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- Blood: reworked GetClosestSpriteSectors to use dynamic arrays, deleted unused GetClosestSectors.
# Conflicts: # source/games/blood/src/aibeast.cpp # Conflicts: # source/games/blood/src/aibeast.cpp # source/games/blood/src/gameutil.h
This commit is contained in:
parent
269f2580b9
commit
1bbbeb8f4c
7 changed files with 47 additions and 93 deletions
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@ -1683,6 +1683,12 @@ public:
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return !!(bytes[index >> 3] & (1 << (index & 7)));
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return !!(bytes[index >> 3] & (1 << (index & 7)));
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}
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}
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// for when array syntax cannot be used.
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bool Check(size_t index) const
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{
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return !!(bytes[index >> 3] & (1 << (index & 7)));
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}
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void Set(size_t index, bool set = true)
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void Set(size_t index, bool set = true)
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{
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{
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if (!set) Clear(index);
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if (!set) Clear(index);
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@ -2650,10 +2650,9 @@ int actFloorBounceVector(int* x, int* y, int* z, int nSector, int a5)
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void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
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void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
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{
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{
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uint8_t sectmap[(kMaxSectors + 7) >> 3];
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auto pOwner = source->GetOwner();
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auto pOwner = source->GetOwner();
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
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auto sectorMap = GetClosestSpriteSectors(nSector, x, y, nDist, nullptr, newSectCheckMethod);
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nDist <<= 4;
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nDist <<= 4;
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if (flags & 2)
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if (flags & 2)
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{
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{
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@ -2666,7 +2665,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
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if (act2->hasX())
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if (act2->hasX())
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{
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{
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if (pSprite2->flags & 0x20) continue;
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if (pSprite2->flags & 0x20) continue;
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if (!TestBitString(sectmap, pSprite2->sectnum)) continue;
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if (!sectorMap[pSprite2->sectnum]) continue;
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if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
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if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
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int dx = abs(x - pSprite2->x);
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int dx = abs(x - pSprite2->x);
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@ -2693,7 +2692,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
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auto pSprite2 = &act2->s();
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auto pSprite2 = &act2->s();
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if (pSprite2->flags & 0x20) continue;
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if (pSprite2->flags & 0x20) continue;
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if (!TestBitString(sectmap, pSprite2->sectnum)) continue;
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if (!sectorMap[pSprite2->sectnum]) continue;
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if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
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if (!CheckProximity(act2, x, y, z, nSector, nDist)) continue;
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XSPRITE* pXSprite2 = &act2->x();
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XSPRITE* pXSprite2 = &act2->x();
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@ -5930,14 +5929,12 @@ static void actCheckExplosion()
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radius = pXSprite->data4;
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radius = pXSprite->data4;
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#endif
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#endif
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uint8_t sectormap[(kMaxSectors + 7) >> 3];
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// GetClosestSpriteSectors() has issues checking some sectors due to optimizations
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// GetClosestSpriteSectors() has issues checking some sectors due to optimizations
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// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
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// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
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// so only allow this new checking method for dude spawned explosions
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// so only allow this new checking method for dude spawned explosions
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short gAffectedXWalls[kMaxXWalls];
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short gAffectedXWalls[kMaxXWalls];
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, radius, sectormap, gAffectedXWalls, newSectCheckMethod);
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auto sectorMap = GetClosestSpriteSectors(nSector, x, y, radius, gAffectedXWalls, newSectCheckMethod);
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for (int i = 0; i < kMaxXWalls; i++)
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for (int i = 0; i < kMaxXWalls; i++)
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{
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{
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@ -5955,7 +5952,7 @@ static void actCheckExplosion()
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if (pDude->flags & 32) continue;
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if (pDude->flags & 32) continue;
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if (TestBitString(sectormap, pDude->sectnum))
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if (sectorMap[pDude->sectnum])
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{
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{
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if (pXSprite->data1 && CheckProximity(dudeactor, x, y, z, nSector, radius))
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if (pXSprite->data1 && CheckProximity(dudeactor, x, y, z, nSector, radius))
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{
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{
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@ -5984,7 +5981,7 @@ static void actCheckExplosion()
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if (pThing->flags & 32) continue;
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if (pThing->flags & 32) continue;
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if (TestBitString(sectormap, pThing->sectnum))
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if (sectorMap[pThing->sectnum])
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{
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{
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if (pXSprite->data1 && CheckProximity(thingactor, x, y, z, nSector, radius) && thingactor->hasX())
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if (pXSprite->data1 && CheckProximity(thingactor, x, y, z, nSector, radius) && thingactor->hasX())
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{
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{
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@ -6028,7 +6025,7 @@ static void actCheckExplosion()
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spritetype* pDebris = &physactor->s();
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spritetype* pDebris = &physactor->s();
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if (pDebris->sectnum < 0 || (pDebris->flags & kHitagFree) != 0) continue;
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if (pDebris->sectnum < 0 || (pDebris->flags & kHitagFree) != 0) continue;
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if (!TestBitString(sectormap, pDebris->sectnum) || !CheckProximity(physactor, x, y, z, nSector, radius)) continue;
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if (!sectorMap[pDebris->sectnum] || !CheckProximity(physactor, x, y, z, nSector, radius)) continue;
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else debrisConcuss(Owner, i, x, y, z, pExplodeInfo->dmgType);
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else debrisConcuss(Owner, i, x, y, z, pExplodeInfo->dmgType);
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}
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}
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}
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}
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@ -6042,7 +6039,7 @@ static void actCheckExplosion()
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auto impactactor = gImpactSpritesList[i];
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auto impactactor = gImpactSpritesList[i];
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if (!impactactor->hasX() || impactactor->s().sectnum < 0 || (impactactor->s().flags & kHitagFree) != 0) continue;
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if (!impactactor->hasX() || impactactor->s().sectnum < 0 || (impactactor->s().flags & kHitagFree) != 0) continue;
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if (/*pXImpact->state == pXImpact->restState ||*/ !TestBitString(sectormap, impactactor->s().sectnum) || !CheckProximity(impactactor, x, y, z, nSector, radius))
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if (/*pXImpact->state == pXImpact->restState ||*/ !sectorMap[impactactor->s().sectnum] || !CheckProximity(impactactor, x, y, z, nSector, radius))
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continue;
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continue;
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trTriggerSprite(impactactor, kCmdSpriteImpact);
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trTriggerSprite(impactactor, kCmdSpriteImpact);
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@ -1612,9 +1612,8 @@ void aiLookForTarget(DBloodActor* actor)
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}
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}
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if (pXSprite->state)
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if (pXSprite->state)
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{
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{
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uint8_t sectmap[(kMaxSectors + 7) >> 3];
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, sectmap, nullptr, newSectCheckMethod);
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GetClosestSpriteSectors(pSprite->sectnum, pSprite->x, pSprite->y, 400, nullptr, newSectCheckMethod);
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BloodStatIterator it(kStatDude);
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BloodStatIterator it(kStatDude);
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while (DBloodActor* actor2 = it.Next())
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while (DBloodActor* actor2 = it.Next())
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@ -82,7 +82,6 @@ void SlashSeqCallback(int, DBloodActor* actor)
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void StompSeqCallback(int, DBloodActor* actor1)
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void StompSeqCallback(int, DBloodActor* actor1)
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{
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{
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uint8_t sectmap[(kMaxSectors + 7) >> 3];
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spritetype* pSprite = &actor1->s();
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spritetype* pSprite = &actor1->s();
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int dx = bcos(pSprite->ang);
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int dx = bcos(pSprite->ang);
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int dy = bsin(pSprite->ang);
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int dy = bsin(pSprite->ang);
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@ -94,7 +93,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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int v1c = 5 + 2 * gGameOptions.nDifficulty;
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int v1c = 5 + 2 * gGameOptions.nDifficulty;
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int v10 = 25 + 30 * gGameOptions.nDifficulty;
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int v10 = 25 + 30 * gGameOptions.nDifficulty;
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, vc, sectmap, nullptr, newSectCheckMethod);
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auto sectorMap = GetClosestSpriteSectors(nSector, x, y, vc, nullptr, newSectCheckMethod);
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int hit = HitScan(actor1, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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int hit = HitScan(actor1, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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DBloodActor* actor2 = nullptr;
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DBloodActor* actor2 = nullptr;
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actHitcodeToData(hit, &gHitInfo, &actor2);
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actHitcodeToData(hit, &gHitInfo, &actor2);
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@ -112,7 +111,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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continue;
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continue;
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if (pSprite2->flags & 32)
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if (pSprite2->flags & 32)
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continue;
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continue;
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if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(actor2, x, y, z, nSector, vc))
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if (sectorMap[pSprite2->sectnum] && CheckProximity(actor2, x, y, z, nSector, vc))
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{
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{
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int top, bottom;
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int top, bottom;
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GetActorExtents(actor1, &top, &bottom);
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GetActorExtents(actor1, &top, &bottom);
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@ -143,7 +142,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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spritetype* pSprite2 = &actor2->s();
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spritetype* pSprite2 = &actor2->s();
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if (pSprite2->flags & 32)
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if (pSprite2->flags & 32)
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continue;
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continue;
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if (TestBitString(sectmap, pSprite2->sectnum) && CheckProximity(actor2, x, y, z, nSector, vc))
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if (sectorMap[pSprite2->sectnum] && CheckProximity(actor2, x, y, z, nSector, vc))
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{
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{
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XSPRITE* pXSprite = &actor2->x();
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XSPRITE* pXSprite = &actor2->x();
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if (pXSprite->locked)
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if (pXSprite->locked)
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@ -751,73 +751,27 @@ unsigned int ClipMove(vec3_t *pos, int *nSector, int xv, int yv, int wd, int cd,
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return nRes;
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return nRes;
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}
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}
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int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit)
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BitArray GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pWalls, bool newSectCheckMethod)
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{
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char sectbits[(kMaxSectors+7)>>3];
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assert(pSectors != NULL);
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memset(sectbits, 0, sizeof(sectbits));
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pSectors[0] = nSector;
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SetBitString(sectbits, nSector);
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int n = 1;
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int i = 0;
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if (pSectBit)
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{
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memset(pSectBit, 0, (kMaxSectors+7)>>3);
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SetBitString(pSectBit, nSector);
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}
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while (i < n)
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{
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int nCurSector = pSectors[i];
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int nStartWall = sector[nCurSector].wallptr;
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int nEndWall = nStartWall + sector[nCurSector].wallnum;
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walltype *pWall = &wall[nStartWall];
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for (int j = nStartWall; j < nEndWall; j++, pWall++)
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{
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int nNextSector = pWall->nextsector;
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if (nNextSector < 0)
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continue;
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if (TestBitString(sectbits, nNextSector))
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continue;
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SetBitString(sectbits, nNextSector);
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int dx = abs(wall[pWall->point2].x - x)>>4;
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int dy = abs(wall[pWall->point2].y - y)>>4;
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if (dx < nDist && dy < nDist)
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{
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if (approxDist(dx, dy) < nDist)
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{
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if (pSectBit)
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SetBitString(pSectBit, nNextSector);
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pSectors[n++] = nNextSector;
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}
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}
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}
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i++;
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}
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pSectors[n] = -1;
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return n;
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}
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *pWalls, bool newSectCheckMethod)
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{
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{
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// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
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// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
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// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
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// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
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// E1M2: throwing TNT at the double doors while standing on the train platform
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// E1M2: throwing TNT at the double doors while standing on the train platform
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// by setting newSectCheckMethod to true these issues will be resolved
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// by setting newSectCheckMethod to true these issues will be resolved
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static short pSectors[kMaxSectors];
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uint8_t sectbits[(kMaxSectors+7)>>3];
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BitArray sectorMap(numsectors * 2); // first half gets returned to caller, second half is internal work space.
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memset(sectbits, 0, sizeof(sectbits));
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sectorMap.Zero();
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pSectors[0] = nSector;
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SetBitString(sectbits, nSector);
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unsigned sectorstart = GlobalSectorList.Size();
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int n = 1, m = 0;
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unsigned i = sectorstart;
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int i = 0;
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if (pSectBit)
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GlobalSectorList.Push(nSector);
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sectorMap.Set(numsectors + nSector);
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sectorMap.Set(nSector);
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int m = 0;
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while (i < GlobalSectorList.Size()) // scan through sectors
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{
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{
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memset(pSectBit, 0, (kMaxSectors+7)>>3);
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const int nCurSector = GlobalSectorList[i];
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SetBitString(pSectBit, nSector);
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}
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while (i < n) // scan through sectors
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{
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const int nCurSector = pSectors[i];
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const int nStartWall = sector[nCurSector].wallptr;
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const int nStartWall = sector[nCurSector].wallptr;
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const int nEndWall = nStartWall + sector[nCurSector].wallnum;
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const int nEndWall = nStartWall + sector[nCurSector].wallnum;
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for (int j = nStartWall; j < nEndWall; j++) // scan each wall of current sector for new sectors
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for (int j = nStartWall; j < nEndWall; j++) // scan each wall of current sector for new sectors
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@ -826,7 +780,7 @@ int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSect
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const int nNextSector = pWall->nextsector;
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const int nNextSector = pWall->nextsector;
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if (nNextSector < 0) // if next wall isn't linked to a sector, skip
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if (nNextSector < 0) // if next wall isn't linked to a sector, skip
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continue;
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continue;
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if (TestBitString(sectbits, nNextSector)) // if we've already checked this sector, skip
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if (sectorMap[numsectors + nNextSector]) // if we've already checked this sector, skip
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continue;
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continue;
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bool setSectBit = true;
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bool setSectBit = true;
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bool withinRange = false;
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bool withinRange = false;
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@ -876,9 +830,8 @@ int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSect
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if (withinRange) // if new sector is within range, set to current sector and test walls
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if (withinRange) // if new sector is within range, set to current sector and test walls
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{
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{
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setSectBit = true; // sector is within range, set the sector as checked
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setSectBit = true; // sector is within range, set the sector as checked
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if (pSectBit)
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sectorMap.Set(nNextSector);
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SetBitString(pSectBit, nNextSector);
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GlobalSectorList.Push(nNextSector);
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pSectors[n++] = nNextSector;
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if (pWalls && pWall->extra > 0)
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if (pWalls && pWall->extra > 0)
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{
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{
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XWALL *pXWall = &xwall[pWall->extra];
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XWALL *pXWall = &xwall[pWall->extra];
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@ -887,13 +840,14 @@ int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSect
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||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (setSectBit)
|
if (setSectBit)
|
||||||
SetBitString(sectbits, nNextSector);
|
sectorMap.Set(numsectors + nNextSector);
|
||||||
}
|
}
|
||||||
i++;
|
i++;
|
||||||
}
|
}
|
||||||
pSectors[n] = -1;
|
GlobalSectorList.Resize(sectorstart);
|
||||||
if (pWalls) pWalls[m] = -1;
|
if (pWalls) pWalls[m] = -1;
|
||||||
return n;
|
sectorMap.Resize(numsectors);
|
||||||
|
return sectorMap;
|
||||||
}
|
}
|
||||||
|
|
||||||
int picWidth(int nPic, int repeat) {
|
int picWidth(int nPic, int repeat) {
|
||||||
|
|
|
@ -58,12 +58,13 @@ enum {
|
||||||
|
|
||||||
|
|
||||||
// by NoOne: functions to quickly check range of specifical arrays
|
// by NoOne: functions to quickly check range of specifical arrays
|
||||||
|
// todo: get rid of these - renaming must wait because there's still code pending to be merged.
|
||||||
inline bool sectRangeIsFine(int nIndex) {
|
inline bool sectRangeIsFine(int nIndex) {
|
||||||
return (nIndex >= 0 && nIndex < kMaxSectors);
|
return validSectorIndex(nIndex);
|
||||||
}
|
}
|
||||||
|
|
||||||
inline bool wallRangeIsFine(int nIndex) {
|
inline bool wallRangeIsFine(int nIndex) {
|
||||||
return (nIndex >= 0 && nIndex < kMaxWalls);
|
return validWallIndex(nIndex);
|
||||||
}
|
}
|
||||||
///
|
///
|
||||||
struct Collision;
|
struct Collision;
|
||||||
|
@ -83,8 +84,7 @@ void GetZRange(DBloodActor *pSprite, int *ceilZ, Collision *ceilHit, int *floorZ
|
||||||
void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, Collision *ceilHit, int *floorZ, Collision *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, Collision *ceilHit, int *floorZ, Collision *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
||||||
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
|
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
|
||||||
unsigned int ClipMove(vec3_t* pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount = 3);
|
unsigned int ClipMove(vec3_t* pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount = 3);
|
||||||
int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit);
|
BitArray GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pWalls = nullptr, bool newSectCheckMethod = false);
|
||||||
int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, uint8_t *pSectBit, short *pWalls = nullptr, bool newSectCheckMethod = false);
|
|
||||||
int picWidth(int nPic, int repeat);
|
int picWidth(int nPic, int repeat);
|
||||||
int picHeight(int nPic, int repeat);
|
int picHeight(int nPic, int repeat);
|
||||||
|
|
||||||
|
|
|
@ -2659,7 +2659,6 @@ void WeaponProcess(PLAYER *pPlayer) {
|
||||||
void teslaHit(DBloodActor *missileactor, int a2)
|
void teslaHit(DBloodActor *missileactor, int a2)
|
||||||
{
|
{
|
||||||
auto pMissile = &missileactor->s();
|
auto pMissile = &missileactor->s();
|
||||||
uint8_t sectmap[(kMaxSectors+7)>>3];
|
|
||||||
int x = pMissile->x;
|
int x = pMissile->x;
|
||||||
int y = pMissile->y;
|
int y = pMissile->y;
|
||||||
int z = pMissile->z;
|
int z = pMissile->z;
|
||||||
|
@ -2667,7 +2666,7 @@ void teslaHit(DBloodActor *missileactor, int a2)
|
||||||
int nSector = pMissile->sectnum;
|
int nSector = pMissile->sectnum;
|
||||||
auto owneractor = missileactor->GetOwner();
|
auto owneractor = missileactor->GetOwner();
|
||||||
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic
|
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic
|
||||||
GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
|
auto sectorMap = GetClosestSpriteSectors(nSector, x, y, nDist, nullptr, newSectCheckMethod);
|
||||||
bool v4 = true;
|
bool v4 = true;
|
||||||
DBloodActor* actor = nullptr;
|
DBloodActor* actor = nullptr;
|
||||||
actHitcodeToData(a2, &gHitInfo, &actor);
|
actHitcodeToData(a2, &gHitInfo, &actor);
|
||||||
|
@ -2681,7 +2680,7 @@ void teslaHit(DBloodActor *missileactor, int a2)
|
||||||
spritetype *pHitSprite = &hitactor->s();
|
spritetype *pHitSprite = &hitactor->s();
|
||||||
if (pHitSprite->flags&32)
|
if (pHitSprite->flags&32)
|
||||||
continue;
|
continue;
|
||||||
if (TestBitString(sectmap, pHitSprite->sectnum) && CheckProximity(hitactor, x, y, z, nSector, nDist))
|
if (sectorMap[pHitSprite->sectnum] && CheckProximity(hitactor, x, y, z, nSector, nDist))
|
||||||
{
|
{
|
||||||
int dx = pMissile->x-pHitSprite->x;
|
int dx = pMissile->x-pHitSprite->x;
|
||||||
int dy = pMissile->y-pHitSprite->y;
|
int dy = pMissile->y-pHitSprite->y;
|
||||||
|
@ -2698,7 +2697,7 @@ void teslaHit(DBloodActor *missileactor, int a2)
|
||||||
spritetype *pHitSprite = &hitactor->s();
|
spritetype *pHitSprite = &hitactor->s();
|
||||||
if (pHitSprite->flags&32)
|
if (pHitSprite->flags&32)
|
||||||
continue;
|
continue;
|
||||||
if (TestBitString(sectmap, pHitSprite->sectnum) && CheckProximity(hitactor, x, y, z, nSector, nDist))
|
if (sectorMap[pHitSprite->sectnum] && CheckProximity(hitactor, x, y, z, nSector, nDist))
|
||||||
{
|
{
|
||||||
XSPRITE *pXSprite = &hitactor->x();
|
XSPRITE *pXSprite = &hitactor->x();
|
||||||
if (!pXSprite->locked)
|
if (!pXSprite->locked)
|
||||||
|
|
Loading…
Reference in a new issue