- floatified HitScan call in nnextCanMove.

This commit is contained in:
Christoph Oelckers 2022-09-28 16:13:13 +02:00
parent 7f5ae54f93
commit 702553d65e

View file

@ -7677,10 +7677,10 @@ bool nnExtCanMove(DBloodActor* actor, DBloodActor* target, DAngle nAngle, int nR
{ {
double nRange = nRange_ * inttoworld; double nRange = nRange_ * inttoworld;
DVector3 pos = actor->spr.pos; DVector3 pos = actor->spr.pos;
DVector2 nAngVect = nAngle.ToVector(); DVector3 nAngVect(nAngle.ToVector(), 0);
auto pSector = actor->sector(); auto pSector = actor->sector();
HitScan_(actor, pos.Z * zworldtoint, nAngVect.X * (1 << 14), nAngVect.Y * (1 << 14), 0, CLIPMASK0, nRange); HitScan(actor, pos.Z, nAngVect, CLIPMASK0, nRange);
double nDist = (actor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length(); double nDist = (actor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length();
if (target != nullptr && nDist - actor->fClipdist() < nRange) if (target != nullptr && nDist - actor->fClipdist() < nRange)