if (asProjNaybors[i].psObj-player != psObj-player
(asProjNaybors[i].psObj-type == OBJ_DROID ||
asProjNaybors[i].psObj-type == OBJ_STRUCTURE ||
asProjNaybors[i].psObj-type == OBJ_BULLET ||
I mean generally for input handling... Wouldn't it be much simpler to just
use
SDL and in our eventhandler redirect specific events to special functions?
(And not have another layer above it. (and not have 1001 places where
events
are handled, OffTopic))
--Dennis
you cannot use the broken
From: Dennis Schridde [EMAIL PROTECTED]
Reply-To: Development list warzone-dev@gna.org
To: Development list warzone-dev@gna.org
Subject: Re: [Warzone-dev] input.c changes and projectile.c fix
Date: Mon, 13 Nov 2006 20:39:40 +0100
Am Montag, 13. November 2006 19:38 schrieb zz zz:
no,it's
List of fixes:
1.Fixed a crash when firing the 2nd/3rd indirect weapon in combFire in
combat.c.
2.Fixed target prediction finally(confused by x,y,z in pie and x,y,z in game
and swapped the sin and cos and never thought droid-sMove.dir is in
degree's ...) AA weapons can hit VTOL's relatively
When applying your patch I'm getting compiler errors, these to be precise:
feature.h: In function `void proj_ImpactFunc(PROJ_OBJECT*)':
feature.h:54: error: too many arguments to function `BOOL
featureDamage(FEATURE*, UDWORD, UDWORD)'
projectile.c:2081: error: at this point in file
You can always do the cheap rectangular hit box check first, and then only
do the radius check if that indicates a possible hit - should be fairly
cheap since most objects are going to be clear misses (until you start
lobbing nukes from your 3 turret mega-units). Basic clipping-style tests.
AMD also has some matrix stuff that works on all platforms, but I
don't think we need any of that, we will not really see any real
speed improvements looking at the code.
Anyway, about MSVC, I can't get the program to compile 'as is' with
MSVC. Tons of errors, and I got the devpkg.7z