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hub / github.com/DescentDevelopers/Descent3 / DemoReadCollidePlayerWeapon

Function DemoReadCollidePlayerWeapon

Descent3/demofile.cpp:1366–1385  ·  view source on GitHub ↗

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1364}
1365
1366void DemoReadCollidePlayerWeapon(void) {
1367 vector collision_p;
1368 vector collision_n;
1369 bool f_reverse_normal;
1370 uint16_t real_weapnum;
1371 int16_t plr_objnum = cf_ReadShort(Demo_cfp);
1372 int16_t wep_objnum = cf_ReadShort(Demo_cfp);
1373 gs_ReadVector(Demo_cfp, collision_p);
1374 gs_ReadVector(Demo_cfp, collision_n);
1375 uint8_t b = cf_ReadByte(Demo_cfp);
1376 f_reverse_normal = b ? true : false;
1377
1378 real_weapnum = Demo_obj_map[wep_objnum];
1379 if (real_weapnum != 65535) {
1380 collide_player_and_weapon(&Objects[plr_objnum], &Objects[real_weapnum], &collision_p, &collision_n,
1381 f_reverse_normal, NULL);
1382 } else {
1383 mprintf(0, "Unable to map weapon number for collision in demo playback!\n");
1384 }
1385}
1386
1387void DemoWriteCollideGenericWeapon(object *robotobj, object *weapon, vector *collision_point, vector *collision_normal,
1388 bool f_reverse_normal, void *hit_info) {

Callers 1

DemoFrameFunction · 0.85

Calls 3

cf_ReadShortFunction · 0.85
cf_ReadByteFunction · 0.85

Tested by

no test coverage detected