//************************************************************************** //** //** p_sight.cpp : Heretic 2 : Raven Software, Corp. //** //** $RCSfile: p_sight.c,v $ //** $Revision: 1.1 $ //** $Date: 95/05/11 00:22:50 $ //** $Author: bgokey $ //** //************************************************************************** #include #include "doomdef.h" #include "i_system.h" #include "p_local.h" #include "p_maputl.h" #include "p_blockmap.h" #include "m_random.h" #include "m_bbox.h" #include "p_lnspec.h" #include "g_level.h" #include "po_man.h" #include "r_utility.h" #include "b_bot.h" #include "p_spec.h" // State. #include "r_state.h" #include "stats.h" #include "g_levellocals.h" static FRandom pr_botchecksight ("BotCheckSight"); static FRandom pr_checksight ("CheckSight"); /* ============================================================================== P_CheckSight This uses specialized forms of the maputils routines for optimized performance ============================================================================== */ // Performance meters static int sightcounts[6]; static cycle_t SightCycles; static cycle_t MaxSightCycles; enum { SO_TOPFRONT = 1, SO_TOPBACK = 2, SO_BOTTOMFRONT = 4, SO_BOTTOMBACK = 8, }; struct SightOpening { double top; double bottom; int range; int portalflags; void SwapSides() { portalflags = ((portalflags & (SO_TOPFRONT | SO_BOTTOMFRONT)) << 1) | ((portalflags & (SO_TOPBACK | SO_BOTTOMBACK)) >> 1); } }; struct SightTask { double Frac; double topslope; double bottomslope; int direction; int portalgroup; }; static TArray intercepts (128); static TArray portals(32); class SightCheck { DVector3 sightstart; DVector2 sightend; double Startfrac; AActor * seeingthing; double Lastztop; // z at last line double Lastzbottom; // z at last line sector_t * lastsector; // last sector being entered by trace double topslope, bottomslope; // slopes to top and bottom of target int Flags; divline_t Trace; int portaldir; int portalgroup; bool portalfound; unsigned int myseethrough; void P_SightOpening(SightOpening &open, const line_t *linedef, double x, double y); bool PTR_SightTraverse (intercept_t *in); bool P_SightCheckLine (line_t *ld); int P_SightBlockLinesIterator (int x, int y); bool P_SightTraverseIntercepts (); bool LineBlocksSight(line_t *ld); public: bool P_SightPathTraverse (); void init(AActor * t1, AActor * t2, sector_t *startsector, SightTask *task, int flags) { sightstart = t1->PosRelative(task->portalgroup); sightend = t2->PosRelative(task->portalgroup); sightstart.Z += t1->Height * 0.75; portalgroup = task->portalgroup; Startfrac = task->Frac; Trace = { sightstart.X, sightstart.Y, sightend.X - sightstart.X, sightend.Y - sightstart.Y }; Lastztop = Lastzbottom = sightstart.Z; lastsector = startsector; seeingthing=t2; topslope = task->topslope; bottomslope = task->bottomslope; Flags = flags; portaldir = task->direction; portalfound = false; myseethrough = FF_SEETHROUGH; } }; //========================================================================== // // P_SightOpening // // Simplified version that removes everything not needed for a sight check // //========================================================================== void SightCheck::P_SightOpening(SightOpening &open, const line_t *linedef, double x, double y) { open.portalflags = 0; sector_t *front = linedef->frontsector; sector_t *back = linedef->backsector; if (back == NULL) { // single sided line if (linedef->flags & ML_PORTALCONNECT) { if (!front->PortalBlocksSight(sector_t::ceiling)) open.portalflags |= SO_TOPFRONT; if (!front->PortalBlocksSight(sector_t::floor)) open.portalflags |= SO_BOTTOMFRONT; } open.range = 0; return; } double fc = 0, ff = 0, bc = 0, bf = 0; if (linedef->flags & ML_PORTALCONNECT) { if (!front->PortalBlocksSight(sector_t::ceiling)) fc = LINEOPEN_MAX, open.portalflags |= SO_TOPFRONT; if (!back->PortalBlocksSight(sector_t::ceiling)) bc = LINEOPEN_MAX, open.portalflags |= SO_TOPBACK; if (!front->PortalBlocksSight(sector_t::floor)) ff = LINEOPEN_MIN, open.portalflags |= SO_BOTTOMFRONT; if (!back->PortalBlocksSight(sector_t::floor)) bf = LINEOPEN_MIN, open.portalflags |= SO_BOTTOMBACK; } if (fc == 0) fc = front->ceilingplane.ZatPoint(x, y); if (bc == 0) bc = back->ceilingplane.ZatPoint(x, y); if (ff == 0) ff = front->floorplane.ZatPoint(x, y); if (bf == 0) bf = back->floorplane.ZatPoint(x, y); open.bottom = MAX(ff, bf); open.top = MIN(fc, bc); // we only want to know if there is an opening, not how large it is. open.range = open.bottom < open.top; } /* ============== = = PTR_SightTraverse = ============== */ bool SightCheck::PTR_SightTraverse (intercept_t *in) { line_t *li; double slope; SightOpening open; int frontflag = -1; li = in->d.line; // // crosses a two sided line // // ignore self referencing sectors if COMPAT_TRACE is on if ((i_compatflags & COMPATF_TRACE) && li->frontsector == li->backsector) return true; double trX = Trace.x + Trace.dx * in->frac; double trY = Trace.y + Trace.dy * in->frac; P_SightOpening(open, li, trX, trY); if (LineBlocksSight(in->d.line)) { // This may not skip P_SightOpening, but only reduce the open range to 0. open.range = 0; open.bottom = open.top; } FLinePortal *lport = li->getPortal(); if (open.range == 0 && open.portalflags == 0 && (lport == NULL || lport->mType != PORTT_LINKED)) // quick test for totally closed doors (must be delayed if portal checks are needed, though) return false; // stop if (in->frac == 0) return true; // check bottom if (open.bottom > LINEOPEN_MIN) { slope = (open.bottom - sightstart.Z) / in->frac; if (slope > bottomslope) bottomslope = slope; } // check top if (open.top < LINEOPEN_MAX) { slope = (open.top - sightstart.Z) / in->frac; if (slope < topslope) topslope = slope; } if (open.portalflags) { sector_t *frontsec, *backsec; frontflag = P_PointOnLineSidePrecise(sightstart, li); if (!frontflag) { frontsec = li->frontsector; backsec = li->backsector; } else { frontsec = li->backsector; if (!frontsec) return false; // We are looking through the backside of a one-sided line. Just abort if that happens. backsec = li->frontsector; open.SwapSides(); // swap flags to make the next checks simpler. } if (portaldir != sector_t::floor && (open.portalflags & SO_TOPBACK) && !(open.portalflags & SO_TOPFRONT)) { portals.Push({ in->frac, topslope, bottomslope, sector_t::ceiling, backsec->GetOppositePortalGroup(sector_t::ceiling) }); } if (portaldir != sector_t::ceiling && (open.portalflags & SO_BOTTOMBACK) && !(open.portalflags & SO_BOTTOMFRONT)) { portals.Push({ in->frac, topslope, bottomslope, sector_t::floor, backsec->GetOppositePortalGroup(sector_t::floor) }); } } if (lport) { portals.Push({ in->frac, topslope, bottomslope, portaldir, lport->mDestination->frontsector->PortalGroup }); return false; } if (topslope <= bottomslope || open.range == 0) return false; // stop // now handle 3D-floors if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size()) { if (frontflag == -1) frontflag = P_PointOnLineSidePrecise(sightstart, li); //Check 3D FLOORS! for(int i=1;i<=2;i++) { sector_t * s=i==1? li->frontsector:li->backsector; double highslope, lowslope; double topz= topslope * in->frac + sightstart.Z; double bottomz= bottomslope * in->frac + sightstart.Z; for (auto rover : s->e->XFloor.ffloors) { if ((rover->flags & FF_SEETHROUGH) == myseethrough || !(rover->flags & FF_EXISTS)) continue; if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue; double ff_bottom = rover->bottom.plane->ZatPoint(trX, trY); double ff_top = rover->top.plane->ZatPoint(trX, trY); highslope = (ff_top - sightstart.Z) / in->frac; lowslope = (ff_bottom - sightstart.Z) / in->frac; if (highslope >= topslope) { // blocks completely if (lowslope <= bottomslope) return false; // blocks upper edge of view if (lowslope < topslope) topslope = lowslope; } else if (lowslope <= bottomslope) { // blocks lower edge of view if (highslope > bottomslope) bottomslope = highslope; } else { // the 3D-floor is inside the viewing cone but neither clips the top nor the bottom so by // itself it can't be view blocking. // However, if there's a 3D-floor on the other side that obstructs the same vertical range // the 2 together will block sight. sector_t * sb = i == 2 ? li->frontsector : li->backsector; for (auto rover2 : sb->e->XFloor.ffloors) { if ((rover2->flags & FF_SEETHROUGH) == myseethrough || !(rover2->flags & FF_EXISTS)) continue; if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue; double ffb_bottom = rover2->bottom.plane->ZatPoint(trX, trY); double ffb_top = rover2->top.plane->ZatPoint(trX, trY); if ((ffb_bottom >= ff_bottom && ffb_bottom <= ff_top) || (ffb_top <= ff_top && ffb_top >= ff_bottom) || (ffb_top >= ff_top && ffb_bottom <= ff_bottom) || (ffb_top <= ff_top && ffb_bottom >= ff_bottom)) { return false; } } } // trace is leaving a sector with a 3d-floor if (s == lastsector && frontflag == i - 1) { // upper slope intersects with this 3d-floor if (Lastztop <= ff_bottom && topz > ff_top) { topslope = lowslope; } // lower slope intersects with this 3d-floor if (Lastzbottom >= ff_top && bottomz < ff_top) { bottomslope = highslope; } } if (topslope <= bottomslope) return false; // stop } } lastsector = frontflag==0 ? li->backsector : li->frontsector; } else lastsector=NULL; // don't need it if there are no 3D-floors Lastztop = (topslope * in->frac) + sightstart.Z; Lastzbottom = (bottomslope * in->frac) + sightstart.Z; return true; // keep going } // performs trivial visibility checks. bool SightCheck::LineBlocksSight(line_t *ld) { // try to early out the check if (!ld->backsector || !(ld->flags & ML_TWOSIDED) || (ld->flags & ML_BLOCKSIGHT)) return true; // stop checking // [RH] don't see past block everything lines if (ld->flags & ML_BLOCKEVERYTHING) { if (!(Flags & SF_SEEPASTBLOCKEVERYTHING)) { return true; } // Pretend the other side is invisible if this is not an impact line // that runs a script on the current map. Used to prevent monsters // from trying to attack through a block everything line unless // there's a chance their attack will make it nonblocking. if (!(Flags & SF_SEEPASTSHOOTABLELINES)) { if (!(ld->activation & SPAC_Impact)) { return true; } if (ld->special != ACS_Execute && ld->special != ACS_ExecuteAlways) { return true; } if (ld->args[1] != 0 && ld->args[1] != level.levelnum) { return true; } } } return false; } /* ================== = = P_SightCheckLine = =================== */ bool SightCheck::P_SightCheckLine (line_t *ld) { divline_t dl; if (ld->validcount == validcount) { return true; } ld->validcount = validcount; if (P_PointOnDivlineSide (ld->v1->fPos(), &Trace) == P_PointOnDivlineSide (ld->v2->fPos(), &Trace)) { return true; // line isn't crossed } P_MakeDivline (ld, &dl); if (P_PointOnDivlineSide (Trace.x, Trace.y, &dl) == P_PointOnDivlineSide (Trace.x+Trace.dx, Trace.y+Trace.dy, &dl)) { return true; // line isn't crossed } if (!portalfound) // when portals come into play, the quick-outs here may not be performed { if (LineBlocksSight(ld)) return false; } sightcounts[3]++; // store the line for later intersection testing intercept_t newintercept; newintercept.isaline = true; newintercept.d.line = ld; intercepts.Push (newintercept); return true; } /* ================== = = P_SightBlockLinesIterator = =================== */ int SightCheck::P_SightBlockLinesIterator (int x, int y) { int offset; int *list; int res = 1; polyblock_t *polyLink; unsigned int i; extern polyblock_t **PolyBlockMap; offset = y*bmapwidth+x; // if any of the previous blocks may contain a portal we may abort the collection of lines here, but we may not abort the sight check. // (We still try to delay activating this for as long as possible.) portalfound = portalfound || PortalBlockmap(x, y).containsLinkedPortals; polyLink = PolyBlockMap[offset]; portalfound |= (polyLink && PortalBlockmap.hasLinkedPolyPortals); while (polyLink) { if (polyLink->polyobj) { // only check non-empty links if (polyLink->polyobj->validcount != validcount) { polyLink->polyobj->validcount = validcount; for (i = 0; i < polyLink->polyobj->Linedefs.Size(); i++) { if (!P_SightCheckLine(polyLink->polyobj->Linedefs[i])) { if (!portalfound) return 0; else res = -1; } } } } polyLink = polyLink->next; } offset = *(blockmap + offset); for (list = blockmaplump + offset + 1; *list != -1; list++) { if (!P_SightCheckLine (&level.lines[*list])) { if (!portalfound) return 0; else res = -1; } } return res; // everything was checked } /* ==================== = = P_SightTraverseIntercepts = = Returns true if the traverser function returns true for all lines ==================== */ bool SightCheck::P_SightTraverseIntercepts () { unsigned count; double dist; intercept_t *scan, *in; unsigned scanpos; divline_t dl; count = intercepts.Size (); // // calculate intercept distance // for (scanpos = 0; scanpos < intercepts.Size (); scanpos++) { scan = &intercepts[scanpos]; P_MakeDivline (scan->d.line, &dl); scan->frac = P_InterceptVector (&Trace, &dl); if (scan->frac < Startfrac) { scan->frac = INT_MAX; count--; } } // // go through in order // proper order is needed to handle 3D floors and portals. // in = NULL; while (count--) { dist = INT_MAX; for (scanpos = 0; scanpos < intercepts.Size (); scanpos++) { scan = &intercepts[scanpos]; if (scan->frac < dist) { dist = scan->frac; in = scan; } } if (in != NULL) { if (!PTR_SightTraverse (in)) return false; // don't bother going farther in->frac = INT_MAX; } } if (lastsector == seeingthing->Sector && lastsector->e->XFloor.ffloors.Size()) { // we must do one last check whether the trace has crossed a 3D floor in the last sector double topz = topslope + sightstart.Z; double bottomz = bottomslope + sightstart.Z; for (auto rover : lastsector->e->XFloor.ffloors) { if ((rover->flags & FF_SOLID) == myseethrough || !(rover->flags & FF_EXISTS)) continue; if ((Flags & SF_IGNOREWATERBOUNDARY) && (rover->flags & FF_SOLID) == 0) continue; double ff_bottom = rover->bottom.plane->ZatPoint(seeingthing); double ff_top = rover->top.plane->ZatPoint(seeingthing); if (Lastztop <= ff_bottom && topz > ff_bottom && Lastzbottom <= ff_bottom && bottomz > ff_bottom) return false; if (Lastzbottom >= ff_top && bottomz < ff_top && Lastztop >= ff_top && topz < ff_top) return false; } } return true; // everything was traversed } /* ================== = = P_SightPathTraverse = = Traces a line from x1,y1 to x2,y2, calling the traverser function for each block = Returns true if the traverser function returns true for all lines ================== */ bool SightCheck::P_SightPathTraverse () { double x1, x2, y1, y2; double xt1,yt1,xt2,yt2; double xstep,ystep; double partialx, partialy; double xintercept, yintercept; int mapx, mapy, mapxstep, mapystep; int count; validcount++; intercepts.Clear (); x1 = sightstart.X + Startfrac * Trace.dx; y1 = sightstart.Y + Startfrac * Trace.dy; x2 = sightend.X; y2 = sightend.Y; if (lastsector == NULL) lastsector = P_PointInSector(x1, y1); // for FF_SEETHROUGH the following rule applies: // If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag // If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag bool checkfloor = true, checkceiling = true; for(auto rover : lastsector->e->XFloor.ffloors) { if(!(rover->flags & FF_EXISTS)) continue; double ff_bottom=rover->bottom.plane->ZatPoint(sightstart); double ff_top=rover->top.plane->ZatPoint(sightstart); if (sightstart.Z < ff_top) checkceiling = false; if (sightstart.Z >= ff_bottom) checkfloor = false; if (sightstart.Z < ff_top && sightstart.Z >= ff_bottom) { myseethrough = rover->flags & FF_SEETHROUGH; break; } } // We also must check if the starting sector contains portals, and start sight checks in those as well. if (portaldir != sector_t::floor && checkceiling && !lastsector->PortalBlocksSight(sector_t::ceiling)) { portals.Push({ 0, topslope, bottomslope, sector_t::ceiling, lastsector->GetOppositePortalGroup(sector_t::ceiling) }); } if (portaldir != sector_t::ceiling && checkfloor && !lastsector->PortalBlocksSight(sector_t::floor)) { portals.Push({ 0, topslope, bottomslope, sector_t::floor, lastsector->GetOppositePortalGroup(sector_t::floor) }); } x1 -= bmaporgx; y1 -= bmaporgy; xt1 = x1 / MAPBLOCKUNITS; yt1 = y1 / MAPBLOCKUNITS; x2 -= bmaporgx; y2 -= bmaporgy; xt2 = x2 / MAPBLOCKUNITS; yt2 = y2 / MAPBLOCKUNITS; mapx = xs_FloorToInt(xt1); mapy = xs_FloorToInt(yt1); int mapex = xs_FloorToInt(xt2); int mapey = xs_FloorToInt(yt2); if (mapex > mapx) { mapxstep = 1; partialx = 1. - xt1 + xs_FloorToInt(xt1); ystep = (y2 - y1) / fabs(x2 - x1); } else if (mapex < mapx) { mapxstep = -1; partialx = xt1 - xs_FloorToInt(xt1); ystep = (y2 - y1) / fabs(x2 - x1); } else { mapxstep = 0; partialx = 1.; ystep = 256; } yintercept = yt1 + partialx * ystep; if (mapey > mapy) { mapystep = 1; partialy = 1. - yt1 + xs_FloorToInt(yt1); xstep = (x2 - x1) / fabs(y2 - y1); } else if (mapey < mapy) { mapystep = -1; partialy = yt1 - xs_FloorToInt(yt1); xstep = (x2 - x1) / fabs(y2 - y1); } else { mapystep = 0; partialy = 1; xstep = 256; } xintercept = xt1 + partialy * xstep; // [RH] Fix for traces that pass only through blockmap corners. In that case, // xintercept and yintercept can both be set ahead of mapx and mapy, so the // for loop would never advance anywhere. if (fabs(xstep) == 1. && fabs(ystep) == 1.) { if (ystep < 0) { partialx = 1. - partialx; } if (xstep < 0) { partialy = 1. - partialy; } if (partialx == partialy) { xintercept = xt1; yintercept = yt1; } } // // step through map blocks // Count is present to prevent a round off error from skipping the break int itres; for (count = 0 ; count < 1000 ; count++) { // end traversing when reaching the end of the blockmap // an early out is not possible because with portals a trace can easily land outside the map's bounds. if (mapx < 0 || mapx >= bmapwidth || mapy < 0 || mapy >= bmapheight) { break; } itres = P_SightBlockLinesIterator(mapx, mapy); if (itres == 0) { sightcounts[1]++; return false; // early out } // either reached the end or had an early-out condition with portals left to check, if (itres == -1 || (mapxstep | mapystep) == 0) break; switch (((xs_FloorToInt(yintercept) == mapy) << 1) | (xs_FloorToInt(xintercept) == mapx)) { case 0: // neither xintercept nor yintercept match! sightcounts[5]++; // Continuing won't make things any better, so we might as well stop right here count = 1000; break; case 1: // xintercept matches xintercept += xstep; mapy += mapystep; if (mapy == mapey) mapystep = 0; break; case 2: // yintercept matches yintercept += ystep; mapx += mapxstep; if (mapx == mapex) mapxstep = 0; break; case 3: // xintercept and yintercept both match sightcounts[4]++; // The trace is exiting a block through its corner. Not only does the block // being entered need to be checked (which will happen when this loop // continues), but the other two blocks adjacent to the corner also need to // be checked. if (!P_SightBlockLinesIterator (mapx + mapxstep, mapy) || !P_SightBlockLinesIterator (mapx, mapy + mapystep)) { sightcounts[1]++; return false; } xintercept += xstep; yintercept += ystep; mapx += mapxstep; mapy += mapystep; if (mapx == mapex) mapxstep = 0; if (mapy == mapey) mapystep = 0; break; } } // // couldn't early out, so go through the sorted list // sightcounts[2]++; bool traverseres = P_SightTraverseIntercepts ( ); if (itres == -1) return false; // if the iterator had an early out there was no line of sight. The traverser was only called to collect more portals. if (seeingthing->Sector->PortalGroup != portalgroup) return false; // We are in a different group than the seeingthing, so this trace cannot determine visibility alone. return traverseres; } /* ===================== = = P_CheckSight = = Returns true if a straight line between t1 and t2 is unobstructed = look from eyes of t1 to any part of t2 = = killough 4/20/98: cleaned up, made to use new LOS struct = ===================== */ bool P_CheckSight (AActor *t1, AActor *t2, int flags) { SightCycles.Clock(); bool res; assert (t1 != NULL); assert (t2 != NULL); if (t1 == NULL || t2 == NULL) { return false; } const sector_t *s1 = t1->Sector; const sector_t *s2 = t2->Sector; int pnum = int(s1->Index()) * level.sectors.Size() + int(s2->Index()); // // check for trivial rejection // if (rejectmatrix != NULL && (rejectmatrix[pnum>>3] & (1 << (pnum & 7)))) { sightcounts[0]++; res = false; // can't possibly be connected goto done; } // // check precisely // // [RH] Andy Baker's stealth monsters: // Cannot see an invisible object if ((flags & SF_IGNOREVISIBILITY) == 0 && ((t2->renderflags & RF_INVISIBLE) || !t2->RenderStyle.IsVisible(t2->Alpha))) { // small chance of an attack being made anyway if ((bglobal.m_Thinking ? pr_botchecksight() : pr_checksight()) > 50) { res = false; goto done; } } // killough 4/19/98: make fake floors and ceilings block monster view if (!(flags & SF_IGNOREWATERBOUNDARY)) { if ((s1->GetHeightSec() && ((t1->Top() <= s1->heightsec->floorplane.ZatPoint(t1) && t2->Z() >= s1->heightsec->floorplane.ZatPoint(t2)) || (t1->Z() >= s1->heightsec->ceilingplane.ZatPoint(t1) && t2->Top() <= s1->heightsec->ceilingplane.ZatPoint(t2)))) || (s2->GetHeightSec() && ((t2->Top() <= s2->heightsec->floorplane.ZatPoint(t2) && t1->Z() >= s2->heightsec->floorplane.ZatPoint(t1)) || (t2->Z() >= s2->heightsec->ceilingplane.ZatPoint(t2) && t1->Top() <= s2->heightsec->ceilingplane.ZatPoint(t1))))) { res = false; goto done; } } // An unobstructed LOS is possible. // Now look from eyes of t1 to any part of t2. validcount++; portals.Clear(); { sector_t *sec; double lookheight = t1->Z() + t1->Height*0.75; t1->GetPortalTransition(lookheight, &sec); double bottomslope = t2->Z() - lookheight; double topslope = bottomslope + t2->Height; SightTask task = { 0, topslope, bottomslope, -1, sec->PortalGroup }; SightCheck s; s.init(t1, t2, sec, &task, flags); res = s.P_SightPathTraverse (); if (!res) { double dist = t1->Distance2D(t2); for (unsigned i = 0; i < portals.Size(); i++) { portals[i].Frac += 1 / dist; s.init(t1, t2, NULL, &portals[i], flags); if (s.P_SightPathTraverse()) { res = true; break; } } } } done: SightCycles.Unclock(); return res; } DEFINE_ACTION_FUNCTION(AActor, CheckSight) { PARAM_SELF_PROLOGUE(AActor); PARAM_OBJECT_NOT_NULL(target, AActor); PARAM_INT_DEF(flags); ACTION_RETURN_BOOL(P_CheckSight(self, target, flags)); } ADD_STAT (sight) { FString out; out.Format ("%04.1f ms (%04.1f max), %5d %2d%4d%4d%4d%4d\n", SightCycles.TimeMS(), MaxSightCycles.TimeMS(), sightcounts[3], sightcounts[0], sightcounts[1], sightcounts[2], sightcounts[4], sightcounts[5]); return out; } void P_ResetSightCounters (bool full) { if (full) { MaxSightCycles.Reset(); } if (SightCycles.Time() > MaxSightCycles.Time()) { MaxSightCycles = SightCycles; } SightCycles.Reset(); memset (sightcounts, 0, sizeof(sightcounts)); }