gzdoom/src/actorinlines.h

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#pragma once
#include "actor.h"
#include "r_defs.h"
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#include "g_levellocals.h"
// These depend on both actor.h and r_defs.h so they cannot be in either file without creating a circular dependency.
inline DVector3 AActor::PosRelative(int portalgroup) const
{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, portalgroup);
}
inline DVector3 AActor::PosRelative(const AActor *other) const
{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
}
inline DVector3 AActor::PosRelative(sector_t *sec) const
{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
}
inline DVector3 AActor::PosRelative(line_t *line) const
{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
}
inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
{
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return pos + level.Displacements.getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
}
inline void AActor::ClearInterpolation()
{
Prev = Pos();
PrevAngles = Angles;
if (Sector) PrevPortalGroup = Sector->PortalGroup;
else PrevPortalGroup = 0;
}
inline double secplane_t::ZatPoint(const AActor *ac) const
{
return (D + normal.X*ac->X() + normal.Y*ac->Y()) * negiC;
}
inline double sector_t::HighestCeilingAt(AActor *a, sector_t **resultsec)
{
return ::HighestCeilingAt(this, a->X(), a->Y(), resultsec);
}
inline double sector_t::LowestFloorAt(AActor *a, sector_t **resultsec)
{
return ::LowestFloorAt(this, a->X(), a->Y(), resultsec);
}