load Ep3 Morgue map
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+21
-9
@@ -2784,9 +2784,15 @@ ChatCommandDefinition cc_whatobj(
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// TODO: We should use the actual area if a loaded quest has reassigned
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// them; it's likely that the variations will be wrong if we don't
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auto sdt = s->set_data_table(a.c->version(), l->episode, l->mode, l->difficulty);
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uint8_t area = sdt->default_area_for_floor(l->episode, a.c->floor);
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uint8_t layout_var = (a.c->floor < 0x10) ? l->variations.entries[a.c->floor].layout.load() : 0x00;
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uint8_t area, layout_var;
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if (l->episode != Episode::EP3) {
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auto sdt = s->set_data_table(a.c->version(), l->episode, l->mode, l->difficulty);
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area = sdt->default_area_for_floor(l->episode, a.c->floor);
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layout_var = (a.c->floor < 0x10) ? l->variations.entries[a.c->floor].layout.load() : 0x00;
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} else {
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area = a.c->floor;
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layout_var = 0;
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}
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float min_dist2 = 0.0f;
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VectorXYZF nearest_worldspace_pos;
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@@ -2799,15 +2805,21 @@ ChatCommandDefinition cc_whatobj(
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if (!def.set_entry) {
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continue;
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}
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VectorXYZF worldspace_pos;
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try {
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const auto& room = s->room_layout_index->get_room(area, layout_var, def.set_entry->room);
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// This is the order in which the game does the rotations; not sure why
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worldspace_pos = def.set_entry->pos.rotate_x(room.angle.x).rotate_z(room.angle.z).rotate_y(room.angle.y) + room.position;
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} catch (const out_of_range&) {
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a.c->log.warning("Can't find definition for room %02hhX:%02hhX:%08hX", area, layout_var, def.set_entry->room.load());
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if (l->episode != Episode::EP3) {
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try {
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const auto& room = s->room_layout_index->get_room(area, layout_var, def.set_entry->room);
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// This is the order in which the game does the rotations; not sure why
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worldspace_pos = def.set_entry->pos.rotate_x(room.angle.x).rotate_z(room.angle.z).rotate_y(room.angle.y) + room.position;
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} catch (const out_of_range&) {
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a.c->log.warning("Can't find definition for room %02hhX:%02hhX:%08hX", area, layout_var, def.set_entry->room.load());
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worldspace_pos = def.set_entry->pos;
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}
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} else {
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worldspace_pos = def.set_entry->pos;
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}
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float dist2 = (VectorXZF(worldspace_pos) - a.c->pos).norm2();
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if (!nearest_obj || (dist2 < min_dist2)) {
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nearest_obj = it;
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