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116ba340b2
* added floating point sprite intersect handlers for all sprite types. Hopefully this code is more understandable than Build's original variant. * cleaned up intersectSprite a bit and moved the geometry math into the utility header. * made some minor corrections to neartag. * moved SW's testpointinquad to the backend because it was useful here.
35 lines
1.4 KiB
C
35 lines
1.4 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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BEGIN_SW_NS
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#define RECT_CLIP 1
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Collision MultiClipMove(PLAYER* pp, double z, double floor_dist);
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int MultiClipTurn(PLAYER* pp, DAngle new_ang, double zz, double floordist);
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int RectClipMove(PLAYER* pp, DVector2* qpos);
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//short RectClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist, int *qx, int *qy);
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short RectClipTurn(PLAYER* pp, short new_ang, int *qx, int *qy, int *ox, int *oy);
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END_SW_NS
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