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@ -10,10 +10,8 @@ endif()
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set(CMAKE_BUILD_TYPE "Debug")
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set(CMAKE_BUILD_TYPE "Release")
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set(CMAKE_CXX_FLAGS_RELEASE "-O3 -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -DRAY_DETECTION=1")
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#set(CMAKE_CXX_FLAGS_RELEASE "-O2 -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -fsanitize=address -fno-omit-frame-pointer")
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set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -DRAY_DETECTION=1")
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#set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1 -fsanitize=address -fno-omit-frame-pointer")
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set(CMAKE_CXX_FLAGS_RELEASE "-O3 -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1")
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set(CMAKE_CXX_FLAGS_DEBUG "-Wall -g -std=gnu++11 -DGAME_ID=${GAME_ID} -DA8_TCP_SESSION2=1")
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include_directories(
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AFTER
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@ -108,18 +108,14 @@ void Player::UpdateMove()
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moving = false;
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moved_frames = 0;
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last_collision_door = nullptr;
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#ifdef RAY_DETECTION
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movement->Clear();
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#endif
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return;
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}
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++moved_frames;
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if (moved_frames > 4) {
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moving = false;
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moved_frames = 0;
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#ifdef RAY_DETECTION
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movement->Clear();
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#endif
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return;
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}
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if (in_walk_zone) {
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@ -696,13 +692,11 @@ void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
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move_dir.FromPB(&msg.move_dir());
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move_dir.Normalize();
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moving = true;
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#ifdef RAY_DETECTION
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if (std::abs(move_dir.x - old_move_dir.x) > 0.000001f ||
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std::abs(move_dir.y - old_move_dir.y) > 0.000001f) {
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ClearWalkZone();
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movement->RayDetection();
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}
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#endif
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}
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}
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assert(!isnan(move_dir.x) && !isnan(move_dir.y));
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@ -606,9 +606,7 @@ void Room::CreateBullet(Human* hum, Weapon* weapon,
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bullet->Initialize();
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AddObjectLater(bullet);
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grid_service.AddBullet(bullet);
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#ifdef RAY_DETECTION
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bullet->movement->RayDetection();
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#endif
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}
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void Room::RemoveObjectLater(Entity* entity)
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