Optimized CanCrossLine.

- Remove P_PointOnLineSide check
- Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
This commit is contained in:
Major Cooke 2022-02-23 12:16:47 -06:00 committed by Christoph Oelckers
parent 5afd14fd4d
commit 748156c846
4 changed files with 6 additions and 4 deletions

View file

@ -425,6 +425,7 @@ enum ActorFlag8
MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement. MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalawetrust] Friendly monster will not follow players. MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalawetrust] Friendly monster will not follow players.
MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters. MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
MF8_CROSSLINECHECK = 0x10000000, // [MC]Enables CanCrossLine virtual
}; };
// --- mobj.renderflags --- // --- mobj.renderflags ---

View file

@ -163,7 +163,7 @@ bool P_CanCollideWith(AActor *tmthing, AActor *thing)
// If false, the line blocks them. // If false, the line blocks them.
//========================================================================== //==========================================================================
bool P_CanCrossLine(AActor *mo, line_t *line, int side, DVector3 next) bool P_CanCrossLine(AActor *mo, line_t *line, DVector3 next)
{ {
static unsigned VIndex = ~0u; static unsigned VIndex = ~0u;
if (VIndex == ~0u) if (VIndex == ~0u)
@ -172,7 +172,7 @@ bool P_CanCrossLine(AActor *mo, line_t *line, int side, DVector3 next)
assert(VIndex != ~0u); assert(VIndex != ~0u);
} }
VMValue params[] = { mo, line, side, next.X, next.Y, next.Z, false }; VMValue params[] = { mo, line, next.X, next.Y, next.Z, false };
VMReturn ret; VMReturn ret;
int retval; int retval;
ret.IntAt(&retval); ret.IntAt(&retval);
@ -985,7 +985,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
} }
} }
if (!P_CanCrossLine(tm.thing, ld, P_PointOnLineSide(cres.Position, ld), tm.pos)) if ((tm.thing->flags8 & MF8_CROSSLINECHECK) && !P_CanCrossLine(tm.thing, ld, tm.pos))
{ {
if (wasfit) if (wasfit)
tm.thing->BlockingLine = ld; tm.thing->BlockingLine = ld;

View file

@ -340,6 +340,7 @@ static FFlagDef ActorFlagDefs[]=
DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8), DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8), DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8),
DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8), DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
DEFINE_FLAG(MF8, CROSSLINECHECK, AActor, flags8),
// Effect flags // Effect flags
DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects), DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),

View file

@ -503,7 +503,7 @@ class Actor : Thinker native
} }
// Called by PIT_CheckLine to check if an actor can cross a line. // Called by PIT_CheckLine to check if an actor can cross a line.
virtual bool CanCrossLine(Line crossing, int side, Vector3 next) virtual bool CanCrossLine(Line crossing, Vector3 next)
{ {
return true; return true;
} }