Don't use InPlayerFOV for anything that affects gameplay
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3 changed files with 7 additions and 3 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1221 \cu(mar 03 jun 2025 10:45:42 CEST)\c-";
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SWWM_SHORTVER="\cw1.3pre r1221 \cu(2025-06-03 10:45:42)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1222 \cu(mar 03 jun 2025 23:13:06 CEST)\c-";
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SWWM_SHORTVER="\cw1.3pre r1222 \cu(2025-06-03 23:13:06)\c-";
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@ -348,7 +348,10 @@ extend Class SWWMHandler
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bool burned = false;
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while ( a = Actor(ti.Next()) )
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{
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if ( !a.bSHOOTABLE || (a.player == players[e.Args[0]]) || a.IsFriend(players[e.Args[0]].mo) || !SWWMUtility.InPlayerFOV(players[e.Args[0]],a) ) continue;
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if ( !a.bSHOOTABLE || (a.player == players[e.Args[0]])
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|| a.IsFriend(players[e.Args[0]].mo)
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|| !a.CheckSight(players[e.Args[0].mo,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) )
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continue;
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OnFire.Apply(a,players[e.Args[0]].mo,500);
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burned = true;
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}
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@ -393,6 +393,7 @@ extend Class SWWMUtility
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return true, ov0, ov1;
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}
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// this check is dependent on the screen aspect ratio, so use only for non-interactive effects
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static play bool InPlayerFOV( PlayerInfo p, Actor a, double maxdist = 0. )
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{
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double vfov = p.fov*.5;
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