Rename a heap of collision detection functions

This commit is contained in:
Ryan Dwyer committed 2022-10-06 19:39:18 +10:00
1 parent f09206034d
commit 4b7e93de8a
38 files changed
+1198 -1322

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+16 -12
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@@ -1104,7 +1104,7 @@ void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hi
void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2)
{
s32 someval;
s32 cdtypes;
struct prop **ptr;
struct prop *playerprop;
bool skipthething;
@@ -1190,13 +1190,13 @@ void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2)
if (func0f0679ac(model, &distance, &sp110, spfc, spf4)
&& sp110 <= 0
&& distance >= -rangelimit) {
someval = 0x33;
cdtypes = CDTYPE_OBJS | CDTYPE_DOORS | CDTYPE_PATHBLOCKER | CDTYPE_BG;
if (isglass) {
someval = 0;
cdtypes = 0;
}
if (cd0002dc18(&playerprop->pos, playerprop->rooms, &prop->pos, someval)) {
if (cdTestLos04(&playerprop->pos, playerprop->rooms, &prop->pos, cdtypes)) {
if (isglass) {
struct model *model = obj->model;
struct coord spd8;
@@ -2351,7 +2351,7 @@ void propsTestForPickup(void)
}
}
f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f32 *arg4, s32 arg5, bool cangangsta, s32 arg7)
f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f32 *arg4, bool throughobjects, bool cangangsta, s32 arg7)
{
f32 spa0[2];
struct coord sp94;
@@ -2371,7 +2371,7 @@ f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f3
bool sp4c;
f32 sp48;
struct prop *playerprop;
s32 lVar3;
s32 ok;
if (func && bgun0f0a27c8()) {
sp50 = true;
@@ -2439,13 +2439,17 @@ f32 func0f06438c(struct prop *prop, struct coord *arg1, f32 *arg2, f32 *arg3, f3
playerSetPerimEnabled(playerprop, false);
if (arg5) {
lVar3 = cd0002db98(&playerprop->pos, playerprop->rooms, &prop->pos, 0x32, 16);
if (throughobjects) {
ok = cdTestLos03(&playerprop->pos, playerprop->rooms, &prop->pos,
CDTYPE_DOORS | CDTYPE_PATHBLOCKER | CDTYPE_BG,
GEOFLAG_BLOCK_SHOOT);
} else {
lVar3 = cd0002db98(&playerprop->pos, playerprop->rooms, &prop->pos, 0x33, 16);
ok = cdTestLos03(&playerprop->pos, playerprop->rooms, &prop->pos,
CDTYPE_OBJS | CDTYPE_DOORS | CDTYPE_PATHBLOCKER | CDTYPE_BG,
GEOFLAG_BLOCK_SHOOT);
}
if (lVar3) {
if (ok) {
f32 value = spa0[1];
if (value < top) {
@@ -2682,7 +2686,7 @@ void autoaimTick(void)
|| (chr->chrflags & CHRCFLAG_FORCEAUTOAIM)
|| chr->gunprop)
&& chrCalculateAutoAim(prop, &sp94, sp8c, sp84)) {
f32 thing = func0f06438c(prop, &sp94, sp8c, sp84, sp78, 0, cangangsta, 0);
f32 thing = func0f06438c(prop, &sp94, sp8c, sp84, sp78, false, cangangsta, 0);
if (thing > bestthing) {
bestthing = thing;
@@ -3110,7 +3114,7 @@ void func0f065e98(struct coord *pos, s16 *rooms, struct coord *pos2, s16 *dstroo
}
if (ptr) {
s32 room = cdFindRoom(pos2, ptr);
s32 room = cdFindFloorRoomAtPos(pos2, ptr);
if (room > 0) {
dstrooms[0] = room;