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- Eliminate bvectangbam()
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5 changed files with 11 additions and 16 deletions
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@ -372,14 +372,9 @@ inline FSerializer &Serialize(FSerializer &arc, const char *key, fixedhoriz &obj
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//
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//---------------------------------------------------------------------------
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inline binangle bvectangbam(double x, double y)
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{
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return radang(atan2(y, x));
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}
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inline int getangle(double xvect, double yvect)
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{
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return bvectangbam(xvect, yvect).asbuild();
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return DVector2(xvect, yvect).Angle().Buildang();
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}
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inline int getangle(const DVector2& vec)
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@ -1537,7 +1537,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Raze, bcos, bcos)
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int raze_getangle(double x, double y)
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{
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return bvectangbam(x, y).asbuild();
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return VecToAngle(x, y).Buildang();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_Raze, getangle, raze_getangle)
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@ -540,16 +540,16 @@ bool HWMirrorPortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *clippe
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double newx = x * 2 + dx * i / j - view.X;
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double newy = y * 2 + dy * i / j - view.Y;
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auto myan = bvectangbam(dx, dy);
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auto newan = myan + myan - bamang(vp.RotAngle);
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auto myan = RAD2BAM(atan2(dy, dx));
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auto newan = myan + myan - vp.RotAngle;
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vp.RotAngle = newan.asbam();
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vp.RotAngle = newan;
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vp.SectNums = nullptr;
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vp.SectCount = line->sector;
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vp.Pos.X = newx;
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vp.Pos.Y = -newy;
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vp.HWAngles.Yaw = FAngle::fromDeg( - 90.f + newan.asdeg());
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vp.HWAngles.Yaw = FAngle::fromBam(-ANGLE_90 + newan);
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double FocalTangent = tan(vp.FieldOfView.Radians() / 2);
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DAngle an = DAngle::fromDeg(270. - vp.HWAngles.Yaw.Degrees());
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@ -613,10 +613,10 @@ bool HWLineToLinePortal::Setup(HWDrawInfo *di, FRenderState &rstate, Clipper *cl
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int dx2 = line->point2Wall()->x - line->x;
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int dy2 = line->point2Wall()->y - line->y;
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auto srcang = bvectangbam(dx, dy);
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auto destang = bvectangbam(-dx, -dy);
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auto srcang = RAD2BAM(atan2(dy, dx));
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auto destang = RAD2BAM(atan2(-dy, -dx));
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vp.RotAngle += (destang - srcang).asbam();
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vp.RotAngle += destang - srcang;
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#endif
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// Nothing in the entire setup mandates that both lines have the same length.
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@ -808,7 +808,7 @@ loc_flag:
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DExhumedActor* t = sPlayerInput[nPlayer].pTarget;
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// only autoaim if target is in front of the player.
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assert(t->sector());
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int angletotarget = bvectangbam(t->int_pos().X - pPlayerActor->int_pos().X, t->int_pos().Y - pPlayerActor->int_pos().Y).asbuild();
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int angletotarget = VecToAngle(t->int_pos().X - pPlayerActor->int_pos().X, t->int_pos().Y - pPlayerActor->int_pos().Y).Buildang();
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int anglediff = (pPlayerActor->int_ang() - angletotarget) & 2047;
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if (anglediff < 512 || anglediff > 1536)
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{
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@ -167,7 +167,7 @@ struct SWPlayer native
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SPRITEp last_camera_sp;
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PlayerHorizon horizon;
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PlayerAngle angle;
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binangle RevolveAng;
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double RevolveAng;
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// under vars are for wading and swimming
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//int16 PlayerSprite, PlayerUnderSprite;
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SPRITEp SpriteP, UnderSpriteP;
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