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https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
- renamed old FAFcansee function for easier searching.
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parent
ff6d1fd284
commit
4aa5de689c
10 changed files with 23 additions and 23 deletions
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@ -1088,8 +1088,8 @@ void CameraView(PLAYER* pp, int *tx, int *ty, int *tz, sectortype** tsect, DAngl
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ang_test = deltaangle(ang, actor->spr.angle) < DAngle::fromBuild(actor->spr.lotag);
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FAFcansee_test =
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(FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz, pp->cursector) ||
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FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz + int_ActorSizeZ(pp->actor), pp->cursector));
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(FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz, pp->cursector) ||
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FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz + int_ActorSizeZ(pp->actor), pp->cursector));
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player_in_camera = ang_test && FAFcansee_test;
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@ -1771,10 +1771,10 @@ void FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
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int32_t xvect, int32_t yvect, int32_t zvect,
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HitInfo& hit, int32_t clipmask);
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bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, int32_t xe, int32_t ye, int32_t ze, sectortype* secte);
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bool FAFcansee_(int32_t xs, int32_t ys, int32_t zs, sectortype* sects, int32_t xe, int32_t ye, int32_t ze, sectortype* secte);
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inline bool FAFcansee(const DVector3& start, sectortype* sects, const DVector3& end, sectortype* secte)
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{
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return FAFcansee(int(start.X * worldtoint), int(start.Y * worldtoint), int(start.Z * zworldtoint), sects,
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return FAFcansee_(int(start.X * worldtoint), int(start.Y * worldtoint), int(start.Z * zworldtoint), sects,
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int(end.X * worldtoint), int(end.Y * worldtoint), int(end.Z * zworldtoint), secte);
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}
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@ -1194,9 +1194,9 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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ezhl = int_ActorZOfBottom(itActor) - (int_ActorSizeZ(itActor) >> 2);
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// If you can't see 'em you can't shoot 'em
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if (!FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezh, itActor->sector()) &&
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!FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhm, itActor->sector()) &&
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!FAFcansee(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhl, itActor->sector())
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if (!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezh, itActor->sector()) &&
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!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhm, itActor->sector()) &&
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!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, zh, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, ezhl, itActor->sector())
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)
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continue;
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@ -5660,7 +5660,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
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DSWActor* killer = pp->KillerActor;
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if (killer)
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{
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if (FAFcansee(killer->int_pos().X, killer->int_pos().Y, int_ActorZOfTop(killer), killer->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
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if (FAFcansee_(killer->int_pos().X, killer->int_pos().Y, int_ActorZOfTop(killer), killer->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
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{
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pp->angle.addadjustment(deltaangle(pp->angle.ang, VecToAngle(killer->int_pos().X - pp->int_ppos().X, killer->int_pos().Y - pp->int_ppos().Y)) * (1. / 16.));
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}
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@ -222,7 +222,7 @@ FAFhitscan(int32_t x, int32_t y, int32_t z, sectortype* sect,
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}
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}
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bool FAFcansee(int32_t xs, int32_t ys, int32_t zs, sectortype* sects,
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bool FAFcansee_(int32_t xs, int32_t ys, int32_t zs, sectortype* sects,
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int32_t xe, int32_t ye, int32_t ze, sectortype* secte)
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{
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int loz, hiz;
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@ -1145,7 +1145,7 @@ void WeaponExplodeSectorInRange(DSWActor* wActor)
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if ((unsigned int)dist > (wActor->user.Radius/2) + radius)
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continue;
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if (!FAFcansee(wActor->int_pos().X,wActor->int_pos().Y,wActor->int_pos().Z,wActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
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if (!FAFcansee_(wActor->int_pos().X,wActor->int_pos().Y,wActor->int_pos().Z,wActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
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continue;
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@ -1382,7 +1382,7 @@ int OperateSprite(DSWActor* actor, short player_is_operating)
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{
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pp = GlobPlayerP;
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if (!FAFcansee(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (int_ActorSizeZ(actor) >> 1), actor->sector()))
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if (!FAFcansee_(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - (int_ActorSizeZ(actor) >> 1), actor->sector()))
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return false;
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}
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@ -380,7 +380,7 @@ static void UpdateAmbients()
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if (sdist < 255 && amb->vocIndex == DIGI_WHIPME)
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{
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PLAYER* pp = Player + screenpeek;
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if (!FAFcansee(spot->int_pos().X, spot->int_pos().Y, spot->int_pos().Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
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if (!FAFcansee_(spot->int_pos().X, spot->int_pos().Y, spot->int_pos().Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
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{
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sdist = 255;
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}
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@ -562,7 +562,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
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// Can the ambient sound see the player? If not, tone it down some.
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if ((chanflags & CHANF_LOOP))
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{
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if (!FAFcansee(vpos.X, vpos.Y, vpos.Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
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if (!FAFcansee_(vpos.X, vpos.Y, vpos.Z, spot->sector(), pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector))
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{
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auto distvec = npos - campos;
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npos = campos + distvec * 1.75f; // Play more quietly
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@ -5034,7 +5034,7 @@ int DoGet(DSWActor* actor)
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auto cstat_bak = actor->spr.cstat;
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actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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can_see = FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(),
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can_see = FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(),
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pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector);
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actor->spr.cstat = cstat_bak;
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@ -5901,7 +5901,7 @@ void AdjustActiveRange(PLAYER* pp, DSWActor* actor, int dist)
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// if actor can still see the player
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look_height = int_ActorZOfTop(actor);
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if (FAFcansee(actor->int_pos().X, actor->int_pos().Y, look_height, actor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorUpperZ(plActor), plActor->sector()))
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if (FAFcansee_(actor->int_pos().X, actor->int_pos().Y, look_height, actor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorUpperZ(plActor), plActor->sector()))
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{
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// Player is visible
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// adjust update range of this sprite
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@ -249,7 +249,7 @@ short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, int* tr
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updatesector(near_tp->x, near_tp->y, &track_sect);
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// if can see the point, return the track number
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if (track_sect && FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(16), actor->sector(), near_tp->x, near_tp->y, track_sect->int_floorz() - Z(32), track_sect))
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if (track_sect && FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(16), actor->sector(), near_tp->x, near_tp->y, track_sect->int_floorz() - Z(32), track_sect))
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{
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return short(near_track - &Track[0]);
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}
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@ -2746,7 +2746,7 @@ void DoAutoTurretObject(SECTOR_OBJECT* sop)
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if (sActor->spr.statnum == STAT_SO_SHOOT_POINT)
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{
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if (!FAFcansee(sActor->int_pos().X, sActor->int_pos().Y, sActor->int_pos().Z-Z(4), sActor->sector(),
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if (!FAFcansee_(sActor->int_pos().X, sActor->int_pos().Y, sActor->int_pos().Z-Z(4), sActor->sector(),
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actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, int_ActorUpperZ(actor->user.targetActor), actor->user.targetActor->sector()))
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{
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return;
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@ -110,7 +110,7 @@ void VisViewChange(PLAYER* pp, int *vis)
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}
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// save off the brightest vis that you can see
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if (FAFcansee(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, x, y, z, sectp))
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if (FAFcansee_(pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, pp->cursector, x, y, z, sectp))
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{
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if (VIS_VisCur(actor) < BrightestVis)
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BrightestVis = VIS_VisCur(actor);
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@ -7042,7 +7042,7 @@ int DoDamageTest(DSWActor* actor)
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// For speed's sake, try limiting check only to radius weapons!
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if (actor->user.Radius > 200)
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{
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if (!FAFcansee(itActor->int_pos().X,itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
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if (!FAFcansee_(itActor->int_pos().X,itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
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continue;
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}
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@ -7187,7 +7187,7 @@ void TraverseBreakableWalls(sectortype* start_sect, int x, int y, int z, short a
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sectortype* sectp = nullptr;
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if (WallBreakPosition(&wal, §p, &hit_x, &hit_y, &hit_z, &wall_ang))
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{
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if (hit_x != INT32_MAX && sectp != nullptr && FAFcansee(x, y, z, start_sect, hit_x, hit_y, hit_z, sectp))
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if (hit_x != INT32_MAX && sectp != nullptr && FAFcansee_(x, y, z, start_sect, hit_x, hit_y, hit_z, sectp))
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{
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HitBreakWall(&wal, INT32_MAX, INT32_MAX, INT32_MAX, ang, 0);
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@ -7259,8 +7259,8 @@ int DoExpDamageTest(DSWActor* actor)
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// Second parameter MUST have blocking bits set or cansee won't work
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// added second check for FAF water - hitscans were hitting ceiling
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if (!FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector()) &&
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!FAFcansee(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorLowerZ(actor), itActor->sector()))
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if (!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorUpperZ(actor), itActor->sector()) &&
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!FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorLowerZ(actor), itActor->sector()))
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continue;
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DoDamage(itActor, actor);
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@ -8603,7 +8603,7 @@ int DoMineRangeTest(DSWActor* actor, int range)
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if (dist > range)
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continue;
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if (!FAFcansee(itActor->int_pos().X,itActor->int_pos().Y,int_ActorUpperZ(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
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if (!FAFcansee_(itActor->int_pos().X,itActor->int_pos().Y,int_ActorUpperZ(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,actor->int_pos().Z,actor->sector()))
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continue;
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return true;
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