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Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
7d978a115e
4 changed files with 31 additions and 17 deletions
15
src/m_swap.h
15
src/m_swap.h
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@ -46,6 +46,11 @@ inline short LittleShort(int x)
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return OSSwapLittleToHostInt16((uint16_t)x);
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}
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inline unsigned short LittleShort(unsigned int x)
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{
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return OSSwapLittleToHostInt16((uint16_t)x);
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}
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inline int LittleLong(int x)
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{
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return OSSwapLittleToHostInt32((uint32_t)x);
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@ -56,6 +61,16 @@ inline unsigned int LittleLong(unsigned int x)
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return OSSwapLittleToHostInt32(x);
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}
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inline int LittleLong(long x)
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{
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return OSSwapLittleToHostInt32((uint32_t)x);
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}
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inline unsigned int LittleLong(unsigned long x)
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{
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return OSSwapLittleToHostInt32((uint32_t)x);
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}
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inline short BigShort(short x)
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{
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return (short)OSSwapBigToHostInt16((uint16_t)x);
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@ -70,6 +70,7 @@
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#include "p_spec.h"
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#include "p_checkposition.h"
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#include "serializer.h"
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#include "r_utility.h"
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// MACROS ------------------------------------------------------------------
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@ -1040,10 +1041,10 @@ bool AActor::IsInsideVisibleAngles() const
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if (players[consoleplayer].camera == nullptr)
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return true;
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DAngle anglestart = VisibleStartAngle.Normalized180();
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DAngle angleend = VisibleEndAngle.Normalized180();
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DAngle pitchstart = VisibleStartPitch.Normalized180();
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DAngle pitchend = VisibleEndPitch.Normalized180();
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DAngle anglestart = VisibleStartAngle;
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DAngle angleend = VisibleEndAngle;
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DAngle pitchstart = VisibleStartPitch;
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DAngle pitchend = VisibleEndPitch;
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if (anglestart > angleend)
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{
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@ -1052,28 +1053,26 @@ bool AActor::IsInsideVisibleAngles() const
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angleend = temp;
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}
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if (pitchstart > angleend)
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if (pitchstart > pitchend)
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{
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DAngle temp = pitchstart;
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pitchstart = pitchend;
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pitchend = temp;
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}
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player_t* pPlayer = players[consoleplayer].camera->player;
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if (pPlayer && pPlayer->mo)
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AActor *mo = players[consoleplayer].camera;
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if (mo != nullptr)
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{
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AActor *mo = pPlayer->mo;
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DVector3 diffang = Vec3To(mo);
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DVector3 diffang = ViewPos - Pos();
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DAngle to = diffang.Angle();
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if (!(renderflags & RF_ABSMASKANGLE))
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to = deltaangle(Angles.Yaw, to);
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// Note that this check is inversed due to only being able to vectorize
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// from one way (this actor to the player). It still means to pass
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// if the player is within the visible angles.
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if ((to <= anglestart || to >= angleend))
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if ((to >= anglestart && to <= angleend))
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{
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to = diffang.Pitch();
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if (!(renderflags & RF_ABSMASKPITCH))
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@ -1294,7 +1294,7 @@ FSerializer &SerializePointer(FSerializer &arc, const char *key, T *&value, T **
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assert(base != nullptr);
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if (arc.isReading() || !arc.w->inObject() || defval == nullptr || value != *defval)
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{
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ptrdiff_t vv = value == nullptr ? -1 : value - base;
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int64_t vv = value == nullptr ? -1 : value - base;
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Serialize(arc, key, vv, nullptr);
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value = vv < 0 ? nullptr : base + vv;
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}
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@ -1437,7 +1437,7 @@ DEFINE_PROPERTY(spriterotation, F, Actor)
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DEFINE_PROPERTY(visibleangles, Ff, Actor)
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{
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PROP_DOUBLE_PARM(visstart, 0);
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PROP_DOUBLE_PARM(visend, 0);
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PROP_DOUBLE_PARM(visend, 1);
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defaults->VisibleStartAngle = visstart;
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defaults->VisibleEndAngle = visend;
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}
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@ -1448,7 +1448,7 @@ DEFINE_PROPERTY(visibleangles, Ff, Actor)
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DEFINE_PROPERTY(visiblepitch, Ff, Actor)
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{
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PROP_DOUBLE_PARM(visstart, 0);
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PROP_DOUBLE_PARM(visend, 0);
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PROP_DOUBLE_PARM(visend, 1);
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defaults->VisibleStartPitch = visstart;
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defaults->VisibleEndPitch = visend;
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}
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