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- fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
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parent
39513cf7ae
commit
61739b4086
2 changed files with 5 additions and 4 deletions
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@ -910,13 +910,13 @@ FBlockThingsIterator::FBlockThingsIterator(FLevelLocals *l, int _minx, int _miny
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Reset();
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}
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void FBlockThingsIterator::init(const FBoundingBox &box)
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void FBlockThingsIterator::init(const FBoundingBox &box, bool clearhash)
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{
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maxy = Level->blockmap.GetBlockY(box.Top());
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miny = Level->blockmap.GetBlockY(box.Bottom());
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maxx = Level->blockmap.GetBlockX(box.Right());
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minx = Level->blockmap.GetBlockX(box.Left());
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ClearHash();
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if (clearhash) ClearHash();
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Reset();
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}
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@ -1139,7 +1139,7 @@ void FMultiBlockThingsIterator::startIteratorForGroup(int group)
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offset.X += checkpoint.X;
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offset.Y += checkpoint.Y;
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bbox.setBox(offset.X, offset.Y, checkpoint.Z);
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blockIterator.init(bbox);
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blockIterator.init(bbox, false);
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}
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//===========================================================================
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@ -1153,6 +1153,7 @@ void FMultiBlockThingsIterator::Reset()
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index = -1;
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portalflags = 0;
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startIteratorForGroup(basegroup);
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blockIterator.ClearHash();
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}
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//===========================================================================
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@ -319,7 +319,7 @@ public:
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Level = l;
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init(box);
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}
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void init(const FBoundingBox &box);
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void init(const FBoundingBox &box, bool clearhash = true);
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AActor *Next(bool centeronly = false);
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void Reset() { StartBlock(minx, miny); }
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};
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