- FAFcansee refactoring, part 3.

This commit is contained in:
Christoph Oelckers 2022-08-21 17:25:56 +02:00
parent 7eb2dede6a
commit ff6d1fd284

View file

@ -7289,7 +7289,7 @@ int DoExpDamageTest(DSWActor* actor)
if ((unsigned)dist > actor->user.Radius)
continue;
if (!FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector()))
if (!FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), actor->spr.pos, actor->sector()))
continue;
if ((itActor->spr.extra & SPRX_BREAKABLE))
@ -11849,7 +11849,7 @@ int InitSwordAttack(PLAYER* pp)
{
if (SpriteOverlapZ(pp->actor, itActor, Z(20)))
{
if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector()))
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector()))
DoDamage(itActor, pp->actor);
}
}
@ -12025,7 +12025,7 @@ int InitFistAttack(PLAYER* pp)
{
if (SpriteOverlapZ(pp->actor, itActor, Z(20)) || face == 190)
{
if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector()))
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector()))
DoDamage(itActor, plActor);
if (face == 190)
{
@ -12303,7 +12303,7 @@ int InitSumoStompAttack(DSWActor* actor)
if (dist < CloseRangeDist(itActor, actor, reach))
{
if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
DoDamage(itActor, actor);
}
}
@ -12329,7 +12329,7 @@ int InitMiniSumoClap(DSWActor* actor)
{
if (SpriteOverlapZ(actor, targetActor, Z(20)))
{
if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
{
PlaySound(DIGI_CGTHIGHBONE, actor, v3df_follow | v3df_dontpan);
DoDamage(targetActor, actor);
@ -12338,7 +12338,7 @@ int InitMiniSumoClap(DSWActor* actor)
}
else if (dist < CloseRangeDist(targetActor, actor, reach))
{
if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
{
PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
SpawnFireballFlames(actor, targetActor);