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- optimize P_ShouldPassThroughPlayer checks - move down in the check list, move thing->player check out of the function
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9777cfd500
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1 changed files with 26 additions and 37 deletions
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@ -119,22 +119,11 @@ TArray<spechit_t> portalhit;
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//
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//==========================================================================
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static inline bool P_ShouldPassThroughPlayer(AActor *self, AActor *other)
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bool P_ShouldPassThroughPlayer(AActor *self, AActor *other)
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{
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if (!(dmflags3 & DF3_NO_PLAYER_CLIP))
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return false;
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if (!self->player || !other->player)
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return false;
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// voodoo doll?
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if (other->player->mo != other)
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return false;
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if (!self->IsFriend(other))
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return false;
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return true;
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return (dmgflags3 & DF3_NO_PLAYER_CLIP) &&
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other->player && other->player->mo == other &&
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self->IsFriend(other);
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}
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//==========================================================================
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@ -517,9 +506,6 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
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if (tmf.thing->flags6 & MF6_THRUSPECIES && tmf.thing->GetSpecies() == th->GetSpecies())
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continue;
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if (P_ShouldPassThroughPlayer(tmf.thing, th))
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continue;
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// [RH] Z-Check
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// But not if not MF2_PASSMOBJ or MF3_DONTOVERLAP are set!
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// Otherwise those things would get stuck inside each other.
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@ -540,6 +526,9 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
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if ((thing->IsKindOf(NAME_Inventory) || (thing->flags2 & MF2_TELESTOMP)) && !(thing->flags & MF_SOLID) && ((th->flags3 & MF3_ISMONSTER) || th->player != nullptr))
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continue;
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if (thing->player && P_ShouldPassThroughPlayer(tmf.thing, th))
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continue;
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// monsters don't stomp things except on boss level
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// [RH] Some Heretic/Hexen monsters can telestomp
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// ... and some items can never be telefragged while others will be telefragged by everything that teleports upon them.
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@ -550,6 +539,7 @@ bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modi
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P_DamageMobj(th, thing, thing, TELEFRAG_DAMAGE, NAME_Telefrag, DMG_THRUSTLESS);
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continue;
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}
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return false;
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}
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@ -1399,7 +1389,7 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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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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if (P_ShouldPassThroughPlayer(tm.thing, thing))
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if (thing->player && P_ShouldPassThroughPlayer(tm.thing, thing))
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return true;
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tm.thing->BlockingMobj = thing;
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@ -1583,15 +1573,15 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch
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&& (tm.thing->target->GetSpecies() == thing->GetSpecies()))
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return true;
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if (P_ShouldPassThroughPlayer(tm.thing->target, thing) && (!(tm.thing->flags8 & MF8_HITOWNER) || tm.thing->target->player != thing->player))
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return true;
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// Check for rippers passing through corpses
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if ((thing->flags & MF_CORPSE) && (tm.thing->flags2 & MF2_RIP) && !(thing->flags & MF_SHOOTABLE))
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{
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return true;
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}
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if (thing->player && P_ShouldPassThroughPlayer(tm.thing->target, thing) && (!(tm.thing->flags8 & MF8_HITOWNER) || tm.thing->target->player != thing->player))
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return true;
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double clipheight;
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if (thing->projectilepassheight > 0)
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@ -2097,10 +2087,6 @@ int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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{
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continue;
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}
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if (P_ShouldPassThroughPlayer(actor, thing))
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{
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continue;
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}
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if (!(thing->flags & MF_SOLID))
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{ // Can't hit thing
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continue;
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@ -2142,7 +2128,10 @@ int P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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{ // If they cannot collide, they cannot block each other.
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continue;
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}
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if (thing->player && P_ShouldPassThroughPlayer(actor, thing))
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{
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continue;
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}
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onmobj = thing;
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if (quick) break;
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@ -4206,12 +4195,12 @@ struct aim_t
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if (th == shootthing)
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continue; // can't shoot self
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if (P_ShouldPassThroughPlayer(shootthing, th))
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continue;
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if (aimtarget != NULL && th != aimtarget)
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continue; // only care about target, and you're not it
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if (thing->player && P_ShouldPassThroughPlayer(shootthing, th))
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continue;
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// If we want to start a conversation anything that has one should be
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// found, regardless of other settings.
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if (!(flags & ALF_CHECKCONVERSATION) || th->Conversation == NULL)
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@ -4504,7 +4493,7 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
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(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
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(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
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(data->hitGhosts && res.Actor->flags3 & MF3_GHOST) ||
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P_ShouldPassThroughPlayer(data->Caller, res.Actor))
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(thing->player && P_ShouldPassThroughPlayer(data->Caller, res.Actor)))
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{
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return TRACE_Skip;
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}
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@ -5245,7 +5234,7 @@ static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
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(data->MThruSpecies && res.Actor->GetSpecies() == data->Caller->GetSpecies()) ||
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(data->ThruSpecies && res.Actor->GetSpecies() == data->PuffSpecies) ||
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(data->ThruGhosts && res.Actor->flags3 & MF3_GHOST) ||
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P_ShouldPassThroughPlayer(data->Caller, res.Actor))
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(thing->player && P_ShouldPassThroughPlayer(data->Caller, res.Actor)))
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{
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return TRACE_Skip;
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}
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@ -6060,14 +6049,14 @@ int P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bom
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continue;
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// allow rocket splash damage
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if (P_ShouldPassThroughPlayer(bombsource, thing) && thing != bombsource)
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continue;
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if (!(flags & RADF_HURTSOURCE) && (thing == bombsource || thing == bombspot))
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{ // don't damage the source of the explosion
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continue;
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}
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if (thing->player && P_ShouldPassThroughPlayer(bombsource, thing) && thing != bombsource)
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continue;
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// MBF21
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auto targetgroup = thing->GetClass()->ActorInfo()->splash_group;
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auto sourcegroup = bombspot->GetClass()->ActorInfo()->splash_group;
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@ -6476,7 +6465,7 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
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if (!P_CanCollideWith(thing, intersect))
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continue;
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if (P_ShouldPassThroughPlayer(thing, intersect))
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if (thing->player && P_ShouldPassThroughPlayer(thing, intersect))
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continue;
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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@ -6543,7 +6532,7 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
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if (!P_CanCollideWith(thing, intersect))
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continue;
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if (P_ShouldPassThroughPlayer(thing, intersect))
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if (thing->player && P_ShouldPassThroughPlayer(thing, intersect))
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continue;
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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