Enable backtick-based segment reporting in D1

This is a developer feature that is useful in D2.  Backport it to D1.
This commit is contained in:
Kp 2021-04-04 22:01:25 +00:00
parent ddb9e8e774
commit 414c59c6ba

View file

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