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-rw-r--r--src/collision/Collision.cpp16
-rw-r--r--src/core/SurfaceTable.h1
2 files changed, 13 insertions, 4 deletions
diff --git a/src/collision/Collision.cpp b/src/collision/Collision.cpp
index c90390c4..947cad59 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);
@@ -2289,6 +2296,7 @@ CCollision::DrawColModel(const CMatrix &mat, const CColModel &colModel)
}
for(i = 0; i < colModel.numBoxes; i++){
+if(IsShootThrough(colModel.boxes[i].surface)) continue;
min = colModel.boxes[i].min;
max = colModel.boxes[i].max;
diff --git a/src/core/SurfaceTable.h b/src/core/SurfaceTable.h
index cd08c843..8ff43106 100644
--- a/src/core/SurfaceTable.h
+++ b/src/core/SurfaceTable.h
@@ -81,6 +81,7 @@ inline bool
IsShootThrough(uint8 surfType)
{
switch(surfType)
+ case SURFACE_TRANSPARENT_CLOTH:
case SURFACE_METAL_CHAIN_FENCE:
case SURFACE_TRANSPARENT_STONE:
case SURFACE_SCAFFOLD_POLE: