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- the first HitScan_ variant is gone.
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2 changed files with 2 additions and 6 deletions
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@ -47,11 +47,7 @@ inline int HitScan_(DBloodActor* pSprite, double z, int dx, int dy, int dz, unsi
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{
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{
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return HitScan(pSprite, z, DVector3(dx, dy, dz) * inttoworld, nMask, a8);
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return HitScan(pSprite, z, DVector3(dx, dy, dz) * inttoworld, nMask, a8);
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}
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}
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[[deprecated]]
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inline int HitScan_(DBloodActor* pSprite, double z, const DVector3& pos, unsigned int nMask, int a8)
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{
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return HitScan(pSprite, z, pos, nMask, a8);
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}
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int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac);
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int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac);
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void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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@ -1420,7 +1420,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out)
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auto plActor = pPlayer->actor;
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auto plActor = pPlayer->actor;
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*out = {};
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*out = {};
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auto pos = DVector3(plActor->spr.angle.ToVector() * 1024., pPlayer->slope * inttoworld);
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auto pos = DVector3(plActor->spr.angle.ToVector() * 1024., pPlayer->slope * inttoworld);
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int hit = HitScan_(pPlayer->actor, pPlayer->zView, pos, 0x10000040, 128);
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int hit = HitScan(pPlayer->actor, pPlayer->zView, pos, 0x10000040, 128);
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double hitDist = (plActor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length();
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double hitDist = (plActor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length();
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if (hitDist < 64)
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if (hitDist < 64)
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{
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{
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