mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-22 12:11:17 +00:00
- got rid of the global compatibility modes and made 'precise' a parameter for clipmove.
This better reflects how this stuff gets used.
This commit is contained in:
parent
5bfe62d7b6
commit
43f4962561
38 changed files with 54 additions and 79 deletions
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@ -10,36 +10,12 @@
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#ifndef build_h_
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#define build_h_
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#define TRANSPARENT_INDEX 0
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static_assert('\xff' == 255, "Char must be unsigned!");
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/*
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#include "printf.h"
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#include "palette.h"
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#include "c_cvars.h"
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#include "cmdlib.h"
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typedef int64_t coord_t;
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#define POINT2(i) (wall[wall[i].point2])
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#include "maptypes.h"
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enum {
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ENGINECOMPATIBILITY_NONE = 0,
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ENGINECOMPATIBILITY_19950829, // Powerslave/Exhumed
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ENGINECOMPATIBILITY_19960925, // Blood v1.21
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ENGINECOMPATIBILITY_19961112, // Duke 3d v1.5, Redneck Rampage
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};
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inline int32_t enginecompatibility_mode;
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inline int32_t ksqrt(uint64_t num)
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{
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return int(sqrt(double(num)));
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}
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*/
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#endif // build_h_
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@ -106,7 +106,7 @@ static inline void keepaway(MoveClipper& clip, int32_t *x, int32_t *y, int32_t w
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// clipmove
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//
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CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect, int32_t yvect,
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int32_t const walldist, int32_t const ceildist, int32_t const flordist, uint32_t const cliptype, int clipmoveboxtracenum)
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int32_t const walldist, int32_t const ceildist, int32_t const flordist, uint32_t const cliptype, int clipmoveboxtracenum, bool precise)
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{
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if ((xvect|yvect) == 0 || *sectnum < 0)
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return {};
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@ -119,7 +119,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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//Extra walldist for sprites on sector lines
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vec2_t const diff = { goal.X - (pos->X), goal.Y - (pos->Y) };
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int32_t const rad = ksqrt((int64_t)diff.X * diff.X + (int64_t)diff.Y * diff.Y) + MAXCLIPDIST + walldist + 8;
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int32_t const rad = (int)g_sqrt(diff.X * diff.X + diff.Y * diff.Y) + MAXCLIPDIST + walldist + 8;
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vec2_t const clipMin = { cent.X - rad, cent.Y - rad };
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vec2_t const clipMax = { cent.X + rad, cent.Y + rad };
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@ -136,6 +136,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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clip.dest = { goal.X * inttoworld, goal.Y * inttoworld };
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clip.center = (clip.pos.XY() + clip.dest) * 0.5;
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clip.movedist = clip.moveDelta.Length() + clip.walldist + 0.5 + MAXCLIPDIST * inttoworld;
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clip.precise = precise;
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collectClipObjects(clip, (cliptype >> 16));
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@ -146,7 +147,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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do
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{
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if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE && (xvect|yvect))
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if (clip.precise && (xvect|yvect))
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{
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for (int i=clip.clipobjects.Size() - 1; i >= 0; --i)
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{
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@ -192,7 +193,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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if ((tempint ^ tempint2) < 0)
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{
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if (enginecompatibility_mode == ENGINECOMPATIBILITY_19961112)
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if (!clip.precise)
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{
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auto sectp = §or[*sectnum];
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updatesector(DVector2(pos->X * inttoworld, pos->Y * inttoworld), §p);
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@ -211,7 +212,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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hitwalls[cnt] = hitwall;
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}
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if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE)
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if (clip.precise)
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{
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DVector2 v(vec.X* inttoworld, vec.Y* inttoworld);
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sectortype* sect = §or[*sectnum];
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@ -224,7 +225,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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cnt--;
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} while ((xvect|yvect) != 0 && hitwall >= 0 && cnt > 0);
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if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE)
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if (!clip.precise)
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{
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DVector3 fpos(pos->X* inttoworld, pos->Y* inttoworld, pos->Z* zinttoworld);
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@ -2,6 +2,7 @@
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#define __RES_VOXEL_H
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#include <stdint.h>
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#include "vectors.h"
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// [RH] Voxels from Build
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enum
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@ -1538,7 +1538,7 @@ TAngle<T> TVector3<T>::Pitch() const
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template<class T>
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constexpr inline TVector2<T> clamp(const TVector2<T> &vec, const TVector2<T> &min, const TVector2<T> &max)
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{
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return TVector2<T>(clamp(vec.X, min.X, max.X), clamp(vec.Y, min.Y, max.Y));
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return TVector2<T>(std::clamp<T>(vec.X, min.X, max.X), std::clamp<T>(vec.Y, min.Y, max.Y));
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}
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template<class T>
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@ -32,7 +32,6 @@
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**
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*/
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#include "build.h"
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#include "coreactor.h"
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#include "gamefuncs.h"
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#include "raze_sound.h"
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@ -4,6 +4,7 @@
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#include "build.h"
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#include "c_cvars.h"
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#include "palentry.h"
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#include "maptypes.h"
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class FSerializer;
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struct event_t;
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@ -33,7 +33,6 @@
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**
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*/
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#include "build.h"
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#include "gamestruct.h"
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#include "printf.h"
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#include "c_cvars.h"
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@ -46,6 +45,7 @@
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#include "screenjob.h"
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#include "mapinfo.h"
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#include "statistics.h"
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#include "filesystem.h"
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CVAR(Bool, sv_cheats, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
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CVAR(Bool, cl_blockcheats, false, 0)
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@ -483,14 +483,14 @@ void SetActorZ(DCoreActor* actor, const DVector3& newpos);
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void SetActor(DCoreActor* actor, const DVector3& newpos);
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CollisionBase clipmove_(vec3_t* const pos, int* const sectnum, int32_t xvect, int32_t yvect, int32_t const walldist, int32_t const ceildist,
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int32_t const flordist, uint32_t const cliptype, int clipmoveboxtracenum = 3);
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int32_t const flordist, uint32_t const cliptype, int clipmoveboxtracenum, bool precise);
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inline int clipmove(DVector3& pos, sectortype** const sect, const DVector2& mvec,
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double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3)
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double const walldist, double const ceildist, double const flordist, unsigned const cliptype, CollisionBase& result, int clipmoveboxtracenum = 3, bool precise = false)
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{
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auto vect = vec3_t(int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint));
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int sectno = *sect ? sector.IndexOf(*sect) : -1;
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result = clipmove_(&vect, §no, FloatToFixed<18>(mvec.X), FloatToFixed<18>(mvec.Y), int(walldist * worldtoint), int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, clipmoveboxtracenum);
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result = clipmove_(&vect, §no, FloatToFixed<18>(mvec.X), FloatToFixed<18>(mvec.Y), int(walldist * worldtoint), int(ceildist * zworldtoint), int(flordist * zworldtoint), cliptype, clipmoveboxtracenum, precise);
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pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
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*sect = sectno == -1 ? nullptr : §or[sectno];
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return result.type;
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@ -29,7 +29,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "c_cvars.h"
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#include "gameconfigfile.h"
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#include "gamecvars.h"
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#include "build.h"
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#include "buildtiles.h"
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#include "inputstate.h"
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#include "m_argv.h"
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#include "rts.h"
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@ -11,7 +11,7 @@
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#include "stats.h"
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#include "i_time.h"
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#include "palentry.h"
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#include "build.h"
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#include "dobject.h"
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EXTERN_CVAR(Bool, hud_textfont)
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@ -29,9 +29,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "hw_voxels.h"
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#include "texinfo.h"
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#include "buildtiles.h"
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#include "c_cvars.h"
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IntRect viewport3d;
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constexpr double MAXCLIPDISTF = 64;
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CVAR(Int, strict_compatibility, 0, 0)
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//---------------------------------------------------------------------------
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//
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if (BoxOnLineSide(boxtl, boxbr, pos1, pos2 - pos1) != -1) return false;
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auto closest = pos.XY();
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if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE) // todo: need to check if it makes sense to have this always on.
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if (!strict_compatibility)
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SquareDistToSector(closest.X, closest.Y, nextsect, &closest);
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calcSlope(nextsect, closest.X, closest.Y, &theZs[0], &theZs[1]);
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const ESpriteFlags dasprclipmask = ESpriteFlags::FromInt(cliptype >> 16);
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auto closest = pos.XY();
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if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE)
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if (!strict_compatibility)
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SquareDistToSector(closest.X, closest.Y, sect, &closest);
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calcSlope(sect, closest, ceilz, florz);
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#if 0
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// What EDuke32 added here, this doesn't seem to make much sense
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// because it leaves gaps in the path from the 5 line segments being added here
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if (enginecompatibility_mode == ENGINECOMPATIBILITY_NONE)
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if (!strict_compatibility)
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{
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if (wal->delta().RotatedCCW().dot(pos - startpt - distv1) < 0)
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v *= 0.5;
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@ -2,11 +2,14 @@
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "build.h"
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#include "palette.h"
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#include "coreactor.h"
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#include "intrect.h"
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#include "geometry.h"
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#include "c_cvars.h"
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#include "cmdlib.h"
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static_assert('\xff' == 255, "Char must be unsigned!");
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extern IntRect viewport3d;
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double movedist;
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TArray<ClipObject> clipobjects;
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BFSSectorSearch search;
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bool precise;
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MoveClipper(sectortype* start) : search(start) {}
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};
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#include "gamecontrol.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "build.h"
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#include "buildtiles.h"
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#include "v_draw.h"
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#include "v_font.h"
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#include "gamestruct.h"
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@ -78,7 +78,7 @@
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#include "uiinput.h"
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#include "v_video.h"
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#include "palette.h"
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#include "build.h"
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#include "buildtiles.h"
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#include "mapinfo.h"
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#include "automap.h"
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#include "statusbar.h"
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*/
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#include <stdint.h>
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#include "build.h"
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#include "files.h"
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#include "automap.h"
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#include "printf.h"
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@ -7,8 +7,6 @@
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#include "tiletexture.h"
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#include "buildtiles.h"
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#include "build.h"
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int ModelManager::LoadModel(const char* fn)
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{
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#include <zmusic.h>
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#include "raze_music.h"
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#include "ns.h"
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#include "games/duke/src/sounds.h"
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// MACROS ------------------------------------------------------------------
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**
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*/
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#include "ns.h"
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#include "build.h"
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#include "buildtiles.h"
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#include "palette.h"
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#include "v_video.h"
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#include "hw_material.h"
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#include "imagehelpers.h"
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#include "v_font.h"
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#include "palette.h"
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#include "build.h"
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#include "printf.h"
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#include "v_video.h"
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static PaletteManager* palmanager;
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#pragma once
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#include "build.h"
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#include "vectors.h"
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#include "maptypes.h"
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enum ESectionFlag
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{
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**
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**/
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#include "build.h"
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#include "voxels.h"
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#include "hw_voxels.h"
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#include "tiletexture.h"
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#include "gamecontrol.h"
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#include "filesystem.h"
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static int voxlumps[MAXVOXELS];
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float voxscale[MAXVOXELS];
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#include "tarray.h"
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#include "basics.h"
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#include "maptypes.h"
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struct HWDrawInfo;
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class Clipper;
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#include "renderstyle.h"
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#include "textures.h"
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#include "fcolormap.h"
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#include "build.h"
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#include "buildtiles.h"
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#include "gamefuncs.h"
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#include "render.h"
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#include "matrix.h"
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*/
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#include "sectorgeometry.h"
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#include "build.h"
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#include "buildtiles.h"
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#include "gamefuncs.h"
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#include "texturemanager.h"
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@ -2,7 +2,7 @@
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#include "tarray.h"
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#include "vectors.h"
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#include "build.h"
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#include "maptypes.h"
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struct Section;
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#include "texinfo.h"
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#include "texturemanager.h"
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constexpr int TRANSPARENT_INDEX = 0;
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// all that's left here is the wrappers that need to go away.
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inline const FTextureID spritetypebase::spritetexture() const
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{
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return tileGetTextureID(picnum);
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@ -45,6 +45,7 @@
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#include "texturemanager.h"
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#include "coreactor.h"
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#include "thingdef.h"
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#include "buildtiles.h"
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//==========================================================================
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//
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@ -2652,16 +2652,13 @@ static Collision MoveThing(DBloodActor* actor)
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lhit.setNone();
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GetActorExtents(actor, &top, &bottom);
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const int bakCompat = enginecompatibility_mode;
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if (actor->vel.X != 0 || actor->vel.Y != 0)
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{
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auto bakCstat = actor->spr.cstat;
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actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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if ((actor->GetOwner()) && !cl_bloodvanillaexplosions && !VanillaMode())
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enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
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ClipMove(actor->spr.pos, &pSector, actor->vel.XY(), actor->clipdist, (actor->spr.pos.Z - top) * 0.25, (bottom - actor->spr.pos.Z) * 0.25, CLIPMASK0, lhit);
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bool precise = ((actor->GetOwner()) && !cl_bloodvanillaexplosions && !VanillaMode());
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ClipMove(actor->spr.pos, &pSector, actor->vel.XY(), actor->clipdist, (actor->spr.pos.Z - top) * 0.25, (bottom - actor->spr.pos.Z) * 0.25, CLIPMASK0, lhit, 3, precise);
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actor->hit.hit = lhit;
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enginecompatibility_mode = bakCompat; // restore
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actor->spr.cstat = bakCstat;
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assert(pSector);
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if (actor->sector() != pSector)
|
||||
|
@ -3355,21 +3352,20 @@ int MoveMissile(DBloodActor* actor)
|
|||
double top, bottom;
|
||||
GetActorExtents(actor, &top, &bottom);
|
||||
int i = 1;
|
||||
const int bakCompat = enginecompatibility_mode;
|
||||
const bool isFlameSprite = (actor->GetType() == kMissileFlameSpray || actor->GetType() == kMissileFlameHound); // do not use accurate clipmove for flame based sprites (changes damage too much)
|
||||
while (1)
|
||||
{
|
||||
auto ppos = actor->spr.pos;
|
||||
auto pSector2 = actor->sector();
|
||||
const auto bakSpriteCstat = actor->spr.cstat;
|
||||
bool precise = false;
|
||||
if (Owner && !isFlameSprite && !cl_bloodvanillaexplosions && !VanillaMode())
|
||||
{
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_NONE; // improved clipmove accuracy
|
||||
precise = true;
|
||||
actor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; // remove self collisions for accurate clipmove
|
||||
}
|
||||
Collision clipmoveresult;
|
||||
ClipMove(ppos, &pSector2, vel.XY(), actor->clipdist, (ppos.Z - top) / 4, (bottom - ppos.Z) / 4, CLIPMASK0, clipmoveresult, 1);
|
||||
enginecompatibility_mode = bakCompat; // restore
|
||||
ClipMove(ppos, &pSector2, vel.XY(), actor->clipdist, (ppos.Z - top) / 4, (bottom - ppos.Z) / 4, CLIPMASK0, clipmoveresult, 1, precise);
|
||||
actor->spr.cstat = bakSpriteCstat;
|
||||
auto pSector = pSector2;
|
||||
if (pSector2 == nullptr)
|
||||
|
|
|
@ -647,8 +647,6 @@ void GameInterface::app_init()
|
|||
gChoke.init(518, chokeCallback);
|
||||
UpdateDacs(0, true);
|
||||
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19960925;
|
||||
|
||||
gViewIndex = myconnectindex;
|
||||
}
|
||||
|
||||
|
|
|
@ -513,7 +513,7 @@ void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Col
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount)
|
||||
void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount, bool precise)
|
||||
{
|
||||
auto opos = pos;
|
||||
sectortype* bakSect = *pSector;
|
||||
|
@ -524,7 +524,7 @@ void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double
|
|||
vel.X = (FloatToFixed(vect.X) >> 12) / 16.;
|
||||
vel.Y = (FloatToFixed(vect.Y) >> 12) / 16.;
|
||||
|
||||
clipmove(pos, &bakSect, vel, wd, cd, fd, nMask, hit, tracecount);
|
||||
clipmove(pos, &bakSect, vel, wd, cd, fd, nMask, hit, tracecount, precise);
|
||||
if (bakSect == nullptr)
|
||||
{
|
||||
pos = opos;
|
||||
|
|
|
@ -39,7 +39,7 @@ int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVec
|
|||
void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, double nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
||||
void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, double nDist, unsigned int nMask, unsigned int nClipParallax = 0);
|
||||
|
||||
void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3);
|
||||
void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3, bool precise = false);
|
||||
BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false);
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
#include "tflags.h"
|
||||
#include "coreactor.h"
|
||||
#include "buildtiles.h"
|
||||
|
||||
// all game constants got collected here.
|
||||
|
||||
|
|
|
@ -458,7 +458,6 @@ void GameInterface::app_init()
|
|||
}
|
||||
|
||||
ud.last_level = -1;
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;//bVanilla;
|
||||
S_ParseDeveloperCommentary();
|
||||
}
|
||||
|
||||
|
|
|
@ -2369,7 +2369,7 @@ int ParseState::parse(void)
|
|||
lInVarID = *(insptr++);
|
||||
lOutVarID = *(insptr++);
|
||||
lIn = GetGameVarID(lInVarID, g_ac, g_p).safeValue();
|
||||
SetGameVarID(lOutVarID, ksqrt(lIn), g_ac, g_p);
|
||||
SetGameVarID(lOutVarID, (int)g_sqrt(lIn), g_ac, g_p);
|
||||
break;
|
||||
}
|
||||
case concmd_findnearactor:
|
||||
|
|
|
@ -17,7 +17,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
//-------------------------------------------------------------------------
|
||||
|
||||
#include "ns.h"
|
||||
#include "build.h"
|
||||
#include "buildtiles.h"
|
||||
#include "exhumed.h"
|
||||
#include "names.h"
|
||||
#include "engine.h"
|
||||
|
|
|
@ -453,8 +453,6 @@ void GameInterface::app_init()
|
|||
|
||||
GrabPalette();
|
||||
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
|
||||
|
||||
myconnectindex = connecthead = 0;
|
||||
numplayers = 1;
|
||||
connectpoint2[0] = -1;
|
||||
|
|
|
@ -308,7 +308,6 @@ void GameInterface::app_init()
|
|||
INITLIST(getPlayer(i)->PanelSpriteList);
|
||||
|
||||
DebugOperate = true;
|
||||
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
|
||||
|
||||
if (SW_SHAREWARE)
|
||||
Printf("SHADOW WARRIOR(tm) Version 1.2 (Shareware Version)\n");
|
||||
|
|
|
@ -32,7 +32,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
#pragma warning(disable:4101) // there's too many of these... :(
|
||||
#endif
|
||||
|
||||
#include "build.h"
|
||||
#include "buildtiles.h"
|
||||
#include "d_net.h"
|
||||
#include "gamefuncs.h"
|
||||
#include "coreactor.h"
|
||||
|
|
Loading…
Reference in a new issue