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DP_QC_FINDCHAIN question

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat Aug 18, 2007 9:15 pm Post subject: DP_QC_FINDCHAIN question |

I was checking DarkPlaces built-ins library and found this useful alternative to the regular find(). But I was not able to understand two important details: 1) why findchain() and find() have two different signatures ? You cannot inform the start entity like in regular find();
2) from what I understand from DP source code, non-solid entities are always discarded. Regular find() does not ignore those. Is this correct ?
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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sat Aug 18, 2007 10:18 pm Post subject: |

The start entity parameter for find is meant for iteration, since findchain chains the entities, you don't need to iterate in that way. As for 2, I don't know what you mean, unless you're referring to findradius, which is a different animal.

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat Aug 18, 2007 11:52 pm Post subject: |

FrikaC wrote:
The start entity parameter for find is meant for iteration, since findchain chains the entities, you don't need to iterate in that way.

Fair enough to me.

FrikaC wrote:
As for 2, I don't know what you mean, unless you're referring to findradius, which is a different animal.

Yeah, turns out I was looking the findradius implementation also and got confused. Guess I need to sleep more and code less.
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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun Aug 19, 2007 1:59 am Post subject: |

In darkplaces, findradius only returns SOLID_NOT entities if the cvar sv_gameplayfix_blowupfallenzombies is enabled. Quake never returned SOLID_NOT entities. Unfortunately in darkplaces, sv_gameplayfix_blowupfallenzombies defaults on, which is a major gameplay change from Quake.
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