separated X and Y radius for clip entities
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3189 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -116,10 +116,9 @@ bool mmcollide(physent *d, float &hi, float &lo) // collide with a map
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entity &e = ents[i];
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if(e.type==CLIP)
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{
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const float r = e.attr2 + d->radius;
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if(fabs(e.x-d->o.x)<r && fabs(e.y-d->o.y)<r)
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if(fabs(e.x-d->o.x) < e.attr2 + d->radius && fabs(e.y-d->o.y) < e.attr3 + d->radius)
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{
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const float cz = float(S(e.x, e.y)->floor+e.attr1), ch = max(float(e.attr3), 1.0f);
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const float cz = float(S(e.x, e.y)->floor+e.attr1), ch = float(e.attr4);
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const float dz = d->o.z-d->eyeheight;
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if(dz<cz) { if(cz<hi) hi = cz; }
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else if(cz+ch>lo) lo = cz+ch;
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