#pentagram@irc.freenode.net logs for 17 Oct 2004 (GMT)

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[11:46:57] <wjp> hm, I think we'll have to change the SweepTest output a bit
[11:47:32] <wjp> I'm thinking of changing 'hit_time' (in the SweepItem struct) to -1 if it's already hitting at the start
[11:47:57] <wjp> 0 would then mean it's touching at the start and would hit as soon as it started moving
[11:51:20] <Colourless> ya
[11:51:26] <Colourless> good idea
[11:53:45] <wjp> I wonder if the end_time needs something similar
[11:54:18] <wjp> probably not
[11:54:28] <Colourless> end time should already have that...
[11:54:31] <Colourless> or something
[11:54:58] <Colourless> that is the point of the function :-)
[11:55:09] <Colourless> seeing if the sweep ends up hitting anything
[11:55:41] <wjp> hm? I mean the 'end_time' field in SweepItem
[11:57:40] <Colourless> hmm
[11:57:59] <Colourless> it probably is a good idea
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[12:32:08] <wjp> we don't handle 'touching' quite right either currently I think
[12:32:31] <wjp> one of the spiky spheres rolls right past one of the 'turning posts', so that it is touching it
[12:32:48] <wjp> but it shouldn't hit it since that would mean it would turn too soon
[12:34:04] <wjp> but then I wonder if touching in the 'downward' direction should be different
[12:34:35] <wjp> (since otherwise for example the avatar wouldn't hit things it walked on anymore)
[13:24:25] <wjp> I wish I had the mark/recall commands in the original... *sigh* :-)
[13:27:13] <wjp> hm, it should actually be possible to hack something like that into the cheat menu usecode in the original :-)
[13:27:48] <wjp> not actually mark/recall, but at least recall to a fixed set of locations...
[13:27:59] <wjp> or maybe use sliders to ask for any coordinates
[13:28:47] <wjp> anyway, hit() definitely has to be called when touching the floor
[13:29:02] <wjp> not doing that would break pressure plates
[13:29:06] <wjp> (and probably other things)
[13:54:05] <wjp> I wonder if that problem should be fixed by trying to collideMove a walking actor down a bit after each step, or by making touching_floor a special case in sweepTest/collideMove
[13:54:19] <wjp> we do have to check if an actor should fall after each step anyway...
[13:55:19] <wjp> a collideMove would probably do that just as well as the current isValidPosition...
[13:55:24] <wjp> choices choices... :-)
[13:56:54] <Colourless> how to do steps
[13:57:01] <Colourless> sweep fowards one step
[13:57:23] <Colourless> then sweep down till hit the ground
[13:58:59] <wjp> a slight complication is that when running the animation the Actor isn't always really being moved (tryAnim, pathfinding)
[14:13:15] <wjp> ok... touch plates, spiky spheres and shooters are working now... yay :-)
[14:14:15] <Colourless> whoohoo
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