From 550f1d3182d443f2833a2f0280ce7331d67e56f3 Mon Sep 17 00:00:00 2001 From: joshuarwood Date: Fri, 7 Nov 2025 15:18:02 -0600 Subject: [PATCH 1/2] add flag to ignore line-of-sight hits for transparent background surfaces --- src/game/bg.c | 4 ++++ src/game/prop.c | 13 ++++++++----- src/include/types.h | 3 +++ 3 files changed, 15 insertions(+), 5 deletions(-) diff --git a/src/game/bg.c b/src/game/bg.c index d1569bdc4..8a2a53615 100644 --- a/src/game/bg.c +++ b/src/game/bg.c @@ -4590,6 +4590,10 @@ bool bgTestHitInRoom(struct coord *frompos, struct coord *topos, s32 roomnum, st numbatches = g_Rooms[roomnum].numvtxbatches; for (i = 0; i < numbatches; batch++, i++) { +#ifndef PLATFORM_N64 + if (hitthing->ignore_xlu && batch->type == VTXBATCHTYPE_XLU) + continue; +#endif j = bg0f1612e4(&batch->bbmin, &batch->bbmax, &from, &dist, &sp94, &hitthing->pos); if (j == 0) { diff --git a/src/game/prop.c b/src/game/prop.c index ae18152d0..05118904e 100644 --- a/src/game/prop.c +++ b/src/game/prop.c @@ -983,7 +983,7 @@ struct prop *shotCalculateHits(s32 handnum, bool isshooting, struct coord *gunpo bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *gunpos3d, struct coord *gundir3d, struct coord *endpos3d) { struct prop **propptr; - struct hitthing sp664; + struct hitthing hitthing; struct coord delta; struct shotdata shotdata; s32 i; @@ -993,6 +993,9 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g RoomNum *roomsptr; struct prop *prop; + // ignore transparent surfaces + hitthing.ignore_xlu = 1; + shotdata.gunpos3d.x = gunpos3d->x; shotdata.gunpos3d.y = gunpos3d->y; shotdata.gunpos3d.z = gunpos3d->z; @@ -1040,11 +1043,11 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g // Check for BG hits first for (i = 0; rooms[i] != -1; i++) { - if (bgTestHitInRoom(&shotdata.gunpos3d, endpos3d, rooms[i], &sp664)) { + if (bgTestHitInRoom(&shotdata.gunpos3d, endpos3d, rooms[i], &hitthing)) { // check if it's far enough away from the end point - if (fabsf(sp664.pos.x - endpos3d->x) >= 0.1f || - fabsf(sp664.pos.y - endpos3d->y) >= 0.1f || - fabsf(sp664.pos.z - endpos3d->z) >= 0.1f) { + if (fabsf(hitthing.pos.x - endpos3d->x) >= 0.1f || + fabsf(hitthing.pos.y - endpos3d->y) >= 0.1f || + fabsf(hitthing.pos.z - endpos3d->z) >= 0.1f) { return false; } } diff --git a/src/include/types.h b/src/include/types.h index 2bd8fdd2c..5c5c19338 100644 --- a/src/include/types.h +++ b/src/include/types.h @@ -5750,6 +5750,9 @@ struct hitthing { s16 unk28; s16 texturenum; s16 unk2c; +#ifndef PLATFORM_N64 + s16 ignore_xlu; +#endif }; struct hit { From f5cbfe66929a0de82debbbad8d686b232865cd1f Mon Sep 17 00:00:00 2001 From: joshuarwood Date: Fri, 7 Nov 2025 18:38:27 -0600 Subject: [PATCH 2/2] disable xlu surface hits with a global to avoid initialization errors with struct flag --- src/game/bg.c | 12 +++++++++++- src/game/prop.c | 3 --- src/include/types.h | 3 --- 3 files changed, 11 insertions(+), 7 deletions(-) diff --git a/src/game/bg.c b/src/game/bg.c index 8a2a53615..ea4d08784 100644 --- a/src/game/bg.c +++ b/src/game/bg.c @@ -135,6 +135,9 @@ s32 g_BgMostAttemptedDrawSlots = 0; s32 g_BgNumRoomLoadCandidates = 0; u16 g_BgFrameCount = 0xfffe; s32 g_BgNumPortalCameraCacheItems = 0; +#ifndef PLATFORM_N64 +bool g_BgHitXluDisabled = false; +#endif void bgUnpausePropsInRoom(u32 roomnum, bool tintedglassonly) { @@ -4591,7 +4594,7 @@ bool bgTestHitInRoom(struct coord *frompos, struct coord *topos, s32 roomnum, st for (i = 0; i < numbatches; batch++, i++) { #ifndef PLATFORM_N64 - if (hitthing->ignore_xlu && batch->type == VTXBATCHTYPE_XLU) + if (g_BgHitXluDisabled && batch->type == VTXBATCHTYPE_XLU) continue; #endif j = bg0f1612e4(&batch->bbmin, &batch->bbmax, &from, &dist, &sp94, &hitthing->pos); @@ -6421,6 +6424,10 @@ void bgCalculateGlaresForVisibleRooms(void) g_NumRoomsWithGlares = 0; + // disable line-of-sight hits for transparent background + // surfaces before testing for light obstructions + g_BgHitXluDisabled = true; + if (!g_Vars.mplayerisrunning) { for (i = 1; i < g_Vars.roomcount; i++) { if (g_Rooms[i].flags & ROOMFLAG_ONSCREEN) { @@ -6431,6 +6438,9 @@ void bgCalculateGlaresForVisibleRooms(void) } } } + + // re-enable background hits for transparent surfaces + g_BgHitXluDisabled = false; } #endif diff --git a/src/game/prop.c b/src/game/prop.c index 05118904e..5cb22009b 100644 --- a/src/game/prop.c +++ b/src/game/prop.c @@ -993,9 +993,6 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g RoomNum *roomsptr; struct prop *prop; - // ignore transparent surfaces - hitthing.ignore_xlu = 1; - shotdata.gunpos3d.x = gunpos3d->x; shotdata.gunpos3d.y = gunpos3d->y; shotdata.gunpos3d.z = gunpos3d->z; diff --git a/src/include/types.h b/src/include/types.h index 5c5c19338..2bd8fdd2c 100644 --- a/src/include/types.h +++ b/src/include/types.h @@ -5750,9 +5750,6 @@ struct hitthing { s16 unk28; s16 texturenum; s16 unk2c; -#ifndef PLATFORM_N64 - s16 ignore_xlu; -#endif }; struct hit {