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https://github.com/ZDoom/Raze.git
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1d48b0776e
* removed the picWidth/Height functions because their one use can be easily inlined * deleted the unused initvals in GENDUDEEXTRA
45 lines
2 KiB
C
45 lines
2 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "build.h"
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#include "common_game.h"
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BEGIN_BLD_NS
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enum {
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PARALLAXCLIP_CEILING = 1,
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PARALLAXCLIP_FLOOR = 2,
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};
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bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist);
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int HitScan(DBloodActor* pSprite, double z, const DVector3& pos, unsigned int nMask, double range = 0);
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int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac);
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void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, double nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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void GetZRangeAtXYZ(const DVector3& pos, sectortype* pSector, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, double nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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void ClipMove(DVector3& pos, sectortype** pSector, const DVector2& vect, double wd, double cd, double fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3);
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BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false);
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END_BLD_NS
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