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Optimized P_CheckPosition. (#1161)
- If the actor passed into the function has THRUACTORS, PIT_CheckThing won't be called anymore. - Moved THRUACTORS check to just under the self clipping check in PIT_CheckThing.
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1 changed files with 4 additions and 3 deletions
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@ -1310,6 +1310,9 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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if (thing == tm.thing)
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return true;
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if ((thing->flags2 | tm.thing->flags2) & MF2_THRUACTORS)
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return true;
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if (!((thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE)) || thing->flags6 & MF6_TOUCHY))
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return true; // can't hit thing
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@ -1317,9 +1320,6 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist)
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return true;
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if ((thing->flags2 | tm.thing->flags2) & MF2_THRUACTORS)
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return true;
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if ((tm.thing->flags6 & MF6_THRUSPECIES) && (tm.thing->GetSpecies() == thing->GetSpecies()))
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return true;
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@ -1799,6 +1799,7 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
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FMultiBlockThingsIterator it2(pcheck, pos.X, pos.Y, thing->Z(), thing->Height, thing->radius, false, newsec);
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FMultiBlockThingsIterator::CheckResult tcres;
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if (!(thing->flags2 & MF2_THRUACTORS))
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while ((it2.Next(&tcres)))
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{
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if (!PIT_CheckThing(it2, tcres, it2.Box(), tm))
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