mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- move coordinate conversion from GetClosestSpriteSectors to CheckProximityWall.
This commit is contained in:
parent
3c2e4a9c59
commit
ca96a2b41c
1 changed files with 4 additions and 4 deletions
|
@ -68,8 +68,10 @@ bool CheckProximity(DBloodActor* actor, const DVector3& pos, sectortype* pSector
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
bool CheckProximityWall(walltype* pWall, int x, int y, int nDist)
|
||||
bool CheckProximityWall(walltype* pWall, const DVector2& pos, int nDist)
|
||||
{
|
||||
int x = pos.X * (1. / maptoworld);
|
||||
int y = pos.Y * (1. / maptoworld);
|
||||
int x1 = pWall->pos.X * (1./maptoworld);
|
||||
int y1 = pWall->pos.Y * (1./maptoworld);
|
||||
int x2 = pWall->point2Wall()->pos.X * (1./maptoworld);
|
||||
|
@ -570,8 +572,6 @@ void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd,
|
|||
|
||||
BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod)
|
||||
{
|
||||
int x = pos.X * worldtoint;
|
||||
int y = pos.Y * worldtoint;
|
||||
// by default this function fails with sectors that linked with wide spans, or there was more than one link to the same sector. for example...
|
||||
// E6M1: throwing TNT on the stone footpath while standing on the brown road will fail due to the start/end points of the span being too far away. it'll only do damage at one end of the road
|
||||
// E1M2: throwing TNT at the double doors while standing on the train platform
|
||||
|
@ -596,7 +596,7 @@ BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int n
|
|||
{
|
||||
if (search.Check(pNextSector)) // if we've already checked this sector, skip. This is bad, therefore only in compat mode.
|
||||
continue;
|
||||
withinRange = CheckProximityWall(wal.point2Wall(), x, y, nDist);
|
||||
withinRange = CheckProximityWall(wal.point2Wall(), pos, nDist);
|
||||
}
|
||||
else // new method using proper math and no bad shortcut.
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue