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added CheckProximity to ACS
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parent
334962da2c
commit
6633e41cca
4 changed files with 152 additions and 131 deletions
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@ -4464,7 +4464,8 @@ enum EACSFunctions
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ACSF_SetSectorTerrain,
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ACSF_SpawnParticle,
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ACSF_SetMusicVolume,
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// 2 more left...
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ACSF_CheckProximity,
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// 1 more left...
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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@ -6063,7 +6064,19 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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case ACSF_SetMusicVolume:
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I_SetMusicVolume(ACSToFloat(args[0]));
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break;
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case ACSF_CheckProximity:
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{
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// [zombie] ACS version of A_CheckProximity
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actor = SingleActorFromTID(args[0], activator);
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PClass *classname = PClass::FindClass(FBehavior::StaticLookupString(args[1]));
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double distance = ACSToDouble(args[2]);
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int count = argCount >= 4 ? args[3] : 1;
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int flags = argCount >= 5 ? args[4] : 0;
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int ptr = argCount >= 6 ? args[5] : AAPTR_DEFAULT;
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return P_Thing_CheckProximity(actor, classname, distance, count, flags, ptr);
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}
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default:
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break;
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}
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@ -26,6 +26,7 @@
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#include <float.h>
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#include "doomtype.h"
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#include "vectors.h"
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#include "dobject.h"
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const double NO_VALUE = FLT_MAX;
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@ -160,6 +161,24 @@ bool P_Thing_CanRaise(AActor *thing);
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PClassActor *P_GetSpawnableType(int spawnnum);
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void InitSpawnablesFromMapinfo();
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int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr);
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enum CPXF
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{
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CPXF_ANCESTOR = 1 << 0,
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CPXF_LESSOREQUAL = 1 << 1,
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CPXF_NOZ = 1 << 2,
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CPXF_COUNTDEAD = 1 << 3,
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CPXF_DEADONLY = 1 << 4,
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CPXF_EXACT = 1 << 5,
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CPXF_SETTARGET = 1 << 6,
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CPXF_SETMASTER = 1 << 7,
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CPXF_SETTRACER = 1 << 8,
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CPXF_FARTHEST = 1 << 9,
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CPXF_CLOSEST = 1 << 10,
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CPXF_SETONPTR = 1 << 11,
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CPXF_CHECKSIGHT = 1 << 12,
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};
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enum WARPF
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{
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117
src/p_things.cpp
117
src/p_things.cpp
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@ -50,6 +50,7 @@
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#include "r_utility.h"
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#include "p_spec.h"
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#include "math/cmath.h"
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#include "actorptrselect.h"
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// Set of spawnable things for the Thing_Spawn and Thing_Projectile specials.
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FClassMap SpawnableThings;
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@ -666,6 +667,122 @@ void InitSpawnablesFromMapinfo()
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InitClassMap(StrifeTypes, ConversationIDsFromMapinfo);
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}
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bool P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr)
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{
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AActor *ref = COPY_AAPTR(self, ptr);
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// We need these to check out.
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if (!ref || !classname || distance <= 0)
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return nullptr;
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int counter = 0;
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bool result = false;
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double closer = distance, farther = 0, current = distance;
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const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
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const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
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TThinkerIterator<AActor> it;
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AActor *mo, *dist = nullptr;
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// [MC] Process of elimination, I think, will get through this as quickly and
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// efficiently as possible.
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while ((mo = it.Next()))
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{
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if (mo == ref) //Don't count self.
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continue;
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// no unmorphed versions of currently morphed players.
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if (mo->flags & MF_UNMORPHED)
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continue;
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// Check inheritance for the classname. Taken partly from CheckClass DECORATE function.
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if (flags & CPXF_ANCESTOR)
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{
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if (!(mo->IsKindOf(classname)))
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continue;
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}
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// Otherwise, just check for the regular class name.
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else if (classname != mo->GetClass())
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continue;
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// [MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use
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// Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly.
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// Ripped from sphere checking in A_RadiusGive (along with a number of things).
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if ((ref->Distance2D(mo) < distance &&
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((flags & CPXF_NOZ) ||
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((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) ||
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(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
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{
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if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
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continue;
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if (ptrWillChange)
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{
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current = ref->Distance2D(mo);
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if ((flags & CPXF_CLOSEST) && (current < closer))
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{
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dist = mo;
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closer = current; // This actor's closer. Set the new standard.
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}
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else if ((flags & CPXF_FARTHEST) && (current > farther))
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{
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dist = mo;
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farther = current;
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}
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else if (!dist)
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dist = mo; // Just get the first one and call it quits if there's nothing selected.
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}
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if (mo->flags6 & MF6_KILLED)
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{
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if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
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continue;
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counter++;
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}
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else
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{
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if (flags & CPXF_DEADONLY)
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continue;
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counter++;
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}
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// Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
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if (counter > count)
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{
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result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true;
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// However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
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if (ptrWillChange && ptrDistPref)
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continue;
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else
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break;
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}
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}
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}
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if (ptrWillChange && dist != 0)
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{
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if (flags & CPXF_SETONPTR)
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{
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if (flags & CPXF_SETTARGET) ref->target = dist;
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if (flags & CPXF_SETMASTER) ref->master = dist;
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if (flags & CPXF_SETTRACER) ref->tracer = dist;
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}
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else
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{
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if (flags & CPXF_SETTARGET) self->target = dist;
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if (flags & CPXF_SETMASTER) self->master = dist;
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if (flags & CPXF_SETTRACER) self->tracer = dist;
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}
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}
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if (counter == count)
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result = true;
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else if (counter < count)
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result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT));
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return result;
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}
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int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch)
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{
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@ -6605,22 +6605,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetChaseThreshold)
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// Checks to see if a certain actor class is close to the
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// actor/pointer within distance, in numbers.
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//==========================================================================
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enum CPXFflags
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{
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CPXF_ANCESTOR = 1 << 0,
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CPXF_LESSOREQUAL = 1 << 1,
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CPXF_NOZ = 1 << 2,
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CPXF_COUNTDEAD = 1 << 3,
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CPXF_DEADONLY = 1 << 4,
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CPXF_EXACT = 1 << 5,
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CPXF_SETTARGET = 1 << 6,
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CPXF_SETMASTER = 1 << 7,
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CPXF_SETTRACER = 1 << 8,
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CPXF_FARTHEST = 1 << 9,
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CPXF_CLOSEST = 1 << 10,
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CPXF_SETONPTR = 1 << 11,
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CPXF_CHECKSIGHT = 1 << 12,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -6638,120 +6622,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
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ACTION_RETURN_STATE(NULL);
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}
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}
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AActor *ref = COPY_AAPTR(self, ptr);
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// We need these to check out.
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if (!ref || !classname || distance <= 0)
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{
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ACTION_RETURN_STATE(NULL);
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}
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int counter = 0;
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bool result = false;
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double closer = distance, farther = 0, current = distance;
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const bool ptrWillChange = !!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER));
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const bool ptrDistPref = !!(flags & (CPXF_CLOSEST | CPXF_FARTHEST));
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TThinkerIterator<AActor> it;
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AActor *mo, *dist = NULL;
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//[MC] Process of elimination, I think, will get through this as quickly and
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//efficiently as possible.
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while ((mo = it.Next()))
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{
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if (mo == ref) //Don't count self.
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continue;
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// no unmorphed versions of currently morphed players.
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if (mo->flags & MF_UNMORPHED)
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continue;
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//Check inheritance for the classname. Taken partly from CheckClass DECORATE function.
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if (flags & CPXF_ANCESTOR)
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{
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if (!(mo->IsKindOf(classname)))
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continue;
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}
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//Otherwise, just check for the regular class name.
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else if (classname != mo->GetClass())
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continue;
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//[MC]Make sure it's in range and respect the desire for Z or not. The function forces it to use
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//Z later for ensuring CLOSEST and FARTHEST flags are respected perfectly.
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//Ripped from sphere checking in A_RadiusGive (along with a number of things).
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if ((ref->Distance2D(mo) < distance &&
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((flags & CPXF_NOZ) ||
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((ref->Z() > mo->Z() && ref->Z() - mo->Top() < distance) ||
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(ref->Z() <= mo->Z() && mo->Z() - ref->Top() < distance)))))
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{
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if ((flags & CPXF_CHECKSIGHT) && !(P_CheckSight(mo, ref, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)))
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continue;
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if (ptrWillChange)
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{
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current = ref->Distance2D(mo);
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if ((flags & CPXF_CLOSEST) && (current < closer))
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{
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dist = mo;
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closer = current; //This actor's closer. Set the new standard.
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}
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else if ((flags & CPXF_FARTHEST) && (current > farther))
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{
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dist = mo;
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farther = current;
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}
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else if (!dist)
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dist = mo; //Just get the first one and call it quits if there's nothing selected.
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}
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if (mo->flags6 & MF6_KILLED)
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{
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if (!(flags & (CPXF_COUNTDEAD | CPXF_DEADONLY)))
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continue;
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counter++;
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}
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else
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{
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if (flags & CPXF_DEADONLY)
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continue;
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counter++;
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}
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//Abort if the number of matching classes nearby is greater, we have obviously succeeded in our goal.
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if (counter > count)
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{
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result = (flags & (CPXF_LESSOREQUAL | CPXF_EXACT)) ? false : true;
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//However, if we have one SET* flag and either the closest or farthest flags, keep the function going.
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if (ptrWillChange && ptrDistPref)
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continue;
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else
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break;
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}
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}
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}
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if (ptrWillChange && dist != NULL)
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{
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if (flags & CPXF_SETONPTR)
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{
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if (flags & CPXF_SETTARGET) ref->target = dist;
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if (flags & CPXF_SETMASTER) ref->master = dist;
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if (flags & CPXF_SETTRACER) ref->tracer = dist;
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}
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else
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{
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if (flags & CPXF_SETTARGET) self->target = dist;
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if (flags & CPXF_SETMASTER) self->master = dist;
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if (flags & CPXF_SETTRACER) self->tracer = dist;
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}
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}
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if (counter == count)
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result = true;
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else if (counter < count)
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result = !!((flags & CPXF_LESSOREQUAL) && !(flags & CPXF_EXACT));
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if (result && jump)
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if (P_Thing_CheckProximity(self, classname, distance, count, flags, ptr) && jump)
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{
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ACTION_RETURN_STATE(jump);
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}
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