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convert more files to UTF-8.
It was mostly degree signs causing these issues.
This commit is contained in:
parent
243006987d
commit
e27cbe5bd9
5 changed files with 9 additions and 9 deletions
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@ -66,7 +66,7 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// Shamelessly lifted from Doomsday (written by Jaakko Keränen)
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// Shamelessly lifted from Doomsday (written by Jaakko Keränen)
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// also shamelessly lifted from ZDoomGL! ;)
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// also shamelessly lifted from ZDoomGL! ;)
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -257,21 +257,21 @@ bool ClipCopyPixelRect(const FClipRect *cr, int &originx, int &originy,
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step_y = pstep_y;
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step_y = pstep_y;
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break;
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break;
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case 1: // rotate 90° right
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case 1: // rotate 90° right
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pixxoffset = 0;
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pixxoffset = 0;
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pixyoffset = srcheight - 1;
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pixyoffset = srcheight - 1;
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step_x = -pstep_y;
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step_x = -pstep_y;
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step_y = pstep_x;
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step_y = pstep_x;
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break;
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break;
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case 2: // rotate 180°
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case 2: // rotate 180°
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pixxoffset = srcwidth - 1;
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pixxoffset = srcwidth - 1;
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pixyoffset = srcheight - 1;
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pixyoffset = srcheight - 1;
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step_x = -pstep_x;
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step_x = -pstep_x;
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step_y = -pstep_y;
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step_y = -pstep_y;
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break;
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break;
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case 3: // rotate 90° left
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case 3: // rotate 90° left
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pixxoffset = srcwidth - 1;
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pixxoffset = srcwidth - 1;
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pixyoffset = 0;
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pixyoffset = 0;
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step_x = pstep_y;
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step_x = pstep_y;
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@ -285,7 +285,7 @@ bool ClipCopyPixelRect(const FClipRect *cr, int &originx, int &originy,
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step_y = pstep_y;
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step_y = pstep_y;
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break;
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break;
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case 5: // flip horizontally and rotate 90° right
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case 5: // flip horizontally and rotate 90° right
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pixxoffset = srcwidth - 1;
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pixxoffset = srcwidth - 1;
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pixyoffset = srcheight - 1;
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pixyoffset = srcheight - 1;
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step_x = -pstep_y;
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step_x = -pstep_y;
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@ -299,7 +299,7 @@ bool ClipCopyPixelRect(const FClipRect *cr, int &originx, int &originy,
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step_y = -pstep_y;
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step_y = -pstep_y;
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break;
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break;
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case 7: // flip horizontally and rotate 90° left
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case 7: // flip horizontally and rotate 90° left
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pixxoffset = 0;
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pixxoffset = 0;
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pixyoffset = 0;
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pixyoffset = 0;
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step_x = pstep_y;
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step_x = pstep_y;
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@ -420,7 +420,7 @@ void blendPixel(const Kernel_3x3& ker,
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return true;
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return true;
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//make sure there is no second blending in an adjacent rotation for this pixel: handles insular pixels, mario eyes
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//make sure there is no second blending in an adjacent rotation for this pixel: handles insular pixels, mario eyes
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if (getTopR(blend) != BLEND_NONE && !eq(e, g)) //but support double-blending for 90° corners
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if (getTopR(blend) != BLEND_NONE && !eq(e, g)) //but support double-blending for 90° corners
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return false;
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return false;
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if (getBottomL(blend) != BLEND_NONE && !eq(e, c))
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if (getBottomL(blend) != BLEND_NONE && !eq(e, c))
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return false;
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return false;
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2
src/common/thirdparty/math/fastsin.cpp
vendored
2
src/common/thirdparty/math/fastsin.cpp
vendored
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@ -57,7 +57,7 @@ __forceinline double FFastTrig::sinq1(unsigned bangle)
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{
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{
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unsigned int index = bangle >> BITSHIFT;
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unsigned int index = bangle >> BITSHIFT;
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if ((bangle &= (REMAINDER)) == 0) // This is to avoid precision problems at 180°
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if ((bangle &= (REMAINDER)) == 0) // This is to avoid precision problems at 180°
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{
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{
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return double(sinetable[index]);
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return double(sinetable[index]);
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}
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}
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@ -3493,7 +3493,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WolfAttack)
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// Target can dodge if it can see enemy
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// Target can dodge if it can see enemy
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DAngle angle = absangle(self->target->Angles.Yaw, self->target->AngleTo(self));
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DAngle angle = absangle(self->target->Angles.Yaw, self->target->AngleTo(self));
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bool dodge = (P_CheckSight(self->target, self) && angle < DAngle::fromDeg(30. * 256. / 360.)); // 30 byteangles ~ 21°
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bool dodge = (P_CheckSight(self->target, self) && angle < DAngle::fromDeg(30. * 256. / 360.)); // 30 byteangles ~ 21°
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// Distance check is simplistic
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// Distance check is simplistic
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DVector2 vec = self->Vec2To(self->target);
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DVector2 vec = self->Vec2To(self->target);
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