Difference between revisions of "Hitscan"
|(One intermediate revision by one other user not shown)|
Latest revision as of 05:03, 23 September 2011
hitscan <x1> <y1> <z1> <sect1> <cos of ang> <sin of ang> <zvel> <hit sector return var> <hit wall return var> <hit sprite return var> <hit x return var> <hit y return var> <hit z return var> <clip mask>
Hitscan returns the values of what would be hit if one travelled in a straight line from a set of coordinates in a specified direction.
All parameters are gamevars. The first three are the coordinates from which the hitscan occurs, followed by the scanning sector. The cos, then the sin of an angle (typically the ang of the actor performing the scan) come next, followed by the z angle, which must be calculated before the hitscan. The six return gamevars hold the values of what the hitscan hits. The value of clipmask tells hitscan which sorts of things it can hit. A clipmask of 4294901808 is useful for most purposes.
Example of hitscan:
// This state will return the sector, wall, and sprite(id, x ,y, and z data)currently under the crosshair. state checkhitscan getplayer[THISACTOR].posx MY_X getplayer[THISACTOR].posy MY_Y getplayer[THISACTOR].posz MY_Z getplayer[THISACTOR].cursectnum MY_SECTOR getplayer[THISACTOR].ang MY_ANGLE getplayer[THISACTOR].horiz MY_ZDIST subvar MY_ZDIST 100 mulvar MY_ZDIST -2048 cos MY_COS MY_ANGLE sin MY_SIN MY_ANGLE hitscan MY_X MY_Y MY_Z MY_SECTOR MY_COS MY_SIN MY_ZDIST HITSECTOR HITWALL HITSPRITE HITX HITY HITZ 4294901808 ends