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- handle neartag calls in checksectors.
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parent
13fc658c1f
commit
fe0a10ed29
2 changed files with 11 additions and 11 deletions
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@ -1580,17 +1580,17 @@ void checksectors_d(int snum)
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return;
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}
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if (p->newOwner != nullptr)
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neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280L, 1);
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neartag(p->opos, p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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else
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{
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neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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neartag(p->pos, p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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neartag(p->pos.plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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neartag(p->pos.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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{
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neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 3);
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neartag(p->pos.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., 3);
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if (near.actor() != nullptr)
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{
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switch (near.actor()->spr.picnum)
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@ -2525,21 +2525,21 @@ void checksectors_r(int snum)
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}
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return;
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}
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neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.Buildang(), near , 1280, 3);
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neartag(p->pos, p->GetActor()->sector(), p->angle.oang, near , 80., 3);
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}
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if (p->newOwner != nullptr)
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neartag({ p->player_int_opos().X, p->player_int_opos().Y, p->player_int_opos().Z }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280L, 1);
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neartag(p->opos, p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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else
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{
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neartag(p->player_int_pos(), p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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neartag(p->pos, p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (8 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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neartag(p->pos.plusZ(8), p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 1);
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neartag(p->pos.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., 1);
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if (near.actor() == nullptr && near.hitWall == nullptr && near.hitSector == nullptr)
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{
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neartag({ p->player_int_pos().X, p->player_int_pos().Y, p->player_int_pos().Z + (16 << 8) }, p->GetActor()->sector(), p->angle.oang.Buildang(), near, 1280, 3);
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neartag(p->pos.plusZ(16), p->GetActor()->sector(), p->angle.oang, near, 80., 3);
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if (near.actor() != nullptr)
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{
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switch (near.actor()->spr.picnum)
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