windmill: remove obsolete HitCheck.c

Done by friendly fire rule.
alut-include-path
Maikel de Vries 2017-01-24 21:42:01 +01:00
parent da6ce3d5d6
commit c5078b269e
1 changed files with 0 additions and 67 deletions

View File

@ -1,67 +0,0 @@
/* Variant of FxHitCheckDoCheck that does exclude the windmills if anything was shot by a player
*/
global func FxHitCheckDoCheck(object target, proplist effect)
{
var obj;
// rather search in front of the projectile, since a hit might delete the effect,
// and clonks can effectively hide in front of walls.
var oldx = target->GetX();
var oldy = target->GetY();
var newx = target->GetX() + target->GetXDir() / 10;
var newy = target->GetY() + target->GetYDir() / 10;
var dist = Distance(oldx, oldy, newx, newy);
var is_human = GetPlayerType(target->GetController()) == C4PT_User;
var shooter = effect.shooter;
var live = effect.live;
if (live)
shooter = target;
if (dist <= Max(1, Max(Abs(target->GetXDir()), Abs(target->GetYDir()))) * 2)
{
// We search for objects along the line on which we moved since the last check
// and sort by distance (closer first).
for (obj in FindObjects(Find_OnLine(oldx, oldy, newx, newy),
Find_NoContainer(),
Find_Layer(target->GetObjectLayer()),
Find_PathFree(target),
Sort_Distance(oldx, oldy)))
{
// Excludes
if (!obj) continue; // hit callback of one object might have removed other objects
if(obj == target) continue;
if(obj == shooter) continue;
if (is_human) {
if (obj == g_windgen1) continue;
if (obj == g_windgen2) continue;
if (obj == g_windgen3) continue;
if (obj == g_windmill) continue;
}
// Unlike in hazard, there is no NOFF rule (yet)
// CheckEnemy
//if(!CheckEnemy(obj,target)) continue;
// IsProjectileTarget or Alive will be hit
if (obj->~IsProjectileTarget(target, shooter) || obj->GetOCF() & OCF_Alive)
{
target->~HitObject(obj);
if (!target)
return;
}
}
}
return;
}
// Do not reapply C4D_Object to arrows
global func FxHitCheckStop(object target, proplist effect, int reason, bool temp)
{
if (temp)
return;
return;
}