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- added Ryan Cordell's A_CheckRange submission.
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@ -2501,6 +2501,68 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
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ACTION_JUMP(jump);
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ACTION_JUMP(jump);
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}
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}
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//===========================================================================
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//
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// A_CheckRange
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// Jumps if this actor is out of range of all players.
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//
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//===========================================================================
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static bool DoCheckRange(AActor *self, AActor *camera, double range)
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{
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if (camera == NULL)
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{
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return false;
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}
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// Check distance first, since it's cheaper than checking sight.
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double dx = self->x - camera->x;
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double dy = self->y - camera->y;
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double dz;
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fixed_t eyez = (camera->z + camera->height - (camera->height>>2)); // same eye height as P_CheckSight
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if (eyez > self->z + self->height){
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dz = self->z + self->height - eyez;
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}
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else if (eyez < self->z){
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dz = self->z - eyez;
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}
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else{
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dz = 0;
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}
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if ((dx*dx) + (dy*dy) + (dz*dz) <= range){
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// Within range
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return true;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange)
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{
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ACTION_PARAM_START(2);
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double range = EvalExpressionF(ParameterIndex+0, self);
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ACTION_PARAM_STATE(jump, 1);
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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range = range * range * (double(FRACUNIT) * FRACUNIT); // no need for square roots
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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// Always check from each player.
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if (DoCheckRange(self, players[i].mo, range))
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{
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return;
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}
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// If a player is viewing from a non-player, check that too.
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if (players[i].camera != NULL && players[i].camera->player == NULL &&
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DoCheckRange(self, players[i].camera, range))
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{
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return;
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}
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}
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}
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ACTION_JUMP(jump);
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}
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//===========================================================================
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//===========================================================================
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//
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//
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@ -302,6 +302,7 @@ ACTOR Actor native //: Thinker
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action native A_SetDamageType(name damagetype);
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action native A_SetDamageType(name damagetype);
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action native A_CheckSightOrRange(float distance, state label);
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action native A_CheckSightOrRange(float distance, state label);
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action native A_CheckRange(float distance, state label);
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action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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