Clipmove: Difference between revisions
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Helixhorned (talk | contribs) More explicitly state requirements on written-to gamevars. |
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<clipmask> is a mask that tells whether the object should be clipped to or not. The lower 16 bits are bitwise ANDed with wall[].[[cstat(wall)|cstat]] and the higher 16 bits are bitwise ANDed with sprite[].[[cstat]]. | <clipmask> is a mask that tells whether the object should be clipped to or not. The lower 16 bits are bitwise ANDed with wall[].[[cstat(wall)|cstat]] and the higher 16 bits are bitwise ANDed with sprite[].[[cstat]]. | ||
<''return''>, <''x''>, <''y''>, and <''sectnum''> must be writeable [[gamevar]]s, and may be modified as the result of the calculation. | |||
<return> value: | <''return''> value: | ||
0 (touched nothing) | 0 (touched nothing) |
Revision as of 02:12, 4 January 2015
clipmove <return> <x> <y> <z> <sectnum> <xvect> <yvect> <walldist> <flordist> <ceildist> <clipmask>
clipmovenoslide <return> <x> <y> <z> <sectnum> <xvect> <yvect> <walldist> <flordist> <ceildist> <clipmask>
Calculates the movement of any object, starting from position (<x>, <y>, <z>) and sector <sectnum>, in any direction at velocity (<xvect>, <yvect>), keeping the object will a distance <walldist> from walls, <flordist> from floors, and <ceildist> from ceilings.
<clipmask> is a mask that tells whether the object should be clipped to or not. The lower 16 bits are bitwise ANDed with wall[].cstat and the higher 16 bits are bitwise ANDed with sprite[].cstat.
<return>, <x>, <y>, and <sectnum> must be writeable gamevars, and may be modified as the result of the calculation.
<return> value:
0 (touched nothing) 32768+wallnum (wall first touched) 49152+spritenum (sprite first touched)