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SW: Fix some vec2_t stuff I missed.
git-svn-id: https://svn.eduke32.com/eduke32@6049 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 19 additions and 18 deletions
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@ -403,7 +403,7 @@ short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
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return TRUE;
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return TRUE;
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}
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}
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int testquadinsect(int *point_num, int qx[], int qy[], short sectnum)
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int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
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{
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{
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int i,next_i;
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int i,next_i;
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@ -411,7 +411,7 @@ int testquadinsect(int *point_num, int qx[], int qy[], short sectnum)
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for (i=0; i < 4; i++)
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for (i=0; i < 4; i++)
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{
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{
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if (!inside(qx[i], qy[i], sectnum))
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if (!inside(q[i].x, q[i].y, sectnum))
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{
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{
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////DSPRINTF(ds,"inside %ld failed",i);
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////DSPRINTF(ds,"inside %ld failed",i);
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//MONO_PRINT(ds);
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//MONO_PRINT(ds);
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@ -425,10 +425,10 @@ int testquadinsect(int *point_num, int qx[], int qy[], short sectnum)
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for (i=0; i<4; i++)
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for (i=0; i<4; i++)
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{
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{
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next_i = MOD4(i+1);
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next_i = MOD4(i+1);
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if (!cansee(qx[i], qy[i],0x3fffffff, sectnum,
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if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
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qx[next_i], qy[next_i],0x3fffffff, sectnum))
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q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
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{
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{
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DSPRINTF(ds,"cansee %ld failed, x1 %d, y1 %d, x2 %d, y2 %d, sectnum %d",i, qx[i], qy[i], qx[next_i], qy[next_i], sectnum);
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DSPRINTF(ds,"cansee %ld failed, x1 %d, y1 %d, x2 %d, y2 %d, sectnum %d",i, q[i].x, q[i].y, q[next_i].x, q[next_i].y, sectnum);
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MONO_PRINT(ds);
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MONO_PRINT(ds);
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return FALSE;
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return FALSE;
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@ -446,18 +446,19 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECTp sop = pp->sop;
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WALLp wp;
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WALLp wp;
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int count=0;
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int count=0;
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int i, x[4], y[4];
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int i;
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vec2_t xy[4];
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short startwall,endwall;
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short startwall,endwall;
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int point_num;
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int point_num;
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for (i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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{
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{
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x[i] = qx[i] + (pp->xvect>>14);
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xy[i].x = qx[i] + (pp->xvect>>14);
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y[i] = qy[i] + (pp->yvect>>14);
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xy[i].y = qy[i] + (pp->yvect>>14);
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}
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}
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//Given the 4 points: x[4], y[4]
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//Given the 4 points: x[4], y[4]
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if (testquadinsect(&point_num, x, y, pp->cursectnum))
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if (testquadinsect(&point_num, xy, pp->cursectnum))
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{
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{
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pp->posx += (pp->xvect>>14);
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pp->posx += (pp->xvect>>14);
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pp->posy += (pp->yvect>>14);
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pp->posy += (pp->yvect>>14);
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@ -471,10 +472,10 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
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{
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{
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for (i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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{
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{
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x[i] = qx[i] - (pp->yvect>>15);
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xy[i].x = qx[i] - (pp->yvect>>15);
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y[i] = qy[i] + (pp->xvect>>15);
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xy[i].y = qy[i] + (pp->xvect>>15);
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}
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}
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if (testquadinsect(&point_num, x, y, pp->cursectnum))
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if (testquadinsect(&point_num, xy, pp->cursectnum))
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{
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{
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pp->posx -= (pp->yvect>>15);
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pp->posx -= (pp->yvect>>15);
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pp->posy += (pp->xvect>>15);
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pp->posy += (pp->xvect>>15);
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@ -487,10 +488,10 @@ int RectClipMove(PLAYERp pp, int *qx, int *qy)
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{
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{
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for (i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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{
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{
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x[i] = qx[i] + (pp->yvect>>15);
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xy[i].x = qx[i] + (pp->yvect>>15);
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y[i] = qy[i] - (pp->xvect>>15);
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xy[i].y = qy[i] - (pp->xvect>>15);
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}
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}
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if (testquadinsect(&point_num, x, y, pp->cursectnum))
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if (testquadinsect(&point_num, xy, pp->cursectnum))
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{
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{
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pp->posx += (pp->yvect>>15);
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pp->posx += (pp->yvect>>15);
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pp->posy -= (pp->xvect>>15);
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pp->posy -= (pp->xvect>>15);
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@ -543,7 +544,7 @@ short RectClipTurn(PLAYERp pp, short new_ang, int *qx, int *qy, int *ox, int *oy
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}
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}
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//Given the 4 points: x[4], y[4]
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//Given the 4 points: x[4], y[4]
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if (testquadinsect(&point_num, x, y, pp->cursectnum))
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if (testquadinsect(&point_num, xy, pp->cursectnum))
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{
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{
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// move to new pos
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// move to new pos
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for (i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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@ -28,7 +28,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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int MultiClipMove(PLAYERp pp, int z, int floor_dist);
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int MultiClipMove(PLAYERp pp, int z, int floor_dist);
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short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist);
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short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist);
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int testquadinsect(int *point_num, int *qx, int *qy, short sectnum);
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int testquadinsect(int *point_num, vec2_t const * q, short sectnum);
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int RectClipMove(PLAYERp pp, int *qx, int *qy);
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int RectClipMove(PLAYERp pp, int *qx, int *qy);
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int testpointinquad(int x, int y, int *qx, int *qy);
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int testpointinquad(int x, int y, int *qx, int *qy);
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//short RectClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist, int *qx, int *qy);
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//short RectClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist, int *qx, int *qy);
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@ -411,7 +411,7 @@ int DoRotatorMove(short SpriteNum)
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vec2_t const orig = { r->origx[ndx], r->origy[ndx] };
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vec2_t const orig = { r->origx[ndx], r->origy[ndx] };
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rotatepoint(*(vec2_t *)&pivot->x, orig, r->pos, &nxy);
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rotatepoint(*(vec2_t *)&pivot->x, orig, r->pos, &nxy);
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dragpoint(w, nx, ny, 0);
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dragpoint(w, nxy.x, nxy.y, 0);
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ndx++;
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ndx++;
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}
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}
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