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- added a distancecheck property to AActor that allows a given CVAR to be used as maximum display distance for actors of this type.
This is for WolfenDoom: BOA, which has some scripted sprite distance checks that very negatively affected performance.
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4 changed files with 43 additions and 2 deletions
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@ -804,6 +804,12 @@ public:
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return bloodcls;
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}
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double Distance2DSquared(AActor *other, bool absolute = false)
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{
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DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return (Pos().XY() - otherpos).LengthSquared();
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}
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double Distance2D(AActor *other, bool absolute = false)
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{
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DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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@ -53,6 +53,7 @@ struct Baggage;
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class FScanner;
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struct FActorInfo;
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class FArchive;
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class FIntCVar;
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// Sprites that are fixed in position because they can have special meanings.
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enum
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@ -259,6 +260,7 @@ public:
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DDropItem *DropItems;
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FString SourceLumpName;
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FIntCVar *distancecheck;
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// Old Decorate compatibility stuff
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bool DontHurtShooter;
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@ -1246,9 +1246,20 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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// Handle all things in sector.
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for (thing = sec->thinglist; thing; thing = thing->snext)
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{
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != NULL && *cvar >= 0)
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{
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double dist = thing->Distance2DSquared(camera);
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double check = (double)**cvar;
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if (dist >= check * check)
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{
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continue;
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}
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}
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// find fake level
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for(int i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
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rover = frontsector->e->XFloor.ffloors[i];
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for(auto rover : frontsector->e->XFloor.ffloors)
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{
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if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
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if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
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if(!fakefloor)
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@ -1523,6 +1523,28 @@ DEFINE_PROPERTY(riplevelmax, I, Actor)
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defaults->RipLevelMax = id;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(distancecheck, S, Actor)
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{
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PROP_STRING_PARM(cvar, 0);
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FBaseCVar *scratch;
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FBaseCVar *cv = FindCVar(cvar, &scratch);
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if (cv == NULL)
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{
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I_Error("CVar %s not defined", cvar);
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}
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else if (cv->GetRealType() == CVAR_Int)
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{
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static_cast<PClassActor*>(info)->distancecheck = static_cast<FIntCVar *>(cv);
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}
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else
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{
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I_Error("CVar %s must of type Int", cvar);
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}
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}
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//==========================================================================
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//
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// Special inventory properties
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