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- clean out many wrappers.
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6 changed files with 0 additions and 75 deletions
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@ -706,7 +706,6 @@ set( NOT_COMPILED_SOURCE_FILES
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games/blood/src/sfx.cpp
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games/blood/src/sound.cpp
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games/blood/src/tile.cpp
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games/blood/src/trig.cpp
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games/blood/src/triggers.cpp
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games/blood/src/view.cpp
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games/blood/src/warp.cpp
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@ -196,11 +196,6 @@ inline int bsin(const int ang, int shift = 0)
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return int(g_sinbam(ang * BAMUNIT) * sinscale(shift));
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}
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inline int Sin(int ang)
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{
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return bsin(ang, 16);
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}
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//---------------------------------------------------------------------------
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//
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// Build cosine inline functions.
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@ -219,22 +214,6 @@ inline int bcos(const int ang, int shift = 0)
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return int(g_cosbam(ang * BAMUNIT) * sinscale(shift));
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}
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inline int Cos(int ang)
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{
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return bcos(ang, 16);
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}
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//---------------------------------------------------------------------------
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//
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// High precision vector angle function, mainly for the renderer.
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//
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//---------------------------------------------------------------------------
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inline int getangle(double xvect, double yvect)
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{
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return DVector2(xvect, yvect).Angle().Buildang();
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -60,7 +60,6 @@
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#include "src/sfx.cpp"
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#include "src/sound.cpp"
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#include "src/tile.cpp"
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#include "src/trig.cpp"
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#include "src/triggers.cpp"
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#include "src/view.cpp"
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#include "src/warp.cpp"
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@ -255,17 +255,6 @@ int actGetRespawnTime(DBloodActor *pSprite);
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bool actCheckRespawn(DBloodActor *pSprite);
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void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 dv, VECTOR_TYPE vectorType);
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[[deprecated]]
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inline void actFireVector(DBloodActor* pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
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{
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// Yay, yet another fixed point format... :(
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actFireVector(pShooter, a2 * inttoworld, a3 * zinttoworld, DVector3(FixedToFloat<14>(a4), FixedToFloat<14>(a5), FixedToFloat<14>(a6)), vectorType);
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}
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[[deprecated]]
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inline void actFireVectorf(DBloodActor *pShooter, int a2, double a3, int a4, int a5, int a6, VECTOR_TYPE vectorType)
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{
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actFireVector(pShooter, a2, a3 * zworldtoint, a4, a5, a6, vectorType);
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}
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void actPostSprite(DBloodActor* actor, int status);
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void actPostProcess(void);
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void MakeSplash(DBloodActor *actor);
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@ -69,8 +69,6 @@ void warpInit(TArray<DBloodActor*>& actors);
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int CheckLink(DBloodActor* pSprite);
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int CheckLink(DVector3& cPos, sectortype** pSector);
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void RotateVector(int* dx, int* dy, int nAngle);
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#include "m_fixed.h"
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enum SurfaceType {
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@ -1,39 +0,0 @@
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#include "ns.h" // Must come before everything else!
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//----------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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void RotateVector(int* dx, int* dy, int nAngle)
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{
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int ox = *dx;
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int oy = *dy;
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*dx = dmulscale30r(ox, Cos(nAngle), -oy, Sin(nAngle));
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*dy = dmulscale30r(ox, Sin(nAngle), oy, Cos(nAngle));
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}
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END_BLD_NS
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