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Remove the loop.
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79177cf98e
commit
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1 changed files with 1 additions and 120 deletions
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@ -5118,128 +5118,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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{
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amount = 1;
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}
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FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance));
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AActor *thing;
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bool given = false;
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while ((thing = it.Next()))
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{
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//[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s).
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bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)),
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speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES));
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if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass)))
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{
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if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF.
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continue;
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}
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if (thing == self)
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{
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if (!(flags & RGF_GIVESELF))
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continue;
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}
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//Check for target, master, and tracer flagging.
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bool targetPass = true;
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bool masterPass = true;
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bool tracerPass = true;
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bool ptrPass = false;
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if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER)))
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{
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if ((thing == self->target) && (flags & RGF_NOTARGET))
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targetPass = false;
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if ((thing == self->master) && (flags & RGF_NOMASTER))
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masterPass = false;
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if ((thing == self->tracer) && (flags & RGF_NOTRACER))
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tracerPass = false;
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ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass);
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//We should not care about what the actor is here. It's safe to abort this actor.
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if (!ptrPass)
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continue;
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}
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//Next, actor flag checking.
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bool selfPass = !!((flags & RGF_GIVESELF) && thing == self);
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bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE);
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bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED);
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bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER);
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bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER))
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&& ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE)));
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bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing));
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bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing));
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//Self calls priority over the rest of this.
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if (!selfPass)
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{
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//If it's specifically a monster/object/player/voodoo... Can be either or...
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if (monsterPass || objectPass || playerPass || voodooPass)
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{
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//...and is dead, without desire to give to the dead...
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if (((thing->health <= 0) && !(corpsePass || killedPass)))
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{
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//Skip!
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continue;
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}
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}
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}
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bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory)));
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bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
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if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass)
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{
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fixedvec3 diff = self->Vec3To(thing);
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diff.z += (thing->height - self->height) / 2;
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if (flags & RGF_CUBE)
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{ // check if inside a cube
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double dx = fabs((double)(diff.x));
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double dy = fabs((double)(diff.y));
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double dz = fabs((double)(diff.z));
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double dist = (double)distance;
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double min = (double)mindist;
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if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min)))
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{
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continue;
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}
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}
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else
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{ // check if inside a sphere
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double distsquared = double(distance) * double(distance);
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double minsquared = double(mindist) * double(mindist);
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double lengthsquared = TVector3<double>(diff.x, diff.y, diff.z).LengthSquared();
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if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared)))
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{
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continue;
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}
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}
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if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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AInventory *gift = static_cast<AInventory *>(Spawn(item, 0, 0, 0, NO_REPLACE));
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if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
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{
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gift->Amount *= amount;
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}
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else
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{
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gift->Amount = amount;
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}
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gift->flags |= MF_DROPPED;
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gift->ClearCounters();
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if (!gift->CallTryPickup(thing))
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{
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gift->Destroy();
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}
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else
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{
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given = true;
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}
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}
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}
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}
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ACTION_SET_RESULT(given);
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}
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