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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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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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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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return retval;
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}
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