raze/source/games/sw/src/mclip.h
Christoph Oelckers 116ba340b2 - further hitscan overhaul.
* 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.
2022-10-22 20:41:26 +02:00

35 lines
1.4 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
BEGIN_SW_NS
#define RECT_CLIP 1
Collision MultiClipMove(PLAYER* pp, double z, double floor_dist);
int MultiClipTurn(PLAYER* pp, DAngle new_ang, double zz, double floordist);
int RectClipMove(PLAYER* pp, DVector2* qpos);
//short RectClipTurn(PLAYER* pp, short new_ang, int z, int floor_dist, int *qx, int *qy);
short RectClipTurn(PLAYER* pp, short new_ang, int *qx, int *qy, int *ox, int *oy);
END_SW_NS