diff options
Diffstat (limited to 'src/collision')
-rw-r--r-- | src/collision/Collision.cpp | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp index c90390c4..703804d9 100644 --- a/src/collision/Collision.cpp +++ b/src/collision/Collision.cpp @@ -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); |