//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "build.h" #include "common_game.h" BEGIN_BLD_NS enum { PARALLAXCLIP_CEILING = 1, PARALLAXCLIP_FLOOR = 2, }; bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist); int HitScan(DBloodActor* pSprite, double z, const DVector3& pos, unsigned int nMask, double range = 0); int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac); void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, double nDist, unsigned int nMask, unsigned int nClipParallax = 0); void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, double nDist, unsigned int nMask, unsigned int nClipParallax = 0); void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3); BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray* pWalls, bool newSectCheckMethod = false); END_BLD_NS