forked from Ports/perfect_dark
Rename a heap of collision detection functions
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@@ -515,7 +515,7 @@ void playerStartNewLife(void)
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angle = M_BADTAU - scenarioChooseSpawnLocation(30, &pos, rooms, g_Vars.currentplayer->prop); // var7f1ad534
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groundy = cdFindGroundY(&pos, 30, rooms,
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groundy = cdFindGroundInfoAtCyl(&pos, 30, rooms,
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&g_Vars.currentplayer->floorcol,
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&g_Vars.currentplayer->floortype,
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&g_Vars.currentplayer->floorflags,
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@@ -689,7 +689,7 @@ void playerLoadDefaults(void)
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g_Vars.currentplayer->bondperimenabled = true;
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g_Vars.currentplayer->periminfo.header.type = GEOTYPE_CYL;
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g_Vars.currentplayer->periminfo.header.flags = GEOFLAG_COLLISIONS | GEOFLAG_OPAQUE;
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g_Vars.currentplayer->periminfo.header.flags = GEOFLAG_WALL | GEOFLAG_BLOCK_SHOOT;
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g_Vars.currentplayer->periminfo.ymax = 0;
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g_Vars.currentplayer->periminfo.ymin = 0;
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g_Vars.currentplayer->periminfo.x = 0;
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@@ -5326,7 +5326,7 @@ void player0f0c1840(struct coord *pos, struct coord *up, struct coord *look, str
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bgFindRoomsByPos(pos, inrooms, aboverooms, 20, &bestroom);
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if (inrooms[0] != -1) {
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tmp = room = cdFindRoom(pos, inrooms);
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tmp = room = cdFindFloorRoomAtPos(pos, inrooms);
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if (room > 0) {
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playerSetCamPropertiesWithRoom(pos, up, look, tmp);
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@@ -5334,7 +5334,7 @@ void player0f0c1840(struct coord *pos, struct coord *up, struct coord *look, str
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playerSetCamPropertiesWithRoom(pos, up, look, inrooms[0]);
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}
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} else if (aboverooms[0] != -1) {
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tmp = room = cdFindRoom(pos, aboverooms);
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tmp = room = cdFindFloorRoomAtPos(pos, aboverooms);
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if (room > 0) {
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playerSetCamPropertiesWithoutRoom(pos, up, look, tmp);
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@@ -5467,7 +5467,7 @@ bool playerUpdateGeometry(struct prop *prop, u8 **start, u8 **end)
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void playerUpdatePerimInfo(void)
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{
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g_Vars.currentplayer->periminfo.header.type = GEOTYPE_CYL;
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g_Vars.currentplayer->periminfo.header.flags = GEOFLAG_COLLISIONS | GEOFLAG_OPAQUE;
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g_Vars.currentplayer->periminfo.header.flags = GEOFLAG_WALL | GEOFLAG_BLOCK_SHOOT;
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g_Vars.currentplayer->periminfo.ymin = g_Vars.currentplayer->vv_manground;
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g_Vars.currentplayer->periminfo.ymax = g_Vars.currentplayer->vv_manground + g_Vars.currentplayer->vv_headheight;
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