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56 lines
1.5 KiB
C
56 lines
1.5 KiB
C
#pragma once
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#include "actor.h"
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#include "r_defs.h"
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#include "g_levellocals.h"
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// These depend on both actor.h and r_defs.h so they cannot be in either file without creating a circular dependency.
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inline DVector3 AActor::PosRelative(int portalgroup) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, portalgroup);
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}
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inline DVector3 AActor::PosRelative(const AActor *other) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
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}
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inline DVector3 AActor::PosRelative(sector_t *sec) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
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}
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inline DVector3 AActor::PosRelative(line_t *line) const
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{
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return Pos() + level.Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
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}
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inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
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{
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return pos + level.Displacements.getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
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}
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inline void AActor::ClearInterpolation()
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{
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Prev = Pos();
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PrevAngles = Angles;
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if (Sector) PrevPortalGroup = Sector->PortalGroup;
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else PrevPortalGroup = 0;
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}
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inline double secplane_t::ZatPoint(const AActor *ac) const
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{
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return (D + normal.X*ac->X() + normal.Y*ac->Y()) * negiC;
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}
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inline double sector_t::HighestCeilingAt(AActor *a, sector_t **resultsec)
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{
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return ::HighestCeilingAt(this, a->X(), a->Y(), resultsec);
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}
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inline double sector_t::LowestFloorAt(AActor *a, sector_t **resultsec)
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{
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return ::LowestFloorAt(this, a->X(), a->Y(), resultsec);
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}
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