Clipmask: Difference between revisions
Hunter byte (talk | contribs) New page: Clipmask is a mask that tells whether the object should be clipped to or not. The lower 16 bits are anded with cstat of wall and the higher 16 bits are anded with [[cstat|c... |
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Recommend clipmask for hitscan 4294901808) = FFFF 0030h<br> | Recommend clipmask for hitscan 4294901808) = FFFF 0030h<br> | ||
This clips | This clips walls which have any flags and sprites which are flat(horizontally or vertically). |
Revision as of 08:14, 18 May 2008
Clipmask is a mask that tells whether the object should be clipped to or not. The lower 16 bits are anded with cstat of wall and the higher 16 bits are anded with cstat of sprite. Clipmask is used by the getzrange and hitscan commands.
One can calculate a mask using this formula:
clipmask=(wall_cstat*65536)+sprite_cstat
wall_cstat and sprite_cstat should have only set the bits which should be clipped. The most important bits are blockable(flag 1), hitable(flag 64 for walls and 256 for sprites), masking wall(flag 16).
The game has two predefined clipmasks: CLIPMASK0 and CLIPMASK1
CLIPMASK0 = (1*65536)+1 = 1 0001h
This clips to blockable walls(flag 1) and sprites(flag 1).
CLIPMASK1 = (256*65536)+64 = 100 0040h
This clips to hitable walls(flag 256) and sprites(flag 64).
Recommend clipmask for hitscan 4294901808) = FFFF 0030h
This clips walls which have any flags and sprites which are flat(horizontally or vertically).