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- use floats directly for WallStart/End/X/Y.
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1 changed files with 8 additions and 8 deletions
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@ -189,32 +189,32 @@ inline double RenderY(int y)
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inline double WallStartX(int wallnum)
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{
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return wall[wallnum].wall_int_pos().X * (1 / 16.);
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return wall[wallnum].pos.X;
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}
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inline double WallStartY(int wallnum)
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{
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return wall[wallnum].wall_int_pos().Y * (1 / -16.);
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return -wall[wallnum].pos.Y;
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}
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inline double WallEndX(int wallnum)
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{
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return wall[wallnum].point2Wall()->wall_int_pos().X * (1 / 16.);
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return wall[wallnum].point2Wall()->pos.X;
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}
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inline double WallEndY(int wallnum)
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{
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return wall[wallnum].point2Wall()->wall_int_pos().Y * (1 / -16.);
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return -wall[wallnum].point2Wall()->pos.Y;
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}
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inline double WallStartX(const walltype* wallnum)
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{
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return wallnum->wall_int_pos().X * (1 / 16.);
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return wallnum->pos.X;
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}
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inline double WallStartY(const walltype* wallnum)
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{
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return wallnum->wall_int_pos().Y * (1 / -16.);
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return -wallnum->pos.Y;
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}
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inline DVector2 WallStart(const walltype* wallnum)
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@ -224,12 +224,12 @@ inline DVector2 WallStart(const walltype* wallnum)
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inline double WallEndX(const walltype* wallnum)
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{
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return wallnum->point2Wall()->wall_int_pos().X * (1 / 16.);
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return wallnum->point2Wall()->pos.X;
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}
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inline double WallEndY(const walltype* wallnum)
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{
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return wallnum->point2Wall()->wall_int_pos().Y * (1 / -16.);
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return -wallnum->point2Wall()->pos.Y;
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}
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inline DVector2 WallEnd(const walltype* wallnum)
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