MP: world structures (garages/walls) TARGETABLE -- boresight ray-tests the static collision tree (task #50)
The boresight's non-mech pick only sampled the VISUAL heightfield (BTGroundRayHit), which on arena1 is a single flat 'sky'-named ground mesh (and class-42 BuildTables likewise holds only 'sky') -- so shots passed THROUGH the garages/walls and only mechs moved the HUD range axis (user-reported regression: "buildings used to move the range axis; now only mechs do, and you can only fire at a peer"). Real fix: the boresight now ALSO ray-tests the ZONE'S STATIC COLLISION SOLID TREE -- the same geometry that already blocks the mech's walk. Authentic engine mechanism: Mover::FindBoxedSolidHitBy already tests the static world via zone->GetCollisionRoot()->FindBoundingBoxHitBy(line). Factored its "static world" tail into Mover::FindStaticSolidHitBy(Line*) (static solids only, no movers), wrapped by Mech::WorldStructurePick(start,dir,range,&hit) (builds the world-space Line, reads the entry point back via line->FindEnd since HitByBounded clips line->length=enter). Boresight pick order is now: closest MECH (PickRayHit, damage zones + lock) -> closest STRUCTURE (WorldStructurePick; occludes a mech BEHIND it; designates the gBTTerrainEntity sentinel + entry point, so the range caret reads the structure distance and NO lock ring draws, mech4.cpp:4529) -> flat ground (BTGroundRayHit) -> sky (fire-at-nothing). Also un-skips arena1's misnamed-'sky' flat ground so the ground tier works (btvisgnd geometry-aware skip + [mapent]/[rendent] census). Verified headless: a BT_WSWEEP horizontal ray-fan on arena1 tracks position (3/24 hits near the boundary -> 17-21/24 inside the interior garage cluster -> 3/24 past it = DISCRETE interior solids, not an enclosing box), no crash/assert/AV. Interactive aim (BTGetAimRay) can't run headless (no window -> noRay), so the sweep is the headless proof; interactive aim is user-verified. Note: FindBoundingBoxUnder (the ground/containedByNode BoundingBoxTree) is DOWNWARD-only (gravity/ground-snap: *height = FindDistanceBelowBounded), useless for a horizontal boresight; the static SOLID tree's FindBoundingBoxHitBy is the only ray-vs-world query. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
ee6e19e86e
commit
de8f6d02c1
@@ -104,6 +104,32 @@ bug was fixed en route: every
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renderable rebuild stomped `mCamera` back to the chase eye (btl4vid `mViewInside` now persists
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renderable rebuild stomped `mCamera` back to the chase eye (btl4vid `mViewInside` now persists
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the chosen view — the aim camera feed and the V toggle both depend on it).
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the chosen view — the aim camera feed and the V toggle both depend on it).
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**WORLD STRUCTURES ARE TARGETABLE via the STATIC COLLISION TREE (task #50, 2026-07-15) [T2].**
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The `BTGroundRayHit` "terrain" tier only samples the VISUAL heightfield, which on arena1 is a
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single flat `'sky'`-named ground mesh (`[visgnd] sampler ready: 1 terrain instances`) — and the
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class-42 map-instance stream (`BuildTables`) likewise holds only `'sky'`. So the garages/walls
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were invisible to the pick → shots passed through them, and only mechs moved the range axis (the
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user-reported regression). The FIX: the boresight now also ray-tests the **zone's static collision
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solid tree** — the SAME geometry that blocks the mech's walk. Mechanism is authentic engine code:
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`Mover::FindBoxedSolidHitBy` (MOVER.cpp) already tests movers, doors, AND the static world
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(`application->GetInterestManager()->GetInterestZone(interestZoneID)->GetCollisionRoot()->FindBoundingBoxHitBy(line)`).
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We factored its "test against the static world" tail into **`Mover::FindStaticSolidHitBy(Line*)`**
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(static solids only, no movers), wrapped by **`Mech::WorldStructurePick(start,dir,range,&hit)`**
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(mech.cpp — builds the world-space `Line`, reads the entry point back via `line->FindEnd` since
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`FindBoundingBoxHitBy`→`HitByBounded` clips `line->length = enter`). The pick order in mech4.cpp is
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now: closest MECH (`PickRayHit`, damage zones + lock) → closest STRUCTURE (`WorldStructurePick`,
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occludes a mech BEHIND it) → flat ground (`BTGroundRayHit`) → sky (fire-at-nothing). A structure
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hit designates `mech+0x388 = gBTTerrainEntity` (the no-damage-zone sentinel) + `0x37c` = the entry
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point, so the range caret reads the structure distance and NO lock ring draws (mech4.cpp:4529, the
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`des != hotTarget` branch), exactly the reported authentic behavior. ⚠ There is NO ray query
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against the ground/`containedByNode` `BoundingBoxTree` — `FindBoundingBoxUnder` is DOWNWARD-only
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(gravity/ground-snap: `*height = FindDistanceBelowBounded`), useless for a horizontal boresight;
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the static SOLID tree (`BoxedSolidTree::FindBoundingBoxHitBy`) is the only ray-vs-world query.
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Verified: a `BT_WSWEEP` horizontal ray-fan on arena1 tracks position (3/24 hits near the boundary
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→ 17-21/24 inside the interior garage cluster → 3/24 past it — discrete interior solids, not just
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an enclosing box), no crash. The interactive boresight (`BTGetAimRay`) can't be exercised headless
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(no window → `noRay`), so the SWEEP is the headless proof; interactive aim is user-verified.
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## Firing arc + muzzles
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## Firing arc + muzzles
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There is NO firing-arc field in the binary (`Emitter::FireWeapon` fires whenever HasActiveTarget) —
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There is NO firing-arc field in the binary (`Emitter::FireWeapon` fires whenever HasActiveTarget) —
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the 1995 game got away with it because it was **cockpit-only** (a beam behind you is off-camera). The
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the 1995 game got away with it because it was **cockpit-only** (a beam behind you is off-camera). The
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@@ -154,6 +154,17 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
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centred); (c) pre-burial, the pick still
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centred); (c) pre-burial, the pick still
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tests the sinking wreck's collision box at its parked position (pre-existing wreck-targeting
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tests the sinking wreck's collision box at its parked position (pre-existing wreck-targeting
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behavior).
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behavior).
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- **✅ WORLD STRUCTURES (garages/walls) now targetable (task #50, 2026-07-15)** — the world-pick's
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non-mech tier previously only sampled the visual heightfield (`BTGroundRayHit`), which on arena1
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is a single flat `'sky'` ground mesh → shots passed THROUGH the garages and only mechs moved the
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range axis (user-reported regression). Resolved by ray-testing the **zone's static collision
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solid tree** (the geometry that already blocks the walk) via the authentic engine query
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`Mover::FindBoxedSolidHitBy`'s static-world tail — factored into `Mover::FindStaticSolidHitBy` +
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`Mech::WorldStructurePick`. See [[combat-damage]] "WORLD STRUCTURES ARE TARGETABLE". This also
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closes the old "0x388 writer is un-exported / unknown world-pick mechanism" residue: the
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authentic non-mech world pick is the static-solid-tree ray query (`BoxedSolidTree::FindBoundingBoxHitBy`),
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the same one `FindBoxedSolidHitBy` uses for mover-vs-world collision. Interactive aim is
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user-verified (headless has no `BTGetAimRay`); the `BT_WSWEEP` ray-fan is the headless proof.
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- **Cockpit HUD leftovers (tasks #35-#38 residue, 2026-07-08)** — the reticle + 7 weapon pips +
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- **Cockpit HUD leftovers (tasks #35-#38 residue, 2026-07-08)** — the reticle + 7 weapon pips +
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ALL the instrument dynamics are LIVE (the Execute @004cdcf0 gap was RECOVERED via capstone
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ALL the instrument dynamics are LIVE (the Execute @004cdcf0 gap was RECOVERED via capstone
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disasm, task #37; the authentic Lock producer + the simple-X mode landed in #38 — see
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disasm, task #37; the authentic Lock producer + the simple-X mode landed in #38 — see
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@@ -1137,6 +1137,34 @@ BoxedSolid*
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return solid;
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return solid;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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// The "static world" tail of FindBoxedSolidHitBy on its own: ray-test ONLY the
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// zone's static solid tree (world structures -- garages, walls, props), NOT the
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// tangible movers/doors. Same tree the mech's walk collides against, so a shot
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// designated through this lands on exactly the geometry that blocks the mech.
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// FindBoundingBoxHitBy clips line->length to the hit distance (HitByBounded ->
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// line->length = enter), so the caller reads the entry point via line->FindEnd.
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//
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BoxedSolid*
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Mover::FindStaticSolidHitBy(
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Line *line
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)
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{
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Check(this);
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Check(line);
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InterestManager *interest_mgr = application->GetInterestManager();
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Check(interest_mgr);
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InterestZone *zone = interest_mgr->GetInterestZone(interestZoneID);
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Check(zone);
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BoxedSolidTree* tree = zone->GetCollisionRoot();
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Check(tree);
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BoxedSolid *result = (BoxedSolid*)tree->FindBoundingBoxHitBy(line);
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Check_Fpu();
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return result;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//
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BoxedSolidCollisionList*
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BoxedSolidCollisionList*
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@@ -300,6 +300,16 @@ public:
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Line *line,
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Line *line,
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Entity *except_by
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Entity *except_by
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);
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);
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// STATIC-WORLD-ONLY ray query: the "test against the static world" tail of
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// FindBoxedSolidHitBy factored out -- ray-tests ONLY the zone's static solid
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// tree (the world structures: garages, walls, props), skipping the tangible
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// movers/doors. Used by the weapon boresight pick so a shot lands on the SAME
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// static geometry that already blocks the mech's walk (mechs are picked
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// separately, with their damage zones/lock). Clips line->length to the entry.
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BoxedSolid*
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FindStaticSolidHitBy(
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Line *line
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);
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BoxedSolidCollisionList*
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BoxedSolidCollisionList*
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CollideCenterOfMotion(
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CollideCenterOfMotion(
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Line *line,
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Line *line,
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@@ -247,6 +247,23 @@ void
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else if (gBTTerrainEntity == 0)
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else if (gBTTerrainEntity == 0)
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gBTTerrainEntity = entity; // else the first world entity
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gBTTerrainEntity = entity; // else the first world entity
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}
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}
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// CENSUS: what world-geometry entities does the RENDER tree walk?
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// (the garages/structures may be here even if not in the map's class-42
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// instance stream that BuildTables reads.)
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if (getenv("BT_GROUND_LOG"))
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{
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Derivation *dv = entity->GetClassDerivations();
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const int isTer = entity->IsDerivedFrom(*Terrain::GetClassDerivations())?1:0;
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const Point3D &ep = entity->localOrigin.linearPosition;
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// tag NON-terrain entities distinctly -- these are the structures
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// (garages/walls/props); log their world XZ so we can spawn beside
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// one and confirm it is a collision solid the boresight now hits.
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DEBUG_STREAM << (isTer ? "[rendent]" : "[rendent-STRUCT]")
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<< " class='" << (dv && dv->className ? dv->className : "?")
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<< "' terrain=" << isTer
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<< " pos=(" << ep.x << "," << ep.y << "," << ep.z << ")"
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<< "\n" << std::flush;
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}
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}
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}
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DPLRenderer::MakeEntityRenderables(
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DPLRenderer::MakeEntityRenderables(
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entity, model_resource, view_type);
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entity, model_resource, view_type);
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@@ -168,6 +168,14 @@ bool BuildTables()
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const float *pos = (const float *)(base + p + 48);
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const float *pos = (const float *)(base + p + 48);
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p += (mlen + 3) & ~3u;
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p += (mlen + 3) & ~3u;
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// CENSUS (BT_GROUND_LOG): log EVERY map entity's class + name, so we can see
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// what class the garages/structures are (the class-42 filter may drop them).
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if (getenv("BT_GROUND_LOG"))
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{
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ResourceDescription *crd = rf->FindResourceDescription(rid);
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DEBUG_STREAM << "[mapent] cls=" << cls << " mflags=" << mflags
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<< " name='" << (crd ? crd->resourceName : "?") << "'\n" << std::flush;
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}
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if (mflags & 0x2) continue; // include marker
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if (mflags & 0x2) continue; // include marker
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if (cls != 42) continue; // terrain/static cultural only
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if (cls != 42) continue; // terrain/static cultural only
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@@ -539,6 +539,37 @@ Logical
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return True;
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return True;
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}
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}
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//
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// World-STRUCTURE boresight pick. Ray-test the zone's STATIC collision solid
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// tree (the world geometry -- garages, walls, props -- that the mech's walk
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// already collides against) along the boresight, and hand back the entry point
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// of the closest structure the ray strikes. This is the authentic non-mech
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// world pick: Mover::FindStaticSolidHitBy is the "test against the static world"
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// tail of the engine's own FindBoxedSolidHitBy (MOVER.cpp), which is what the
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// mover-vs-world collision uses -- so a shot lands on EXACTLY the geometry that
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// blocks the walk (the user's "structures block the mech, but weapons don't").
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//
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// The ray is WORLD-space (the static tree is world-space, unlike a mech's local
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// collision template). FindBoundingBoxHitBy clips the Line's length to the
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// entry distance (BoundingBox::HitByBounded -> line->length = enter), so
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// line->FindEnd yields the world entry point on the struck solid.
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//
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Logical
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Mech::WorldStructurePick(const Point3D &start, const Vector3D &dir,
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Scalar max_range, Point3D *hit_world)
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{
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Scalar dlen = (Scalar)Sqrt(dir.x*dir.x + dir.y*dir.y + dir.z*dir.z);
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if (dlen < 1e-6f)
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return False;
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Line ray(start, UnitVector(dir.x/dlen, dir.y/dlen, dir.z/dlen), max_range);
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BoxedSolid *solid = FindStaticSolidHitBy(&ray); // static world only
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if (solid == 0)
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return False;
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if (hit_world != 0)
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ray.FindEnd(hit_world); // clipped length -> entry point
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return True;
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}
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//
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//
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// The roster torso (sinkSourceSubsystem @0x438, ClassID 0xBC5) -- parity with
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// The roster torso (sinkSourceSubsystem @0x438, ClassID 0xBC5) -- parity with
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// the binary's *(mech+0x438).
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// the binary's *(mech+0x438).
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@@ -693,6 +693,14 @@ public:
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Logical PickRayHit(const Point3D &start, const Vector3D &dir,
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Logical PickRayHit(const Point3D &start, const Vector3D &dir,
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Scalar max_range, Point3D *hit_world);
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Scalar max_range, Point3D *hit_world);
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// World-STRUCTURE boresight pick: ray-test the zone's STATIC collision solid
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// tree (garages/walls/props -- the geometry that blocks the walk) along the
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// boresight and return the entry point of the closest structure hit. The
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// authentic non-mech world pick (Mover::FindStaticSolidHitBy, the static-world
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// half of the engine's FindBoxedSolidHitBy). Defined in mech.cpp.
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Logical WorldStructurePick(const Point3D &start, const Vector3D &dir,
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Scalar max_range, Point3D *hit_world);
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// Per-weapon beam render walk (task #33; extracted task #51 so it runs for
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// Per-weapon beam render walk (task #33; extracted task #51 so it runs for
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// EVERY mech -- player, dummy masters, and MP replicants whose emitters
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// EVERY mech -- player, dummy masters, and MP replicants whose emitters
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// carry replicated discharge state). Defined in mech4.cpp.
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// carry replicated discharge state). Defined in mech4.cpp.
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@@ -4325,6 +4325,39 @@ void
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}
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}
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}
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}
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// WORLD-STRUCTURE SWEEP PROBE (BT_WSWEEP, task #50 verification): once a
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// second cast a horizontal fan of rays from the eyepoint against the
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// STATIC collision solid tree (WorldStructurePick -> FindStaticSolidHitBy)
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// and log the hit count + nearest range. Confirms arena1's structures
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// (garages/walls) ARE in the collision tree the boresight now queries --
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// independent of the render sentinel or interactive aim. Diag, off by default.
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if (getenv("BT_WSWEEP"))
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{
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static float s_ws = 0.0f; s_ws += dt;
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if (s_ws >= 1.0f)
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{
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s_ws = 0.0f;
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Point3D eye = localOrigin.linearPosition; eye.y += 30.0f;
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int hits = 0; float nearest = 1e30f; float ndir = -1.0f;
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for (int a = 0; a < 24; ++a)
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{
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double th = (double)a * (6.2831853071795862 / 24.0);
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Vector3D d((float)cos(th), 0.0f, (float)sin(th));
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Point3D hp;
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if (WorldStructurePick(eye, d, 2000.0f, &hp))
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{
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++hits;
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float dx = hp.x-eye.x, dz = hp.z-eye.z;
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float r = (float)Sqrt(dx*dx + dz*dz);
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if (r < nearest) { nearest = r; ndir = (float)(th * 57.29578); }
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}
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}
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DEBUG_STREAM << "[wsweep] eye=(" << eye.x << "," << eye.z
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<< ") struct-hits=" << hits << "/24 nearest="
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<< (hits ? nearest : -1.0f) << " dir=" << ndir << "deg\n" << std::flush;
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}
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}
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float rs[3], rd[3];
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float rs[3], rd[3];
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if (!BTGetAimRay(gBTAimX, gBTAimY, rs, rd))
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if (!BTGetAimRay(gBTAimX, gBTAimY, rs, rd))
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{
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{
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@@ -4356,16 +4389,62 @@ void
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hotPoint = hp;
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hotPoint = hp;
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}
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}
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}
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}
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if (hotTarget != 0)
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// WORLD-STRUCTURE pick (task #50): ray-test the STATIC collision
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// solid tree (garages/walls/props -- the geometry that already
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// BLOCKS the mech's walk) along the boresight. A structure CLOSER
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// than the mech hit occludes it (the shot stops at the wall); with
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// no mech, a structure hit IS the designation. This is the
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// authentic non-mech world pick: Mech::WorldStructurePick ->
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// Mover::FindStaticSolidHitBy, the "test against the static world"
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// half of the engine's own FindBoxedSolidHitBy (MOVER.cpp) -- so a
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// shot lands on exactly the geometry the walk collides against
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// (the user's "structures block the mech, but weapons pass through").
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Point3D structPoint;
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||||||
|
float structDist = 1e30f;
|
||||||
|
bool haveStruct = false;
|
||||||
|
if (gBTTerrainEntity != 0)
|
||||||
{
|
{
|
||||||
pickTarget = hotTarget;
|
Point3D sp;
|
||||||
|
if (WorldStructurePick(rayStart, rayDir, 1200.0f, &sp))
|
||||||
|
{
|
||||||
|
float dx = sp.x-rs[0], dy = sp.y-rs[1], dz = sp.z-rs[2];
|
||||||
|
structDist = dx*dx + dy*dy + dz*dz;
|
||||||
|
structPoint = sp;
|
||||||
|
haveStruct = true;
|
||||||
|
static float s_wp = 0.0f; s_wp += dt;
|
||||||
|
if (getenv("BT_GROUND_LOG") && s_wp >= 1.0f)
|
||||||
|
{
|
||||||
|
s_wp = 0.0f;
|
||||||
|
DEBUG_STREAM << "[wpick] structure hit at ("
|
||||||
|
<< sp.x << "," << sp.y << "," << sp.z << ") dist="
|
||||||
|
<< (float)Sqrt(structDist)
|
||||||
|
<< (hotTarget ? " (mech also under boresight)" : "")
|
||||||
|
<< "\n" << std::flush;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hotTarget != 0 && (!haveStruct || bestDist <= structDist))
|
||||||
|
{
|
||||||
|
pickTarget = hotTarget; // mech is the closest hit
|
||||||
pickPoint = hotPoint;
|
pickPoint = hotPoint;
|
||||||
++gAimHits;
|
++gAimHits;
|
||||||
}
|
}
|
||||||
|
else if (haveStruct)
|
||||||
|
{
|
||||||
|
// a world structure is the closest hit (garage/wall) -- or it
|
||||||
|
// occludes a mech behind it. Designate it as the non-mech world
|
||||||
|
// pick (the geometry rides in the POINT; the sentinel entity has
|
||||||
|
// no damage-zone table -> no lock ring, HudSim part_013.c:5620).
|
||||||
|
pickTarget = gBTTerrainEntity;
|
||||||
|
pickPoint = structPoint;
|
||||||
|
++gAimGround;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// the ground downrange of the guns (max = the pod's HUD
|
// no mech, no structure -> the flat ground downrange of the
|
||||||
// range scale; past it the shot is a sky shot -> no target)
|
// guns (max = the pod's HUD range scale; past it the shot is a
|
||||||
|
// sky shot -> no target)
|
||||||
extern bool BTGroundRayHit(float,float,float, float,float,float,
|
extern bool BTGroundRayHit(float,float,float, float,float,float,
|
||||||
float, float*,float*,float*);
|
float, float*,float*,float*);
|
||||||
float hx, hy, hz;
|
float hx, hy, hz;
|
||||||
|
|||||||
Reference in New Issue
Block a user