Merge branch 'miami' into lcs

# Conflicts:
#	.github/workflows/reLCS_msvc_amd64.yml
#	.github/workflows/reLCS_msvc_x86.yml
#	premake5.lua
#	src/control/Script2.cpp
#	src/control/Script8.cpp
This commit is contained in:
Sergeanur
2021-01-15 17:57:35 +02:00
19 changed files with 392 additions and 76 deletions

View File

@ -507,12 +507,14 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
for(i = 0; i < model.numSpheres; i++){
if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
if(TestLineSphere(*(CColLine*)newline, model.spheres[i]))
return true;
}
for(i = 0; i < model.numBoxes; i++){
if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue;
if(TestLineBox(*(CColLine*)newline, model.boxes[i]))
return true;
}
@ -522,6 +524,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
VuTriangle vutri;
for(i = 0; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -539,6 +542,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
#endif
for(; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1333,6 +1337,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
float coldist = 1.0f;
for(i = 0; i < model.numSpheres; i++){
if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
}
@ -1348,6 +1353,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
CColTriangle *lasttri = nil;
for(i = 0; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1367,6 +1373,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
float dist;
for(; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1466,13 +1473,13 @@ CCollision::ProcessVerticalLine(const CColLine &line,
float coldist = 1.0f;
for(i = 0; i < model.numSpheres; i++){
if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue;
if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
}
for(i = 0; i < model.numBoxes; i++){
if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.boxes[i].surface)) continue;
if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist))
point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece);
}
@ -1484,7 +1491,7 @@ CCollision::ProcessVerticalLine(const CColLine &line,
CColTriangle *lasttri = nil;
VuTriangle vutri;
for(i = 0; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1503,7 +1510,7 @@ CCollision::ProcessVerticalLine(const CColLine &line,
CVuVector pnt, normal;
float dist;
for(; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);