version 1.1 | | version 1.2 |
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* New home for find_vector_intersection() | | * New home for find_vector_intersection() |
* | | * |
* $Log$ | | * $Log$ |
* Revision 1.1 1999/06/14 22:06:35 donut | | * Revision 1.2 2000/01/19 04:48:36 sekmu |
* Initial revision | | * added debug info for illegal side type |
| | * |
| | * Revision 1.1.1.1 1999/06/14 22:06:35 donut |
| | * Import of d1x 1.37 source. |
* | | * |
* Revision 2.3 1995/03/24 14:49:04 john | | * Revision 2.3 1995/03/24 14:49:04 john |
* Added cheat for player to go thru walls. | | * Added cheat for player to go thru walls. |
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norm = seg->sides[side].normals[facenum]; | | norm = seg->sides[side].normals[facenum]; |
#endif | | #endif |
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create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side); | | create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side ,__FILE__,__LINE__); |
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//use lowest point number | | //use lowest point number |
if (num_faces==2) { | | if (num_faces==2) { |
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//calc some basic stuff | | //calc some basic stuff |
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create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side); | | create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side ,__FILE__,__LINE__); |
vm_vec_sub(&move_vec,p1,p0); | | vm_vec_sub(&move_vec,p1,p0); |
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//figure out which edge(s) to check against | | //figure out which edge(s) to check against |
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//when do I return 0 & 1 for non-transparent walls? | | //when do I return 0 & 1 for non-transparent walls? |
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create_abs_vertex_lists(&num_faces,vertex_list,segnum,sidenum); | | create_abs_vertex_lists(&num_faces,vertex_list,segnum,sidenum ,__FILE__,__LINE__); |
create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum); | | create_all_vertnum_lists(&num_faces,vertnum_list,segnum,sidenum); |
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//now the hard work. | | //now the hard work. |
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//did we go through this wall/door? | | //did we go through this wall/door? |
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create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side); | | create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side ,__FILE__,__LINE__); |
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face_hit_type = check_sphere_to_face( pnt,seg,&seg->sides[side], | | face_hit_type = check_sphere_to_face( pnt,seg,&seg->sides[side], |
face,((num_faces==1)?4:3),rad,vertex_list); | | face,((num_faces==1)?4:3),rad,vertex_list); |