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- clean out some stuff
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parent
b84158ecec
commit
712d28ff40
5 changed files with 9 additions and 16 deletions
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@ -1133,7 +1133,9 @@ static inline void hit_set(HitInfoBase *hit, sectortype* sect, walltype* wal, DC
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hit->hitSector = sect;
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hit->hitSector = sect;
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hit->hitWall = wal;
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hit->hitWall = wal;
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hit->hitActor = actor;
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hit->hitActor = actor;
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hit->set_int_hitpos(x, y, z);
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hit->hitpos.X = x * inttoworld;
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hit->hitpos.Y = y * inttoworld;
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hit->hitpos.Z = z * zinttoworld;
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}
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}
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static int32_t hitscan_hitsectcf=-1;
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static int32_t hitscan_hitsectcf=-1;
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@ -1212,7 +1214,8 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire
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if (startsect == nullptr)
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if (startsect == nullptr)
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return -1;
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return -1;
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hitinfo. set_int_hitpos_xy(hitscangoal.X, hitscangoal.Y);
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hitinfo.hitpos.X = hitscangoal.X * inttoworld;
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hitinfo.hitpos.Y = hitscangoal.Y * inttoworld;
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BFSSectorSearch search(startsect);
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BFSSectorSearch search(startsect);
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while (auto sec = search.GetNext())
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while (auto sec = search.GetNext())
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@ -1282,10 +1285,7 @@ int hitscan(const vec3_t& start, const sectortype* startsect, const vec3_t& dire
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auto v = hitinfo.int_hitpos();
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auto v = hitinfo.int_hitpos();
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if (try_facespr_intersect(actor, *sv, vx, vy, vz, &v, 0))
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if (try_facespr_intersect(actor, *sv, vx, vy, vz, &v, 0))
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{
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{
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hitinfo.hitSector = sec;
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hit_set(&hitinfo, sec, nullptr, actor, v.X, v.Y, v.Z);
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hitinfo.hitWall = nullptr;
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hitinfo.hitActor = actor;
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hitinfo.set_int_hitpos(v.X, v.Y, v.Z);
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}
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}
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break;
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break;
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@ -352,13 +352,6 @@ struct HitInfoBase
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return { int(hitpos.X * worldtoint), int(hitpos.Y * worldtoint), int(hitpos.Z * zworldtoint), };
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return { int(hitpos.X * worldtoint), int(hitpos.Y * worldtoint), int(hitpos.Z * zworldtoint), };
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}
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}
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void set_int_hitpos(int x, int y, int z)
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{
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hitpos.X = x * inttoworld;
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hitpos.Y = y * inttoworld;
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hitpos.Z = z * zinttoworld;
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}
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void set_int_hitpos_xy(int x, int y)
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void set_int_hitpos_xy(int x, int y)
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{
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{
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hitpos.X = x * inttoworld;
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hitpos.X = x * inttoworld;
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@ -3039,7 +3039,7 @@ HORIZONLY:
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if (ud.clipping)
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if (ud.clipping)
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{
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{
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p->player_add_int_xy({ p->vel.X >> 14, p->vel.Y >> 14 });
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p->player_add_int_xy({ p->vel.X >> 14, p->vel.Y >> 14 });
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updatesector(p->player_int_pos().X, p->player_int_pos().Y, &p->cursector);
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updatesector(p->pos, &p->cursector);
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ChangeActorSect(pact, p->cursector);
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ChangeActorSect(pact, p->cursector);
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}
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}
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else
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else
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@ -625,7 +625,7 @@ struct PLAYER
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DVector3 si; // save player interp position for PlayerSprite
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DVector3 si; // save player interp position for PlayerSprite
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DAngle siang;
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DAngle siang;
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vec2_t vect, ovect, slide_vect; // these need floatification, but must be done together.
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vec2_t vect, ovect, slide_vect; // these need floatification, but must be done together. vect is in 14.18 format!
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int friction;
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int friction;
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int16_t slide_ang; // todo: floatify
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int16_t slide_ang; // todo: floatify
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int slide_dec;
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int slide_dec;
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@ -2001,7 +2001,7 @@ void DoPlayerMove(PLAYER* pp)
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pp->opos.XY() = pp->pos.XY();
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pp->opos.XY() = pp->pos.XY();
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}
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}
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pp->add_int_ppos_XY({ pp->vect.X >> 14, pp->vect.Y >> 14 });
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pp->add_int_ppos_XY({ pp->vect.X >> 14, pp->vect.Y >> 14 });
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, §);
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updatesector(pp->pos, §);
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if (sect != nullptr)
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if (sect != nullptr)
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pp->cursector = sect;
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pp->cursector = sect;
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}
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}
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