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- we do not really need the old rintersect function.
Its only difference is using potentially overflowing 32 bit math for demo compatibility. Aside from that it has no real-life advantage.
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@ -262,39 +262,6 @@ int32_t lintersect(const int32_t originX, const int32_t originY, const int32_t o
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// rintersect (internal)
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//
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// returns: -1 if didn't intersect, coefficient (x3--x4 fraction)<<16 else
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int32_t rintersect_old(int32_t x1, int32_t y1, int32_t z1,
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int32_t vx, int32_t vy, int32_t vz,
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int32_t x3, int32_t y3, int32_t x4, int32_t y4,
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int32_t *intx, int32_t *inty, int32_t *intz)
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{
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//p1 towards p2 is a ray
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int32_t const x34=x3-x4, y34=y3-y4;
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int32_t const x31=x3-x1, y31=y3-y1;
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int32_t const bot = vx*y34 - vy*x34;
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int32_t const topt = x31*y34 - y31*x34;
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if (bot == 0)
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return -1;
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int32_t const topu = vx*y31 - vy*x31;
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if (bot > 0 && (topt < 0 || topu < 0 || topu >= bot))
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return -1;
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else if (bot < 0 && (topt > 0 || topu > 0 || topu <= bot))
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return -1;
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int32_t t = DivScale(topt, bot, 16);
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*intx = x1 + MulScale(vx, t, 16);
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*inty = y1 + MulScale(vy, t, 16);
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*intz = z1 + MulScale(vz, t, 16);
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t = DivScale(topu, bot, 16);
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return t;
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}
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int32_t rintersect(int32_t x1, int32_t y1, int32_t z1,
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int32_t vx, int32_t vy, int32_t vz,
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int32_t x3, int32_t y3, int32_t x4, int32_t y4,
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@ -302,9 +269,6 @@ int32_t rintersect(int32_t x1, int32_t y1, int32_t z1,
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{
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//p1 towards p2 is a ray
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if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE)
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return rintersect_old(x1,y1,z1,vx,vy,vz,x3,y3,x4,y4,intx,inty,intz);
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int64_t const x34=x3-x4, y34=y3-y4;
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int64_t const x31=x3-x1, y31=y3-y1;
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