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- CheckProximity
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parent
e172d0c138
commit
b187f3c028
7 changed files with 21 additions and 21 deletions
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@ -2663,7 +2663,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSect
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{
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if (pSprite2->flags & 0x20) continue;
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if (!CheckSector(sectorMap, pSprite2)) continue;
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if (!CheckProximity(act2, x, y, z, sectnum(pSector), nDist)) continue;
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if (!CheckProximity(act2, x, y, z, pSector, nDist)) continue;
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int dx = abs(x - pSprite2->x);
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int dy = abs(y - pSprite2->y);
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@ -2690,7 +2690,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSect
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if (pSprite2->flags & 0x20) continue;
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if (!CheckSector(sectorMap, pSprite2)) continue;
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if (!CheckProximity(act2, x, y, z, sectnum(pSector), nDist)) continue;
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if (!CheckProximity(act2, x, y, z, pSector, nDist)) continue;
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XSPRITE* pXSprite2 = &act2->x();
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if (pXSprite2->locked) continue;
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@ -5701,7 +5701,7 @@ static void actCheckProximity()
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proxyDist = 512;
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}
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if (CheckProximity(dudeactor, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, proxyDist))
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if (CheckProximity(dudeactor, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), proxyDist))
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{
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switch (pSprite->type)
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{
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@ -5924,7 +5924,7 @@ static void actCheckExplosion()
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if (CheckSector(sectorMap, pDude))
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{
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if (pXSprite->data1 && CheckProximity(dudeactor, x, y, z, nSector, radius))
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if (pXSprite->data1 && CheckProximity(dudeactor, x, y, z, pSector, radius))
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{
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if (pExplodeInfo->dmg && actor->explosionhackflag)
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{
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@ -5953,7 +5953,7 @@ static void actCheckExplosion()
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if (CheckSector(sectorMap, pThing))
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{
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if (pXSprite->data1 && CheckProximity(thingactor, x, y, z, nSector, radius) && thingactor->hasX())
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if (pXSprite->data1 && CheckProximity(thingactor, x, y, z, pSector, radius) && thingactor->hasX())
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{
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XSPRITE* pXThing = &thingactor->x();
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if (!pXThing->locked)
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@ -5995,7 +5995,7 @@ static void actCheckExplosion()
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spritetype* pDebris = &physactor->s();
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if (pDebris->sectnum < 0 || (pDebris->flags & kHitagFree) != 0) continue;
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if (!CheckSector(sectorMap, pDebris) || !CheckProximity(physactor, x, y, z, nSector, radius)) continue;
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if (!CheckSector(sectorMap, pDebris) || !CheckProximity(physactor, x, y, z, pSector, radius)) continue;
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else debrisConcuss(Owner, i, x, y, z, pExplodeInfo->dmgType);
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}
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}
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@ -6009,7 +6009,7 @@ static void actCheckExplosion()
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auto impactactor = gImpactSpritesList[i];
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if (!impactactor->hasX() || !impactactor->s().insector() || (impactactor->s().flags & kHitagFree) != 0) continue;
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if (!CheckSector(sectorMap, &impactactor->s()) || !CheckProximity(impactactor, x, y, z, nSector, radius))
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if (!CheckSector(sectorMap, &impactactor->s()) || !CheckProximity(impactactor, x, y, z, pSector, radius))
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continue;
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trTriggerSprite(impactactor, kCmdSpriteImpact);
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@ -6157,7 +6157,7 @@ static void actCheckDudes()
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if ((unsigned int)pXSprite2->health > 0 && actor2->IsPlayerActor())
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{
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if (CheckProximity(actor2, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 128))
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if (CheckProximity(actor2, pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), 128))
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trTriggerSprite(actor, kCmdSpriteProximity);
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}
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}
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@ -111,7 +111,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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continue;
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if (pSprite2->flags & 32)
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continue;
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if (CheckSector(sectorMap, pSprite2) && CheckProximity(actor2, x, y, z, nSector, vc))
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if (CheckSector(sectorMap, pSprite2) && CheckProximity(actor2, x, y, z, pSector, vc))
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{
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int top, bottom;
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GetActorExtents(actor1, &top, &bottom);
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@ -142,7 +142,7 @@ void StompSeqCallback(int, DBloodActor* actor1)
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spritetype* pSprite2 = &actor2->s();
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if (pSprite2->flags & 32)
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continue;
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if (CheckSector(sectorMap, pSprite2) && CheckProximity(actor2, x, y, z, nSector, vc))
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if (CheckSector(sectorMap, pSprite2) && CheckProximity(actor2, x, y, z, pSector, vc))
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{
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XSPRITE* pXSprite = &actor2->x();
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if (pXSprite->locked)
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@ -751,7 +751,7 @@ static void unicultThinkChase(DBloodActor* actor)
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{
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int nType = curWeapon - kTrapExploder;
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const EXPLOSION* pExpl = &explodeInfo[nType];
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if (CheckProximity(actor, pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pExpl->radius >> 1))
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if (CheckProximity(actor, pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pExpl->radius >> 1))
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{
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actor->xvel = actor->yvel = actor->zvel = 0;
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if (doExplosion(actor, nType) && pXSprite->health > 0)
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@ -102,7 +102,7 @@ bool FindSector(int nX, int nY, int *nSector)
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return 0;
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}
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bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, int nSector, int nDist)
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bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, sectortype* pSector, int nDist)
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{
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assert(actor != NULL);
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auto pSprite = &actor->s();
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@ -119,11 +119,11 @@ bool CheckProximity(DBloodActor *actor, int nX, int nY, int nZ, int nSector, int
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int bottom, top;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nX, nY, nZ, nSector))
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if (cansee(pSprite->x, pSprite->y, pSprite->z, pSprite->sector(), nX, nY, nZ, pSector))
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return 1;
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if (cansee(pSprite->x, pSprite->y, bottom, pSprite->sectnum, nX, nY, nZ, nSector))
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if (cansee(pSprite->x, pSprite->y, bottom, pSprite->sector(), nX, nY, nZ, pSector))
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return 1;
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if (cansee(pSprite->x, pSprite->y, top, pSprite->sectnum, nX, nY, nZ, nSector))
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if (cansee(pSprite->x, pSprite->y, top, pSprite->sector(), nX, nY, nZ, pSector))
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return 1;
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return 0;
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}
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@ -74,7 +74,7 @@ bool FindSector(int nX, int nY, int nZ, int* nSector);
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[[deprecated]]
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bool FindSector(int nX, int nY, int* nSector);
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bool CheckProximity(DBloodActor *pSprite, int nX, int nY, int nZ, int nSector, int nDist);
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bool CheckProximity(DBloodActor *pSprite, int nX, int nY, int nZ, sectortype* pSector, int nDist);
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bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
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bool CheckProximityWall(walltype* pWall, int x, int y, int nDist);
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int GetWallAngle(walltype* pWall);
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@ -1196,7 +1196,7 @@ void nnExtProcessSuperSprites()
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int x = pProxSpr->x;
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int y = pProxSpr->y;
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int z = pProxSpr->z;
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int sectnum = pProxSpr->sectnum;
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auto pSect = pProxSpr->sector();
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if (!pXProxSpr->DudeLockout)
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{
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@ -1204,7 +1204,7 @@ void nnExtProcessSuperSprites()
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while (auto affected = it.Next())
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{
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if (!affected->hasX() || affected->x().health <= 0) continue;
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else if (CheckProximity(affected, x, y, z, sectnum, okDist))
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else if (CheckProximity(affected, x, y, z, pSect, okDist))
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{
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trTriggerSprite(gProxySpritesList[i], kCmdSpriteProximity);
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break;
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@ -1219,7 +1219,7 @@ void nnExtProcessSuperSprites()
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if (!pPlayer || !pPlayer->actor->hasX() || pPlayer->pXSprite->health <= 0)
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continue;
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if (pPlayer->pXSprite->health > 0 && CheckProximity(gPlayer->actor, x, y, z, sectnum, okDist))
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if (pPlayer->pXSprite->health > 0 && CheckProximity(gPlayer->actor, x, y, z, pSect, okDist))
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{
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trTriggerSprite(gProxySpritesList[i], kCmdSpriteProximity);
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break;
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@ -2680,7 +2680,7 @@ void teslaHit(DBloodActor *missileactor, int a2)
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spritetype *pHitSprite = &hitactor->s();
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if (pHitSprite->flags&32)
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continue;
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if (CheckSector(sectorMap, pHitSprite) && CheckProximity(hitactor, x, y, z, nSector, nDist))
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if (CheckSector(sectorMap, pHitSprite) && CheckProximity(hitactor, x, y, z, pSector, nDist))
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{
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int dx = pMissile->x-pHitSprite->x;
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int dy = pMissile->y-pHitSprite->y;
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@ -2697,7 +2697,7 @@ void teslaHit(DBloodActor *missileactor, int a2)
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spritetype *pHitSprite = &hitactor->s();
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if (pHitSprite->flags&32)
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continue;
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if (CheckSector(sectorMap, pHitSprite) && CheckProximity(hitactor, x, y, z, nSector, nDist))
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if (CheckSector(sectorMap, pHitSprite) && CheckProximity(hitactor, x, y, z, pSector, nDist))
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{
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XSPRITE *pXSprite = &hitactor->x();
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if (!pXSprite->locked)
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