Enable backtick-based segment reporting in D1
This is a developer feature that is useful in D2. Backport it to D1.
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@ -780,24 +780,21 @@ static window_event_result collide_weapon_and_wall(
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multi_digi_link_sound_to_pos(SOUND_FORCEFIELD_BOUNCE_WEAPON, hitseg, 0, hitpt, 0, f1_0);
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return window_event_result::ignored; //bail here. physics code will bounce this object
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}
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#endif
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#ifndef NDEBUG
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if (keyd_pressed[KEY_LAPOSTRO])
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if (weapon->ctype.laser_info.parent_num == get_local_player().objnum) {
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// MK: Real pain when you need to know a seg:side and you've got quad lasers.
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HUD_init_message(HM_DEFAULT, "Hit at segment = %hu, side = %i", static_cast<vmsegptridx_t::integral_type>(hitseg), hitwall);
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#if defined(DXX_BUILD_DESCENT_II)
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if (get_weapon_id(weapon) < 4)
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subtract_light(LevelSharedDestructibleLightState, hitseg, hitwall);
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else if (get_weapon_id(weapon) == weapon_id_type::FLARE_ID)
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add_light(LevelSharedDestructibleLightState, hitseg, hitwall);
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}
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//@@#ifdef EDITOR
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//@@Cursegp = &Segments[hitseg];
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//@@Curside = hitwall;
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//@@#endif
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#endif
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#endif
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}
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#endif
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if ((weapon->mtype.phys_info.velocity.x == 0) && (weapon->mtype.phys_info.velocity.y == 0) && (weapon->mtype.phys_info.velocity.z == 0)) {
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Int3(); // Contact Matt: This is impossible. A weapon with 0 velocity hit a wall, which doesn't move.
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