From 846f14c03de44f7298bfd3da48f8083d5f8a4828 Mon Sep 17 00:00:00 2001 From: MajorCooke Date: Wed, 27 Jan 2016 14:56:06 -0600 Subject: [PATCH] Remove the loop. --- src/thingdef/thingdef_codeptr.cpp | 121 +----------------------------- 1 file changed, 1 insertion(+), 120 deletions(-) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 46a358d20..d0eb6baf0 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -5118,128 +5118,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive) { amount = 1; } - FBlockThingsIterator it(FBoundingBox(self->X(), self->Y(), distance)); - AActor *thing; bool given = false; - while ((thing = it.Next())) - { - //[MC] Check for a filter, species, and the related exfilter/expecies/either flag(s). - bool filterpass = DoCheckClass(thing, filter, !!(flags & RGF_EXFILTER)), - speciespass = DoCheckSpecies(thing, species, !!(flags & RGF_EXSPECIES)); - - if ((flags & RGF_EITHER) ? (!(filterpass || speciespass)) : (!(filterpass && speciespass))) - { - if (thing != self) //Don't let filter and species obstruct RGF_GIVESELF. - continue; - } - - if (thing == self) - { - if (!(flags & RGF_GIVESELF)) - continue; - } - - //Check for target, master, and tracer flagging. - bool targetPass = true; - bool masterPass = true; - bool tracerPass = true; - bool ptrPass = false; - if ((thing != self) && (flags & (RGF_NOTARGET | RGF_NOMASTER | RGF_NOTRACER))) - { - if ((thing == self->target) && (flags & RGF_NOTARGET)) - targetPass = false; - if ((thing == self->master) && (flags & RGF_NOMASTER)) - masterPass = false; - if ((thing == self->tracer) && (flags & RGF_NOTRACER)) - tracerPass = false; - - ptrPass = (flags & RGF_INCLUSIVE) ? (targetPass || masterPass || tracerPass) : (targetPass && masterPass && tracerPass); - - //We should not care about what the actor is here. It's safe to abort this actor. - if (!ptrPass) - continue; - } - - //Next, actor flag checking. - bool selfPass = !!((flags & RGF_GIVESELF) && thing == self); - bool corpsePass = !!((flags & RGF_CORPSES) && thing->flags & MF_CORPSE); - bool killedPass = !!((flags & RGF_KILLED) && thing->flags6 & MF6_KILLED); - bool monsterPass = !!((flags & RGF_MONSTERS) && thing->flags3 & MF3_ISMONSTER); - bool objectPass = !!((flags & RGF_OBJECTS) && (thing->player == NULL) && (!(thing->flags3 & MF3_ISMONSTER)) - && ((thing->flags & MF_SHOOTABLE) || (thing->flags6 & MF6_VULNERABLE))); - bool playerPass = !!((flags & RGF_PLAYERS) && (thing->player != NULL) && (thing->player->mo == thing)); - bool voodooPass = !!((flags & RGF_VOODOO) && (thing->player != NULL) && (thing->player->mo != thing)); - //Self calls priority over the rest of this. - if (!selfPass) - { - //If it's specifically a monster/object/player/voodoo... Can be either or... - if (monsterPass || objectPass || playerPass || voodooPass) - { - //...and is dead, without desire to give to the dead... - if (((thing->health <= 0) && !(corpsePass || killedPass))) - { - //Skip! - continue; - } - } - } - - bool itemPass = !!((flags & RGF_ITEMS) && thing->IsKindOf(RUNTIME_CLASS(AInventory))); - bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE); - - if (selfPass || monsterPass || corpsePass || killedPass || itemPass || objectPass || missilePass || playerPass || voodooPass) - { - - fixedvec3 diff = self->Vec3To(thing); - diff.z += (thing->height - self->height) / 2; - if (flags & RGF_CUBE) - { // check if inside a cube - double dx = fabs((double)(diff.x)); - double dy = fabs((double)(diff.y)); - double dz = fabs((double)(diff.z)); - double dist = (double)distance; - double min = (double)mindist; - if ((dx > dist || dy > dist || dz > dist) || (min && (dx < min && dy < min && dz < min))) - { - continue; - } - } - else - { // check if inside a sphere - double distsquared = double(distance) * double(distance); - double minsquared = double(mindist) * double(mindist); - double lengthsquared = TVector3(diff.x, diff.y, diff.z).LengthSquared(); - if (lengthsquared > distsquared || (minsquared && (lengthsquared < minsquared))) - { - continue; - } - } - - if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY)) - { // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight. - AInventory *gift = static_cast(Spawn(item, 0, 0, 0, NO_REPLACE)); - if (gift->IsKindOf(RUNTIME_CLASS(AHealth))) - { - gift->Amount *= amount; - } - else - { - gift->Amount = amount; - } - gift->flags |= MF_DROPPED; - gift->ClearCounters(); - if (!gift->CallTryPickup(thing)) - { - gift->Destroy(); - } - else - { - given = true; - } - } - } - } + ACTION_SET_RESULT(given); }