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Function CollideInit

physics/collide.cpp:2587–2648  ·  view source on GitHub ↗

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2585 CollisionResult[type2][type1] = RESULT_NOTHING;
2586
2587void CollideInit() {
2588 int i, j;
2589
2590 for (i = 0; i < MAX_OBJECT_TYPES; i++)
2591 for (j = 0; j < MAX_OBJECT_TYPES; j++) {
2592 CollisionResult[i][j] = RESULT_NOTHING;
2593 }
2594
2595 for (i = 0; i < MAX_OBJECT_TYPES; i++) {
2596 CollisionRayResult[i] = RESULT_NOTHING;
2597 }
2598 CollisionRayResult[OBJ_ROBOT] = RESULT_CHECK_SPHERE_POLY;
2599 CollisionRayResult[OBJ_PLAYER] = RESULT_CHECK_SPHERE_POLY;
2600 CollisionRayResult[OBJ_WEAPON] = RESULT_CHECK_SPHERE_POLY;
2601 CollisionRayResult[OBJ_POWERUP] = RESULT_CHECK_SPHERE_POLY;
2602 CollisionRayResult[OBJ_CLUTTER] = RESULT_CHECK_SPHERE_POLY;
2603 CollisionRayResult[OBJ_BUILDING] = RESULT_CHECK_SPHERE_POLY;
2604 CollisionRayResult[OBJ_DOOR] = RESULT_CHECK_SPHERE_POLY;
2605 CollisionRayResult[OBJ_ROOM] = RESULT_CHECK_SPHERE_POLY;
2606
2607 for (i = 0; i < MAX_OBJECT_TYPES; i++) {
2608 ENABLE_COLLISION_SPHERE_ROOM(i, OBJ_ROOM)
2609 }
2610
2611 ENABLE_COLLISION_POLY_SPHERE(OBJ_WALL, OBJ_ROBOT)
2612 ENABLE_COLLISION_POLY_SPHERE(OBJ_WALL, OBJ_WEAPON)
2613 ENABLE_COLLISION_POLY_SPHERE(OBJ_WALL, OBJ_PLAYER)
2614 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_ROBOT, OBJ_ROBOT)
2615 // ENABLE_COLLISION_SPHERE_SPHERE( OBJ_BUILDING, OBJ_BUILDING )
2616 ENABLE_COLLISION_POLY_SPHERE(OBJ_PLAYER, OBJ_FIREBALL)
2617 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_PLAYER, OBJ_PLAYER)
2618 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_PLAYER, OBJ_MARKER)
2619 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_MARKER, OBJ_PLAYER)
2620 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_WEAPON, OBJ_WEAPON)
2621 ENABLE_COLLISION_POLY_SPHERE(OBJ_ROBOT, OBJ_PLAYER)
2622 // ENABLE_COLLISION_SPHERE_SPHERE( OBJ_ROBOT, OBJ_PLAYER )
2623 ENABLE_COLLISION_POLY_SPHERE(OBJ_ROBOT, OBJ_WEAPON)
2624
2625 ENABLE_COLLISION_POLY_SPHERE(OBJ_PLAYER, OBJ_WEAPON)
2626 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_PLAYER, OBJ_POWERUP)
2627 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_POWERUP, OBJ_WALL)
2628 ENABLE_COLLISION_SPHERE_POLY(OBJ_WEAPON, OBJ_CLUTTER)
2629 ENABLE_COLLISION_SPHERE_POLY(OBJ_PLAYER, OBJ_CLUTTER)
2630 ENABLE_COLLISION_SPHERE_SPHERE(OBJ_CLUTTER, OBJ_CLUTTER)
2631 ENABLE_COLLISION_SPHERE_POLY(OBJ_ROBOT, OBJ_CLUTTER)
2632 ENABLE_COLLISION_SPHERE_POLY(OBJ_PLAYER, OBJ_BUILDING)
2633 ENABLE_COLLISION_SPHERE_POLY(OBJ_ROBOT, OBJ_BUILDING)
2634 ENABLE_COLLISION_SPHERE_POLY(OBJ_WEAPON, OBJ_BUILDING)
2635 ENABLE_COLLISION_SPHERE_POLY(OBJ_CLUTTER, OBJ_BUILDING)
2636 ENABLE_COLLISION_SPHERE_POLY(OBJ_CLUTTER, OBJ_DOOR)
2637 ENABLE_COLLISION_SPHERE_POLY(OBJ_BUILDING, OBJ_DOOR)
2638
2639 ENABLE_COLLISION_SPHERE_ROOM(OBJ_PLAYER, OBJ_ROOM)
2640 ENABLE_COLLISION_SPHERE_ROOM(OBJ_ROBOT, OBJ_ROOM)
2641 ENABLE_COLLISION_SPHERE_ROOM(OBJ_WEAPON, OBJ_ROOM)
2642 ENABLE_COLLISION_SPHERE_ROOM(OBJ_VIEWER, OBJ_ROOM)
2643
2644 ENABLE_COLLISION_SPHERE_POLY(OBJ_PLAYER, OBJ_DOOR)

Callers 1

InitObjectsFunction · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected