mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- FAFcansee refactoring, part 2.
This commit is contained in:
parent
5b7b8233e7
commit
7eb2dede6a
3 changed files with 19 additions and 14 deletions
|
@ -2163,6 +2163,11 @@ inline double ActorZOfMiddle(DSWActor* actor)
|
|||
return (int_ActorZOfTop(actor) + int_ActorZOfBottom(actor)) * zinttoworld * 0.5;
|
||||
}
|
||||
|
||||
inline DVector3 ActorVectOfMiddle(DSWActor* actor)
|
||||
{
|
||||
return DVector3(actor->spr.pos.XY(), ActorZOfMiddle(actor));
|
||||
}
|
||||
|
||||
inline int int_ActorSizeZ(DSWActor* actor)
|
||||
{
|
||||
return (tileHeight(actor->spr.picnum) * actor->spr.yrepeat) << 2;
|
||||
|
|
|
@ -146,7 +146,7 @@ int DoToiletGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),ActorVectOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
|
||||
if (actor->user.FlagOwner != 1)
|
||||
{
|
||||
|
@ -199,7 +199,7 @@ int NullToiletGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),actor->user.targetActor->spr.pos, actor->user.targetActor->sector());
|
||||
|
||||
if (!(actor->user.Flags & SPR_CLIMBING))
|
||||
KeepActorOnFloor(actor);
|
||||
|
@ -366,7 +366,7 @@ int DoWashGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),ActorVectOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
|
||||
if (RandomRange(1000) > 980 && actor->user.ShellNum <= 0)
|
||||
{
|
||||
|
@ -428,7 +428,7 @@ int NullWashGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),actor->user.targetActor->spr.pos, actor->user.targetActor->sector());
|
||||
|
||||
if (!(actor->user.Flags & SPR_CLIMBING))
|
||||
KeepActorOnFloor(actor);
|
||||
|
@ -1154,7 +1154,7 @@ int DoCarGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),ActorVectOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
|
||||
if (actor->user.FlagOwner == 1)
|
||||
{
|
||||
|
@ -1198,7 +1198,7 @@ int NullCarGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),actor->user.targetActor->spr.pos, actor->user.targetActor->sector());
|
||||
|
||||
if (!(actor->user.Flags & SPR_CLIMBING))
|
||||
KeepActorOnFloor(actor);
|
||||
|
@ -1354,7 +1354,7 @@ int DoMechanicGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),ActorVectOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
|
||||
if (actor->user.FlagOwner == 1)
|
||||
{
|
||||
|
@ -1398,7 +1398,7 @@ int NullMechanicGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),actor->user.targetActor->spr.pos, actor->user.targetActor->sector());
|
||||
|
||||
if (!(actor->user.Flags & SPR_CLIMBING))
|
||||
KeepActorOnFloor(actor);
|
||||
|
@ -1555,7 +1555,7 @@ int DoSailorGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),ActorVectOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
|
||||
if (actor->user.FlagOwner == 1)
|
||||
{
|
||||
|
@ -1604,7 +1604,7 @@ int NullSailorGirl(DSWActor* actor)
|
|||
static short alreadythrew = 0;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),actor->user.targetActor->spr.pos, actor->user.targetActor->sector());
|
||||
|
||||
if (!(actor->user.Flags & SPR_CLIMBING))
|
||||
KeepActorOnFloor(actor);
|
||||
|
@ -1748,7 +1748,7 @@ int DoPruneGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),ActorVectOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
|
||||
|
||||
if (actor->user.FlagOwner == 1)
|
||||
{
|
||||
|
@ -1808,7 +1808,7 @@ int NullPruneGirl(DSWActor* actor)
|
|||
bool ICanSee = false;
|
||||
|
||||
DoActorPickClosePlayer(actor);
|
||||
ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
|
||||
ICanSee = FAFcansee(ActorVectOfMiddle(actor),actor->sector(),actor->user.targetActor->spr.pos, actor->user.targetActor->sector());
|
||||
|
||||
if (!(actor->user.Flags & SPR_CLIMBING))
|
||||
KeepActorOnFloor(actor);
|
||||
|
|
|
@ -7115,7 +7115,7 @@ int DoFlamesDamageTest(DSWActor* actor)
|
|||
|
||||
if (actor->user.Radius > 200) // Note: No weaps have bigger radius than 200 cept explosion stuff
|
||||
{
|
||||
if (FAFcansee(itActor->int_pos().X,itActor->int_pos().Y,int_ActorZOfMiddle(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector()))
|
||||
if (FAFcansee(ActorVectOfMiddle(itActor),itActor->sector(),ActorVectOfMiddle(actor),actor->sector()))
|
||||
{
|
||||
DoDamage(itActor, actor);
|
||||
}
|
||||
|
@ -13913,7 +13913,7 @@ int DoStaticFlamesDamage(DSWActor* actor)
|
|||
DoDamage(itActor, actor);
|
||||
else if (actor->user.Radius > 200)
|
||||
{
|
||||
if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),itActor->int_pos().X,itActor->int_pos().Y,int_ActorZOfMiddle(itActor),itActor->sector()))
|
||||
if (FAFcansee(ActorVectOfMiddle(actor), actor->sector(), ActorVectOfMiddle(itActor), itActor->sector()))
|
||||
DoDamage(itActor, actor);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue