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- forgot the changes to actor.h.
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parent
a65ff39872
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1 changed files with 27 additions and 24 deletions
51
src/actor.h
51
src/actor.h
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@ -847,7 +847,7 @@ public:
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bool intersects(AActor *other) const
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{
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fixed_t blockdist = radius + other->radius;
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return ( abs(x - other->x) < blockdist && abs(y - other->y) < blockdist);
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return ( abs(pos.x - other->pos.x) < blockdist && abs(pos.y - other->pos.y) < blockdist);
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}
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PalEntry GetBloodColor() const
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@ -888,84 +888,84 @@ public:
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// to distinguish between portal-aware and portal-unaware distance calculation.
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fixed_t AproxDistance(AActor *other, bool absolute = false)
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{
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return P_AproxDistance(x - other->x, y - other->y);
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return P_AproxDistance(pos.x - other->pos.x, pos.y - other->pos.y);
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}
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// same with 'ref' here.
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fixed_t AproxDistance(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
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{
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return P_AproxDistance(x - otherx, y - othery);
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return P_AproxDistance(pos.x - otherx, pos.y - othery);
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}
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fixed_t AproxDistance(AActor *other, fixed_t xadd, fixed_t yadd, bool absolute = false)
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{
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return P_AproxDistance(x - other->x + xadd, y - other->y + yadd);
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return P_AproxDistance(pos.x - other->pos.x + xadd, pos.y - other->pos.y + yadd);
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}
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fixed_t AproxDistance3D(AActor *other, bool absolute = false)
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{
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return P_AproxDistance(AproxDistance(other), z - other->z);
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return P_AproxDistance(AproxDistance(other), pos.z - other->pos.z);
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}
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// more precise, but slower version, being used in a few places
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fixed_t Distance2D(AActor *other, bool absolute = false)
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{
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return xs_RoundToInt(FVector2(x - other->x, y - other->y).Length());
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return xs_RoundToInt(FVector2(pos.x - other->pos.x, pos.y - other->pos.y).Length());
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}
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// a full 3D version of the above
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fixed_t Distance3D(AActor *other, bool absolute = false)
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{
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return xs_RoundToInt(FVector3(x - other->x, y - other->y, z - other->z).Length());
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return xs_RoundToInt(FVector3(pos.x - other->pos.x, pos.y - other->pos.y, pos.z - other->pos.z).Length());
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}
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angle_t AngleTo(AActor *other, bool absolute = false) const
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{
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return R_PointToAngle2(x, y, other->x, other->y);
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return R_PointToAngle2(pos.x, pos.y, other->pos.x, other->pos.y);
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}
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angle_t AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
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{
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return R_PointToAngle2(x, y, other->x + oxofs, other->y + oyofs);
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return R_PointToAngle2(pos.x, pos.y, other->pos.x + oxofs, other->pos.y + oyofs);
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}
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fixed_t AngleTo(fixed_t otherx, fixed_t othery, AActor *ref = NULL)
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{
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return R_PointToAngle2(x, y, otherx, othery);
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return R_PointToAngle2(pos.x, pos.y, otherx, othery);
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}
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fixed_t AngleXYTo(fixed_t myx, fixed_t myy, AActor *other, bool absolute = false)
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{
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return R_PointToAngle2(myx, myy, other->x, other->y);
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return R_PointToAngle2(myx, myy, other->pos.x, other->pos.y);
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}
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fixedvec2 Vec2To(AActor *other) const
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{
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fixedvec2 ret = { other->x - x, other->y - y };
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fixedvec2 ret = { other->pos.x - pos.x, other->pos.y - pos.y };
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return ret;
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}
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fixedvec3 Vec3To(AActor *other) const
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{
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fixedvec3 ret = { other->x - x, other->y - y, other->z - z };
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fixedvec3 ret = { other->pos.x - pos.x, other->pos.y - pos.y, other->pos.z - pos.z };
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return ret;
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}
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fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy) const
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fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy, bool absolute = false) const
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{
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fixedvec2 ret = { x + dx, y + dy };
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fixedvec2 ret = { pos.x + dx, pos.y + dy };
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return ret;
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}
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fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz) const
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fixedvec3 Vec3Offset(fixed_t dx, fixed_t dy, fixed_t dz, bool absolute = false) const
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{
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fixedvec3 ret = { x + dx, y + dy, z + dz };
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fixedvec3 ret = { pos.x + dx, pos.y + dy, pos.z + dz };
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return ret;
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}
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void Move(fixed_t dx, fixed_t dy, fixed_t dz)
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{
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SetOrigin(x + dx, y + dy, z + dz, true);
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SetOrigin(pos.x + dx, pos.y + dy, pos.z + dz, true);
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}
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inline void SetFriendPlayer(player_t *player);
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@ -987,7 +987,10 @@ public:
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// info for drawing
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// NOTE: The first member variable *must* be x.
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fixed_t x,y,z;
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private:
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fixedvec3 pos;
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public:
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//fixed_t x,y,z;
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AActor *snext, **sprev; // links in sector (if needed)
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angle_t angle;
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WORD sprite; // used to find patch_t and flip value
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@ -1185,7 +1188,7 @@ public:
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void LinkToWorld (sector_t *sector);
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void UnlinkFromWorld ();
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void AdjustFloorClip ();
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
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void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving);
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bool InStateSequence(FState * newstate, FState * basestate);
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int GetTics(FState * newstate);
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bool SetState (FState *newstate, bool nofunction=false);
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@ -1217,19 +1220,19 @@ public:
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fixed_t X() const
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{
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return x;
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return pos.x;
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}
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fixed_t Y() const
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{
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return y;
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return pos.y;
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}
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fixed_t Z() const
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{
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return z;
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return pos.z;
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}
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void SetZ(fixed_t newz)
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{
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z = newz;
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pos.z = newz;
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}
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};
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