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int sx, sy, sz;
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short sect, hitw1;
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int sect, hitw1;
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DDukeActor* d;
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hitscan(p->pos.x, p->pos.y, p->pos.z, p->cursectnum,
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@ -1006,7 +1006,7 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
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spritetype* const s = actor->s;
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitwall;
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int hitsect, hitwall;
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int hitx, hity, hitz;
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DDukeActor* d;
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@ -232,7 +232,7 @@ static void shootknee(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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auto s = actor->s;
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitwall;
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int hitsect, hitwall;
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int hitx, hity, hitz;
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DDukeActor* hitsprt;
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@ -319,7 +319,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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auto s = actor->s;
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitwall;
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int hitsect, hitwall;
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int hitx, hity, hitz;
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DDukeActor* hitact;
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@ -841,7 +841,7 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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spritetype* const s = actor->s;
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitwall, j;
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int hitsect, hitwall, j;
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int hitx, hity, hitz;
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DDukeActor* hitsprt;
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@ -912,7 +912,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int
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auto s = actor->s;
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitwall, k;
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int hitsect, hitwall, k;
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int hitx, hity, hitz;
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DDukeActor* hitsprt;
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@ -2002,7 +2002,7 @@ int operateTripbomb(int snum)
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auto p = &ps[snum];
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int sx, sy, sz;
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short sect, hw;
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int sect, hw;
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DDukeActor* hitsprt;
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hitscan(p->pos.x, p->pos.y, p->pos.z,
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@ -88,7 +88,7 @@ static void shootmelee(DDukeActor *actor, int p, int sx, int sy, int sz, int sa,
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spritetype* const s = actor->s;
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitwall;
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int hitsect, hitwall;
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int hitx, hity, hitz;
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DDukeActor* hitsprt;
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@ -210,7 +210,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
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auto s = actor->s;
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int sect = s->sectnum;
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int zvel;
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short hitsect, hitwall;
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int hitsect, hitwall;
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int hitx, hity, hitz;
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DDukeActor* hitsprt;
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