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https://github.com/ZDoom/Raze.git
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- SW: Replace use of clipmove_old()
inline wrapper with clipmove()
and remove inline wrappers.
This commit is contained in:
parent
0ac63fd663
commit
adcdbdc931
4 changed files with 50 additions and 67 deletions
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@ -627,23 +627,6 @@ static inline int64_t compat_maybe_truncate_to_int32(int64_t val)
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return enginecompatibility_mode != ENGINECOMPATIBILITY_NONE ? (int32_t)val : val;
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return enginecompatibility_mode != ENGINECOMPATIBILITY_NONE ? (int32_t)val : val;
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}
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}
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static inline int32_t clipmove_old(int32_t *x, int32_t *y, int32_t *z, int16_t *sectnum, int32_t xvect, int32_t yvect, int32_t walldist,
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int32_t ceildist, int32_t flordist, uint32_t cliptype) ATTRIBUTE((nonnull(1,2,3,4)));
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static inline int32_t clipmove_old(int32_t *x, int32_t *y, int32_t *z, int16_t *sectnum, int32_t xvect, int32_t yvect, int32_t walldist,
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int32_t ceildist, int32_t flordist, uint32_t cliptype)
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{
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vec3_t vector = { *x, *y, *z };
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int32_t result = clipmove(&vector, sectnum, xvect, yvect, walldist, ceildist, flordist, cliptype);
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*x = vector.x;
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*y = vector.y;
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*z = vector.z;
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return result;
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}
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static inline int32_t pushmove_old(int32_t *x, int32_t *y, int32_t *z, int16_t *sectnum, int32_t walldist,
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static inline int32_t pushmove_old(int32_t *x, int32_t *y, int32_t *z, int16_t *sectnum, int32_t walldist,
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int32_t ceildist, int32_t flordist, uint32_t cliptype) ATTRIBUTE((nonnull(1,2,3,4)));
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int32_t ceildist, int32_t flordist, uint32_t cliptype) ATTRIBUTE((nonnull(1,2,3,4)));
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@ -41,7 +41,7 @@ BEGIN_SW_NS
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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{
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{
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int i;
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int i;
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int ox[MAX_CLIPBOX],oy[MAX_CLIPBOX];
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vec3_t opos[MAX_CLIPBOX], pos[MAX_CLIPBOX];
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SECTOR_OBJECTp sop = pp->sop;
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SECTOR_OBJECTp sop = pp->sop;
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short ang;
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short ang;
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short min_ndx = 0;
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short min_ndx = 0;
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@ -51,10 +51,8 @@ int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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int ret_start;
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int ret_start;
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int ret;
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int ret;
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int min_ret=0;
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int min_ret=0;
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int x[MAX_CLIPBOX],y[MAX_CLIPBOX];
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int xvect,yvect;
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int xvect,yvect;
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int xs,ys;
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for (i = 0; i < sop->clipbox_num; i++)
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for (i = 0; i < sop->clipbox_num; i++)
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{
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{
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@ -62,13 +60,12 @@ int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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// allowing you to move through wall
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// allowing you to move through wall
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ang = NORM_ANGLE(pp->angle.ang.asbuild() + sop->clipbox_ang[i]);
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ang = NORM_ANGLE(pp->angle.ang.asbuild() + sop->clipbox_ang[i]);
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xs = pp->posx;
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vec3_t spos = { pp->posx, pp->posy, z };
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ys = pp->posy;
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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clipmoveboxtracenum = 1;
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clipmoveboxtracenum = 1;
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ret_start = clipmove_old(&xs, &ys, &z, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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ret_start = clipmove(&spos, &pp->cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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clipmoveboxtracenum = 3;
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clipmoveboxtracenum = 3;
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if (ret_start)
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if (ret_start)
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@ -77,15 +74,15 @@ int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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min_dist = 0;
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min_dist = 0;
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min_ndx = i;
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min_ndx = i;
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// ox is where it should be
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// ox is where it should be
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ox[i] = x[i] = pp->posx + MulScale(sop->clipbox_vdist[i], bcos(ang), 14);
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opos[i].x = pos[i].x = pp->posx + MulScale(sop->clipbox_vdist[i], bcos(ang), 14);
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oy[i] = y[i] = pp->posy + MulScale(sop->clipbox_vdist[i], bsin(ang), 14);
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opos[i].y = pos[i].y = pp->posy + MulScale(sop->clipbox_vdist[i], bsin(ang), 14);
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// xs is where it hit
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// spos.x is where it hit
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x[i] = xs;
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pos[i].x = spos.x;
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y[i] = ys;
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pos[i].y = spos.y;
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// see the dist moved
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// see the dist moved
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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dist = ksqrt(SQ(pos[i].x - opos[i].x) + SQ(pos[i].y - opos[i].y));
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// save it off
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// save it off
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if (dist < min_dist)
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if (dist < min_dist)
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@ -98,14 +95,14 @@ int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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else
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else
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{
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{
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// save off the start position
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// save off the start position
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ox[i] = x[i] = xs;
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opos[i] = pos[i] = spos;
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oy[i] = y[i] = ys;
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pos[i].z = z;
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// move the box
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// move the box
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ret = clipmove_old(&x[i], &y[i], &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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ret = clipmove(&pos[i], &pp->cursectnum, pp->xvect, pp->yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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// save the dist moved
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// save the dist moved
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dist = ksqrt(SQ(x[i] - ox[i]) + SQ(y[i] - oy[i]));
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dist = ksqrt(SQ(pos[i].x - opos[i].x) + SQ(pos[i].y - opos[i].y));
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if (ret)
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if (ret)
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{
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{
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@ -121,8 +118,8 @@ int MultiClipMove(PLAYERp pp, int z, int floor_dist)
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}
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}
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// put posx and y off from offset
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// put posx and y off from offset
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pp->posx += x[min_ndx] - ox[min_ndx];
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pp->posx += pos[min_ndx].x - opos[min_ndx].x;
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pp->posy += y[min_ndx] - oy[min_ndx];
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pp->posy += pos[min_ndx].y - opos[min_ndx].y;
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return min_ret;
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return min_ret;
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}
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}
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@ -141,14 +138,13 @@ short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
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{
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{
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ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]);
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ang = NORM_ANGLE(new_ang + sop->clipbox_ang[i]);
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x = pp->posx;
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vec3_t pos = { pp->posx, pp->posy, z };
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y = pp->posy;
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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xvect = sop->clipbox_vdist[i] * bcos(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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yvect = sop->clipbox_vdist[i] * bsin(ang);
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// move the box
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// move the box
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ret = clipmove_old(&x, &y, &z, &cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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ret = clipmove(&pos, &cursectnum, xvect, yvect, (int)sop->clipbox_dist[i], Z(4), floor_dist, CLIPMASK_PLAYER);
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ASSERT(cursectnum >= 0);
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ASSERT(cursectnum >= 0);
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@ -2424,7 +2424,9 @@ DoPlayerMoveBoat(PLAYERp pp)
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pp->cursectnum = pp->sop->op_main_sector; // for speed
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pp->cursectnum = pp->sop->op_main_sector; // for speed
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floor_dist = labs(z - pp->sop->floor_loz);
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floor_dist = labs(z - pp->sop->floor_loz);
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clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
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vec3_t clippos = { pp->posx, pp->posy, z };
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clipmove_old(&clippos, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
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pp->pos.vec2 = clippos.vec2;
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OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy);
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OperateSectorObject(pp->sop, pp->angle.ang.asbuild(), pp->posx, pp->posy);
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pp->cursectnum = save_sectnum; // for speed
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pp->cursectnum = save_sectnum; // for speed
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@ -2894,9 +2896,15 @@ DoPlayerMoveVehicle(PLAYERp pp)
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save_cstat = pp->SpriteP->cstat;
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save_cstat = pp->SpriteP->cstat;
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RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
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RESET(pp->SpriteP->cstat, CSTAT_SPRITE_BLOCK);
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if (pp->sop->clipdist)
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if (pp->sop->clipdist)
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u->ret = clipmove_old(&pp->posx, &pp->posy, &z, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
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{
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vec3_t clippos = { pp->posx, pp->posy, z };
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u->ret = clipmove(&clippos, &pp->cursectnum, pp->xvect, pp->yvect, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER);
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pp->pos.vec2 = clippos.vec2;
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}
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else
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else
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{
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u->ret = MultiClipMove(pp, z, floor_dist);
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u->ret = MultiClipMove(pp, z, floor_dist);
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}
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pp->SpriteP->cstat = save_cstat;
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pp->SpriteP->cstat = save_cstat;
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//SetupDriveCrush(pp, x, y);
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//SetupDriveCrush(pp, x, y);
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@ -6828,7 +6828,6 @@ SpriteControl(void)
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int
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int
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move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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{
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{
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int daz;
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int retval=0, zh;
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int retval=0, zh;
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short dasectnum, tempshort;
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short dasectnum, tempshort;
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SPRITEp spr;
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SPRITEp spr;
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@ -6839,14 +6838,12 @@ move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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ASSERT(u);
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ASSERT(u);
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vec3_t clippos = spr->pos;
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// Can't modify sprite sectors
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// Can't modify sprite sectors
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// directly becuase of linked lists
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// directly becuase of linked lists
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dasectnum = lastsectnum = spr->sectnum;
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dasectnum = lastsectnum = spr->sectnum;
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// Must do this if not using the new
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// centered centering (of course)
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daz = spr->z;
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if (TEST(spr->cstat, CSTAT_SPRITE_YCENTER))
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if (TEST(spr->cstat, CSTAT_SPRITE_YCENTER))
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{
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{
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zh = 0;
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zh = 0;
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@ -6855,16 +6852,17 @@ move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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{
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{
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// move the center point up for moving
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// move the center point up for moving
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zh = u->zclip;
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zh = u->zclip;
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daz -= zh;
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clippos.z -= zh;
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}
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}
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// ASSERT(inside(spr->x,spr->y,dasectnum));
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// ASSERT(inside(spr->x,spr->y,dasectnum));
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clipmoveboxtracenum = 1;
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clipmoveboxtracenum = 1;
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retval = clipmove_old(&spr->x, &spr->y, &daz, &dasectnum,
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retval = clipmove(&clippos, &dasectnum,
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((xchange * numtics) << 11), ((ychange * numtics) << 11),
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((xchange * numtics) << 11), ((ychange * numtics) << 11),
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(((int) spr->clipdist) << 2), ceildist, flordist, cliptype);
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(((int) spr->clipdist) << 2), ceildist, flordist, cliptype);
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spr->pos.vec2 = clippos.vec2;
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clipmoveboxtracenum = 3;
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clipmoveboxtracenum = 3;
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//if (TEST(retval, HIT_MASK) == HIT_WALL)
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//if (TEST(retval, HIT_MASK) == HIT_WALL)
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@ -6905,16 +6903,16 @@ move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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// Takes info from global variables
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// Takes info from global variables
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DoActorGlobZ(spritenum);
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DoActorGlobZ(spritenum);
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daz = spr->z + ((zchange * numtics) >> 3);
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clippos.z = spr->z + ((zchange * numtics) >> 3);
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// test for hitting ceiling or floor
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// test for hitting ceiling or floor
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if ((daz - zh <= globhiz) || (daz - zh > globloz))
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if ((clippos.z - zh <= globhiz) || (clippos.z - zh > globloz))
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{
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{
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if (retval == 0)
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if (retval == 0)
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{
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{
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if (TEST(u->Flags, SPR_CLIMBING))
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if (TEST(u->Flags, SPR_CLIMBING))
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{
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{
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spr->z = daz;
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spr->z = clippos.z;
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return 0;
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return 0;
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}
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}
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@ -6923,7 +6921,7 @@ move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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}
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}
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else
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else
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{
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{
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spr->z = daz;
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spr->z = clippos.z;
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}
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}
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// extra processing for Stacks and warping
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// extra processing for Stacks and warping
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@ -7076,7 +7074,6 @@ MissileZrange(short SpriteNum)
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int
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int
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move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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{
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{
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int daz;
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int retval, zh;
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int retval, zh;
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short dasectnum, tempshort;
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short dasectnum, tempshort;
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SPRITEp sp;
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SPRITEp sp;
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@ -7087,13 +7084,11 @@ move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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ASSERT(u);
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ASSERT(u);
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// Can't modify sprite sectors
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vec3_t clippos = sp->pos;
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// directly becuase of linked lists
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dasectnum = lastsectnum = sp->sectnum;
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// Can't modify sprite sectors
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// Can't modify sprite sectors
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// directly becuase of linked lists
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// directly becuase of linked lists
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daz = sp->z;
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dasectnum = lastsectnum = sp->sectnum;
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if (TEST(sp->cstat, CSTAT_SPRITE_YCENTER))
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if (TEST(sp->cstat, CSTAT_SPRITE_YCENTER))
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{
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{
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@ -7102,15 +7097,16 @@ move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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else
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else
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{
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{
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zh = u->zclip;
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zh = u->zclip;
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daz -= zh;
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clippos.z -= zh;
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}
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}
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// ASSERT(inside(sp->x,sp->y,dasectnum));
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// ASSERT(inside(sp->x,sp->y,dasectnum));
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clipmoveboxtracenum = 1;
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clipmoveboxtracenum = 1;
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retval = clipmove_old(&sp->x, &sp->y, &daz, &dasectnum,
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retval = clipmove(&clippos, &dasectnum,
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((xchange * numtics) << 11), ((ychange * numtics) << 11),
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((xchange * numtics) << 11), ((ychange * numtics) << 11),
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(((int) sp->clipdist) << 2), ceildist, flordist, cliptype);
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(((int) sp->clipdist) << 2), ceildist, flordist, cliptype);
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sp->pos.vec2 = clippos.vec2;
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clipmoveboxtracenum = 3;
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clipmoveboxtracenum = 3;
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if (dasectnum < 0)
|
if (dasectnum < 0)
|
||||||
|
@ -7143,20 +7139,20 @@ move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist,
|
||||||
// missiles don't need the water to be down
|
// missiles don't need the water to be down
|
||||||
MissileWaterAdjust(spritenum);
|
MissileWaterAdjust(spritenum);
|
||||||
|
|
||||||
daz = sp->z + ((zchange * numtics) >> 3);
|
clippos.z = sp->z + ((zchange * numtics) >> 3);
|
||||||
|
|
||||||
// NOTE: this does not tell you when you hit a floor sprite
|
// NOTE: this does not tell you when you hit a floor sprite
|
||||||
// this case is currently treated like it hit a sector
|
// this case is currently treated like it hit a sector
|
||||||
|
|
||||||
// test for hitting ceiling or floor
|
// test for hitting ceiling or floor
|
||||||
if (daz - zh <= u->hiz + ceildist)
|
if (clippos.z - zh <= u->hiz + ceildist)
|
||||||
{
|
{
|
||||||
// normal code
|
// normal code
|
||||||
sp->z = u->hiz + zh + ceildist;
|
sp->z = u->hiz + zh + ceildist;
|
||||||
if (retval == 0)
|
if (retval == 0)
|
||||||
retval = dasectnum|HIT_SECTOR;
|
retval = dasectnum|HIT_SECTOR;
|
||||||
}
|
}
|
||||||
else if (daz - zh > u->loz - flordist)
|
else if (clippos.z - zh > u->loz - flordist)
|
||||||
{
|
{
|
||||||
sp->z = u->loz + zh - flordist;
|
sp->z = u->loz + zh - flordist;
|
||||||
if (retval == 0)
|
if (retval == 0)
|
||||||
|
@ -7164,7 +7160,7 @@ move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist,
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
sp->z = daz;
|
sp->z = clippos.z;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (FAF_ConnectArea(sp->sectnum))
|
if (FAF_ConnectArea(sp->sectnum))
|
||||||
|
@ -7231,6 +7227,7 @@ move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int
|
||||||
// directly becuase of linked lists
|
// directly becuase of linked lists
|
||||||
dasectnum = lastsectnum = sp->sectnum;
|
dasectnum = lastsectnum = sp->sectnum;
|
||||||
|
|
||||||
|
vec3_t opos = sp->pos;
|
||||||
daz = sp->z;
|
daz = sp->z;
|
||||||
|
|
||||||
// climbing a wall
|
// climbing a wall
|
||||||
|
@ -7253,8 +7250,6 @@ move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int
|
||||||
u->z_tgt = 0;
|
u->z_tgt = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
ox = sp->x;
|
|
||||||
oy = sp->y;
|
|
||||||
sp->x += xchange/2;
|
sp->x += xchange/2;
|
||||||
sp->y += ychange/2;
|
sp->y += ychange/2;
|
||||||
|
|
||||||
|
@ -7264,12 +7259,13 @@ move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int
|
||||||
{
|
{
|
||||||
// back up and try again
|
// back up and try again
|
||||||
dasectnum = lastsectnum = sp->sectnum;
|
dasectnum = lastsectnum = sp->sectnum;
|
||||||
sp->x = ox;
|
opos = sp->pos;
|
||||||
sp->y = oy;
|
opos.z = daz;
|
||||||
clipmoveboxtracenum = 1;
|
clipmoveboxtracenum = 1;
|
||||||
retval = clipmove_old(&sp->x, &sp->y, &daz, &dasectnum,
|
retval = clipmove(&opos, &dasectnum,
|
||||||
((xchange * numtics) << 11), ((ychange * numtics) << 11),
|
((xchange * numtics) << 11), ((ychange * numtics) << 11),
|
||||||
(((int) sp->clipdist) << 2), ceildist, flordist, cliptype);
|
(((int) sp->clipdist) << 2), ceildist, flordist, cliptype);
|
||||||
|
sp->pos.vec2 = opos.vec2;
|
||||||
clipmoveboxtracenum = 3;
|
clipmoveboxtracenum = 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue