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- some optimization of FPathTraverse:
* we do not really need compatibility PointOnLineSide here. Unlike the movement code it'd only affect some extreme edge cases. * removed the special case for very short traces. This was a result of the original and very imprecise PointOnLine functions. Since those no longer get used here and floating point precision is a lot higher there is no need for this kind of treatment. * PointOnLine checks for the sides of an actor's bounding box don't need a full PointOnLineSide call, a simple coordinate comparison is fully sufficient, and this can easily be done in the existing switch/case block.
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1 changed files with 45 additions and 125 deletions
102
src/p_maputl.cpp
102
src/p_maputl.cpp
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@ -65,21 +65,6 @@ int P_AproxDistance (int dx, int dy)
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return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1);
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return (dx < dy) ? dx+dy-(dx>>1) : dx+dy-(dy>>1);
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}
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}
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//==========================================================================
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//
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// P_PointOnDivlineSideCompat
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//
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// Returns the fractional intercept point along the first divline
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// with compatibility flag handling
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//
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//==========================================================================
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inline int P_PointOnDivlineSideCompat(double x, double y, const divline_t *line)
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{
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return (i_compatflags2 & COMPATF2_POINTONLINE)
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? P_VanillaPointOnDivlineSide(x, y, line) : P_PointOnDivlineSide(x, y, line);
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// P_InterceptVector
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// P_InterceptVector
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@ -1168,20 +1153,8 @@ void FPathTraverse::AddLineIntercepts(int bx, int by)
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double frac;
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double frac;
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divline_t dl;
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divline_t dl;
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// avoid precision problems with two routines
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s1 = P_PointOnDivlineSide (ld->v1->fX(), ld->v1->fY(), &trace);
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if ( trace.dx > 16
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s2 = P_PointOnDivlineSide (ld->v2->fX(), ld->v2->fY(), &trace);
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|| trace.dy > 16
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|| trace.dx < -16
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|| trace.dy < -16)
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{
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s1 = P_PointOnDivlineSideCompat (ld->v1->fX(), ld->v1->fY(), &trace);
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s2 = P_PointOnDivlineSideCompat (ld->v2->fX(), ld->v2->fY(), &trace);
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}
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else
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{
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s1 = P_PointOnLineSide (trace.x, trace.y, ld);
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s2 = P_PointOnLineSide (trace.x+trace.dx, trace.y+trace.dy, ld);
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}
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if (s1 == s2) continue; // line isn't crossed
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if (s1 == s2) continue; // line isn't crossed
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@ -1232,36 +1205,38 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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switch (i)
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switch (i)
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{
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{
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case 0: // Top edge
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case 0: // Top edge
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line.x = thing->X() + thing->radius;
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line.y = thing->Y() + thing->radius;
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line.y = thing->Y() + thing->radius;
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if (trace.y < line.y) continue;
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line.x = thing->X() + thing->radius;
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line.dx = -thing->radius * 2;
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line.dx = -thing->radius * 2;
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line.dy = 0;
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line.dy = 0;
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break;
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break;
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case 1: // Right edge
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case 1: // Right edge
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line.x = thing->X() + thing->radius;
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line.x = thing->X() + thing->radius;
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if (trace.x < line.x) continue;
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line.y = thing->Y() - thing->radius;
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line.y = thing->Y() - thing->radius;
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line.dx = 0;
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line.dx = 0;
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line.dy = thing->radius * 2;
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line.dy = thing->radius * 2;
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break;
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break;
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case 2: // Bottom edge
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case 2: // Bottom edge
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line.x = thing->X() - thing->radius;
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line.y = thing->Y() - thing->radius;
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line.y = thing->Y() - thing->radius;
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if (trace.y > line.y) continue;
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line.x = thing->X() - thing->radius;
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line.dx = thing->radius * 2;
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line.dx = thing->radius * 2;
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line.dy = 0;
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line.dy = 0;
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break;
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break;
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case 3: // Left edge
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case 3: // Left edge
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line.x = thing->X() - thing->radius;
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line.x = thing->X() - thing->radius;
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if (trace.x > line.x) continue;
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line.y = thing->Y() + thing->radius;
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line.y = thing->Y() + thing->radius;
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line.dx = 0;
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line.dx = 0;
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line.dy = thing->radius * -2;
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line.dy = thing->radius * -2;
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break;
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break;
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}
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}
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// Check if this side is facing the trace origin
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// Check if this side is facing the trace origin
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if (P_PointOnDivlineSide (trace.x, trace.y, &line) == 0)
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{
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numfronts++;
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numfronts++;
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// If it is, see if the trace crosses it
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// If it is, see if the trace crosses it
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@ -1305,8 +1280,7 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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newintercept.done = false;
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newintercept.done = false;
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newintercept.d.thing = thing;
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newintercept.d.thing = thing;
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intercepts.Push (newintercept);
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intercepts.Push (newintercept);
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continue;
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break;
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}
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}
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}
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}
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}
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@ -1350,8 +1324,8 @@ void FPathTraverse::AddThingIntercepts (int bx, int by, FBlockThingsIterator &it
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y2 = thing->Y() + thing->radius;
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y2 = thing->Y() + thing->radius;
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}
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}
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s1 = P_PointOnDivlineSideCompat (x1, y1, &trace);
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s1 = P_PointOnDivlineSide (x1, y1, &trace);
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s2 = P_PointOnDivlineSideCompat (x2, y2, &trace);
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s2 = P_PointOnDivlineSide (x2, y2, &trace);
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if (s1 != s2)
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if (s1 != s2)
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{
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{
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@ -1894,60 +1868,6 @@ int P_VanillaPointOnLineSide(double x, double y, const line_t* line)
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return 1; // back side
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return 1; // back side
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}
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}
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//===========================================================================
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//
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// P_VanillaPointOnDivlineSide
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// P_PointOnDivlineSideCompat() from the initial Doom source code release
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//
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//===========================================================================
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int P_VanillaPointOnDivlineSide(double x, double y, const divline_t* line)
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{
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int dx;
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int dy;
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int left;
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int right;
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int ldx;
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int ldy;
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if (!line->dx)
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{
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if (x <= line->x)
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return line->dy > 0;
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return line->dy < 0;
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}
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if (!line->dy)
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{
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if (y <= line->y)
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return line->dx < 0;
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return line->dx > 0;
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}
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// This is supposed to be compatible so the rest needs to be done
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// with the same broken fixed point checks as the original
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dx = FloatToFixed(x - line->x);
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dy = FloatToFixed(y - line->y);
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ldx = FloatToFixed(line->dx);
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ldy = FloatToFixed(line->dy);
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// try to quickly decide by looking at sign bits
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if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
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{
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if ( (ldy ^ dx) & 0x80000000 )
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return 1; // (left is negative)
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return 0;
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}
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left = MulScale16( ldy>>8, dx>>8 );
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right = MulScale16( dy>>8 , ldx>>8 );
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if (right < left)
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return 0; // front side
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return 1; // back side
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Use buggy PointOnSide and fix actors that lie on
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// Use buggy PointOnSide and fix actors that lie on
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