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clipmove() improvements
This fixes an issue with clipmove() caused by sectors behind walls which were candidates for clipping not being added to the list of sectors that definitely clip the player, forcing the function to fall back to a slow, sector-by-sector brute force approach. This brute force approach has also been removed in favor of something more efficient. git-svn-id: https://svn.eduke32.com/eduke32@7398 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 19 additions and 33 deletions
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@ -1054,7 +1054,8 @@ int32_t clipmove(vec3_t *pos, int16_t *sectnum,
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day = walldist; if (dx < 0) day = -day;
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addclipline(x1+dax, y1+day, x2+dax, y2+day, objtype);
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}
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else if (wal->nextsector>=0)
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if (wal->nextsector>=0)
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{
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for (i=clipsectnum-1; i>=0; i--)
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if (wal->nextsector == clipsectorlist[i]) break;
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@ -1253,40 +1254,25 @@ int32_t clipmove(vec3_t *pos, int16_t *sectnum,
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return retval;
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}
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*sectnum = -1; tempint1 = INT32_MAX;
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for (j=numsectors-1; j>=0; j--)
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if (inside(pos->x, pos->y, j) == 1)
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{
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if (sector[j].ceilingstat&2)
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tempint2 = getceilzofslope(j, pos->x, pos->y) - pos->z;
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else
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tempint2 = sector[j].ceilingz - pos->z;
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updatesector(pos->x, pos->y, sectnum);
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if (tempint2 > 0)
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{
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if (tempint2 < tempint1)
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{
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*sectnum = j; tempint1 = tempint2;
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}
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}
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else
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{
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if (sector[j].floorstat&2)
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tempint2 = pos->z - getflorzofslope(j, pos->x, pos->y);
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else
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tempint2 = pos->z - sector[j].floorz;
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j = *sectnum;
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tempint1 = 0;
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if (tempint2 <= 0)
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{
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*sectnum = j;
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return retval;
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}
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if (tempint2 < tempint1)
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{
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*sectnum = j; tempint1 = tempint2;
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}
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}
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}
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int const floorz = (sector[j].floorstat & 2) ? getflorzofslope(j, pos->x, pos->y) : sector[j].floorz;
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if (pos->z + flordist - floorz <= 0)
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tempint1++;
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else
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{
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int const ceilz = (sector[j].ceilingstat & 2) ? getceilzofslope(j, pos->x, pos->y) : sector[j].ceilingz;
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if (pos->z - ceildist - ceilz > 0)
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tempint1++;
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}
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if (tempint1)
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*sectnum = j;
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return retval;
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}
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