mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 04:25:55 +00:00
Use previous naming & fix LineOfSightSectorList too
This commit is contained in:
parent
0d7e0d351a
commit
e1e4be9017
|
@ -367,7 +367,7 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
|
|||
} else if(e->bUsesCollision)
|
||||
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
|
||||
|
||||
if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist,
|
||||
if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, mindist,
|
||||
ignoreSeeThrough, ignoreShootThrough))
|
||||
entity = e;
|
||||
if(carTyres && ((CVehicle*)e)->SetUpWheelColModel(&tyreCol) && CCollision::ProcessLineOfSight(line, e->GetMatrix(), tyreCol, tyreColPoint, tyreDist, false, ignoreShootThrough)){
|
||||
|
@ -452,10 +452,10 @@ CWorld::ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoi
|
|||
}
|
||||
|
||||
bool
|
||||
CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &mindist,
|
||||
CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
|
||||
CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly)
|
||||
{
|
||||
float dist = mindist;
|
||||
float mindist = dist;
|
||||
CPtrNode *node;
|
||||
CEntity *e;
|
||||
CColModel *colmodel;
|
||||
|
@ -466,14 +466,14 @@ CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CCol
|
|||
e->m_scanCode = GetCurrentScanCode();
|
||||
|
||||
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
|
||||
if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist,
|
||||
if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, mindist,
|
||||
ignoreSeeThrough, false, poly))
|
||||
entity = e;
|
||||
}
|
||||
}
|
||||
|
||||
if(dist < mindist) {
|
||||
mindist = dist;
|
||||
if(mindist < dist) {
|
||||
dist = mindist;
|
||||
return true;
|
||||
} else
|
||||
return false;
|
||||
|
|
Loading…
Reference in a new issue