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Optimized CanCrossLine.
- Remove P_PointOnLineSide check - Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
This commit is contained in:
parent
5afd14fd4d
commit
748156c846
4 changed files with 6 additions and 4 deletions
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@ -425,6 +425,7 @@ enum ActorFlag8
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MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
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MF8_STAYONLIFT = 0x02000000, // MBF AI enhancement.
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MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalawetrust] Friendly monster will not follow players.
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MF8_DONTFOLLOWPLAYERS = 0x04000000, // [inkoalawetrust] Friendly monster will not follow players.
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MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
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MF8_SEEFRIENDLYMONSTERS = 0X08000000, // [inkoalawetrust] Hostile monster can see friendly monsters.
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MF8_CROSSLINECHECK = 0x10000000, // [MC]Enables CanCrossLine virtual
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};
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};
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// --- mobj.renderflags ---
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// --- mobj.renderflags ---
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@ -163,7 +163,7 @@ bool P_CanCollideWith(AActor *tmthing, AActor *thing)
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// If false, the line blocks them.
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// If false, the line blocks them.
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//==========================================================================
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//==========================================================================
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bool P_CanCrossLine(AActor *mo, line_t *line, int side, DVector3 next)
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bool P_CanCrossLine(AActor *mo, line_t *line, DVector3 next)
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{
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{
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static unsigned VIndex = ~0u;
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static unsigned VIndex = ~0u;
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if (VIndex == ~0u)
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if (VIndex == ~0u)
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@ -172,7 +172,7 @@ bool P_CanCrossLine(AActor *mo, line_t *line, int side, DVector3 next)
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assert(VIndex != ~0u);
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assert(VIndex != ~0u);
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}
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}
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VMValue params[] = { mo, line, side, next.X, next.Y, next.Z, false };
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VMValue params[] = { mo, line, next.X, next.Y, next.Z, false };
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VMReturn ret;
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VMReturn ret;
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int retval;
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int retval;
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ret.IntAt(&retval);
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ret.IntAt(&retval);
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@ -985,7 +985,7 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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}
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}
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}
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}
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if (!P_CanCrossLine(tm.thing, ld, P_PointOnLineSide(cres.Position, ld), tm.pos))
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if ((tm.thing->flags8 & MF8_CROSSLINECHECK) && !P_CanCrossLine(tm.thing, ld, tm.pos))
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{
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{
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if (wasfit)
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if (wasfit)
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tm.thing->BlockingLine = ld;
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tm.thing->BlockingLine = ld;
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@ -340,6 +340,7 @@ static FFlagDef ActorFlagDefs[]=
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DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
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DEFINE_FLAG(MF8, STAYONLIFT, AActor, flags8),
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DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8),
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DEFINE_FLAG(MF8, DONTFOLLOWPLAYERS, AActor, flags8),
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DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
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DEFINE_FLAG(MF8, SEEFRIENDLYMONSTERS, AActor, flags8),
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DEFINE_FLAG(MF8, CROSSLINECHECK, AActor, flags8),
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// Effect flags
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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@ -503,7 +503,7 @@ class Actor : Thinker native
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}
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}
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// Called by PIT_CheckLine to check if an actor can cross a line.
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// Called by PIT_CheckLine to check if an actor can cross a line.
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virtual bool CanCrossLine(Line crossing, int side, Vector3 next)
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virtual bool CanCrossLine(Line crossing, Vector3 next)
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{
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{
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return true;
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return true;
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}
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}
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