- redid clipinsidebox* functions.

* Completely rewritten to be less obtuse.
* Consolidated the two variants.
* Renamed to be clearer about what they do.
This commit is contained in:
Christoph Oelckers 2022-08-17 23:24:44 +02:00
parent b9d0c9d6ba
commit 3a9f9988f4
8 changed files with 67 additions and 121 deletions

View file

@ -268,6 +268,16 @@ void setWallSectors();
void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render = false);
void GetFlatSpritePosition(DCoreActor* spr, const DVector2& pos, DVector2* out, bool render = false);
void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render = false);
enum class EClose
{
Outside,
InFront,
Behind
};
EClose IsCloseToLine(const DVector2& vect, const DVector2& start, const DVector2& end, double walldist);
EClose IsCloseToWall(const DVector2& vect, walltype* wal, double walldist);
void checkRotatedWalls();
bool sectorsConnected(int sect1, int sect2);
void dragpoint(walltype* wal, int newx, int newy);
@ -288,11 +298,6 @@ inline double getflorzofslopeptrf(const sectortype* sec, double dax, double day)
{
return getflorzofslopeptr(sec, dax * worldtoint, day * worldtoint) * zinttoworld;
}
[[deprecated]]
inline void getzsofslopeptrf(const sectortype* sec, double dax, double day, double* ceilz, double* florz)
{
getzsofslopeptr(sec, dax, day, ceilz, florz);
}
enum EFindNextSector
@ -314,19 +319,6 @@ sectortype* nextsectorneighborzptr(sectortype* sectp, int startz, int flags);
// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
// The render code should NOT use Build coordinates for anything!
inline double RenderX(int x)
{
return x * (1 / 16.);
}
inline double RenderY(int y)
{
return y * (1 / -16.);
}
inline double WallStartX(int wallnum)
{
return wall[wallnum].pos.X;