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'''hitscan''' <x1> <y1> <z1> <sect1> <cos of ang> <sin of ang> <zvel> <hit sector return var> <hit wall return var> <hit sprite return var> <hit x return var> <hit y return var> <hit z return var> <clip mask> Hitscan returns the values of what would be hit if one travelled in a straight line from a set of coordinates in a specified direction. All parameters are [[gamevar | gamevars]]. The first three are the coordinates from which the hitscan occurs, followed by the scanning sector. The [[cos]], then the [[sin]] of an angle (typically the [[ang]] of the actor performing the scan) come next, followed by the z angle, which must be calculated before the hitscan. The six return gamevars hold the values of what the hitscan hits. The value of [[clipmask]] tells hitscan which sorts of things it can hit. A [[clipmask]] of 4294901808 is useful for most purposes. Example of hitscan: <pre> // This state will return the sector, wall, and sprite(id, x ,y, and z data)currently under the crosshair. state checkhitscan getplayer[THISACTOR].posx MY_X getplayer[THISACTOR].posy MY_Y getplayer[THISACTOR].posz MY_Z getplayer[THISACTOR].cursectnum MY_SECTOR getplayer[THISACTOR].ang MY_ANGLE getplayer[THISACTOR].horiz MY_ZDIST subvar MY_ZDIST 100 mulvar MY_ZDIST -2048 cos MY_COS MY_ANGLE sin MY_SIN MY_ANGLE hitscan MY_X MY_Y MY_Z MY_SECTOR MY_COS MY_SIN MY_ZDIST HITSECTOR HITWALL HITSPRITE HITX HITY HITZ 4294901808 ends </pre> [[Category:EDuke32 specific commands]] [[Category:Gamevar manipulation]]

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