mirror of
https://github.com/ZDoom/qzdoom.git
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- Replaced toint/quickertoint with the portable routines from xs_Float.h. The
former used fistp, which is not portable across platforms, so cannot be used in the play simulation. They were only suitable for the renderer. xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED uses that now. (And I also learned that the FPU's round to nearest is not the rounding I learned in grade school but actually Banker's Rounding. I had no idea.) (Also, also, the only thing that could have made quickertoint faster than toint was that it stored a 32-bit int. I never timed them, and I doubt in practice there was any real difference between the two.) - Changed atan2f to atan2. Using floats is not a win, because the result is returned as a double on the x87 stack, which the caller then needs to cast down to a float using fst/fld. SVN r1990 (trunk)
This commit is contained in:
parent
eca9b4981b
commit
344dda4a1a
13 changed files with 56 additions and 83 deletions
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@ -1,3 +1,15 @@
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November 19, 2009
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- Replaced toint/quickertoint with the portable routines from xs_Float.h. The
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former used fistp, which is not portable across platforms, so cannot be
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used in the play simulation. They were only suitable for the renderer.
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xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
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uses that now.
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(And I also learned that the FPU's round to nearest is not the rounding I
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learned in grade school but actually Banker's Rounding. I had no idea.)
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(Also, also, the only thing that could have made quickertoint faster than
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toint was that it stored a 32-bit int. I never timed them, and I doubt in
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practice there was any real difference between the two.)
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November 18, 2009
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November 18, 2009
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- Added padding around packed textures to compensate for apparent NVidia
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- Added padding around packed textures to compensate for apparent NVidia
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texture coordinate imprecision.
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texture coordinate imprecision.
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@ -201,13 +201,3 @@ static __forceinline SDWORD ksgn (SDWORD a)
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else if (a > 0) return 1;
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else if (a > 0) return 1;
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else return 0;
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else return 0;
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}
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}
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static __forceinline int toint (float v)
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{
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return int(v);
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}
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static __forceinline int quickertoint (float v)
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{
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return int(v);
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}
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@ -23,6 +23,10 @@ typedef int64_t SQWORD;
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typedef uint64_t QWORD;
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typedef uint64_t QWORD;
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#endif
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#endif
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typedef SDWORD int32;
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typedef float real32;
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typedef double real64;
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// windef.h, included by windows.h, has its own incompatible definition
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// windef.h, included by windows.h, has its own incompatible definition
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// of DWORD as a long. In files that mix Doom and Windows code, you
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// of DWORD as a long. In files that mix Doom and Windows code, you
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// must define USE_WINDOWS_DWORD before including doomtype.h so that
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// must define USE_WINDOWS_DWORD before including doomtype.h so that
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@ -40,6 +40,7 @@
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#include "gi.h"
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#include "gi.h"
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#include "templates.h"
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#include "templates.h"
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#include "v_font.h"
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#include "v_font.h"
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#include "m_fixed.h"
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TArray<FSkillInfo> AllSkills;
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TArray<FSkillInfo> AllSkills;
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int DefaultSkill = -1;
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int DefaultSkill = -1;
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@ -331,27 +331,3 @@ static inline SDWORD ksgn (SDWORD a)
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:"%cc");
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:"%cc");
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return result;
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return result;
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}
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}
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static inline int toint (float v)
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{
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volatile QWORD result;
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asm volatile
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("fistpq %0"
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:"=m" (result)
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:"t" (v)
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:"%st");
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return result;
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}
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static inline int quickertoint (float v)
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{
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volatile int result;
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asm volatile
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("fistpl %0"
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:"=m" (result)
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:"t" (v)
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:"%st");
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return result;
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}
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@ -20,6 +20,8 @@
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#include "basicinlines.h"
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#include "basicinlines.h"
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#endif
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#endif
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#include "xs_Float.h"
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#define MAKESAFEDIVSCALE(x) \
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#define MAKESAFEDIVSCALE(x) \
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inline SDWORD SafeDivScale##x (SDWORD a, SDWORD b) \
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inline SDWORD SafeDivScale##x (SDWORD a, SDWORD b) \
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{ \
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{ \
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@ -134,4 +136,8 @@ inline SDWORD ModDiv (SDWORD num, SDWORD den, SDWORD *dmval)
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return num % den;
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return num % den;
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}
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}
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#define FLOAT2FIXED(f) xs_Fix<16>::ToFix(f)
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#define FIXED2FLOAT(f) ((f) / float(65536))
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#endif
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#endif
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@ -348,20 +348,4 @@ __forceinline SDWORD ksgn (SDWORD a)
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__asm adc eax,0
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__asm adc eax,0
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}
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}
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__forceinline int toint (float v)
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{
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SQWORD res;
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__asm fld v;
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__asm fistp res;
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return (int)res;
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}
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__forceinline int quickertoint (float v)
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{
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SDWORD res;
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__asm fld v;
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__asm fistp res;
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return (int)res;
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}
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#pragma warning (default: 4035)
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#pragma warning (default: 4035)
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@ -326,9 +326,7 @@ angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x, fixed_t y)
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else
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else
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{
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{
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// we have to use the slower but more precise floating point atan2 function here.
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// we have to use the slower but more precise floating point atan2 function here.
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// (use quickertoint to speed this up because the CRT's conversion is rather slow and
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return xs_RoundToUInt(atan2(double(y), double(x)) * (ANGLE_180/M_PI));
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// this is used in time critical code.)
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return quickertoint((float)(atan2f(float(y), float(x)) * (ANGLE_180/M_PI)));
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}
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}
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}
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}
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@ -534,7 +532,7 @@ void R_SetVisibility (float vis)
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return;
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return;
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}
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}
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r_BaseVisibility = toint (vis * 65536.f);
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r_BaseVisibility = xs_RoundToInt(vis * 65536.f);
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// Prevent overflow on walls
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// Prevent overflow on walls
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if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall)
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if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall)
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@ -336,7 +336,7 @@ void R_MapTiltedPlane (int y, int x1)
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{
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{
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uz = (iz + plane_sz[0]*width) * planelightfloat;
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uz = (iz + plane_sz[0]*width) * planelightfloat;
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vz = iz * planelightfloat;
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vz = iz * planelightfloat;
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R_CalcTiltedLighting (toint (vz), toint (uz), width);
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R_CalcTiltedLighting (xs_RoundToInt(vz), xs_RoundToInt(uz), width);
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}
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}
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uz = plane_su[2] + plane_su[1]*(centery-y) + plane_su[0]*(x1-centerx);
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uz = plane_su[2] + plane_su[1]*(centery-y) + plane_su[0]*(x1-centerx);
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@ -2006,29 +2006,29 @@ void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
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x = WallSX1;
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x = WallSX1;
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l = top / bot;
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l = top / bot;
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swall[x] = quickertoint (l * WallDepthScale + WallDepthOrg);
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swall[x] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x] = quickertoint (l * xrepeat);
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lwall[x] = xs_RoundToInt(l * xrepeat);
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// As long as l is invalid, step one column at a time so that
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// As long as l is invalid, step one column at a time so that
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// we can get as many correct texture columns as possible.
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// we can get as many correct texture columns as possible.
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while (l > 1.0 && x+1 < WallSX2)
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while (l > 1.0 && x+1 < WallSX2)
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{
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{
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l = (top += WallUoverZstep) / (bot += WallInvZstep);
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l = (top += WallUoverZstep) / (bot += WallInvZstep);
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x++;
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x++;
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swall[x] = quickertoint (l * WallDepthScale + WallDepthOrg);
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swall[x] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x] = quickertoint (l * xrepeat);
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lwall[x] = xs_RoundToInt(l * xrepeat);
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}
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}
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l *= xrepeat;
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l *= xrepeat;
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while (x+4 < WallSX2)
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while (x+4 < WallSX2)
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{
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{
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top += topinc; bot += botinc;
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top += topinc; bot += botinc;
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ol = l; l = top / bot;
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ol = l; l = top / bot;
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swall[x+4] = quickertoint (l * WallDepthScale + WallDepthOrg);
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swall[x+4] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x+4] = quickertoint (l *= xrepeat);
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lwall[x+4] = xs_RoundToInt(l *= xrepeat);
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i = (ol+l) * 0.5f;
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i = (ol+l) * 0.5f;
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lwall[x+2] = quickertoint (i);
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lwall[x+2] = xs_RoundToInt(i);
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lwall[x+1] = quickertoint ((ol+i) * 0.5f);
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lwall[x+1] = xs_RoundToInt((ol+i) * 0.5f);
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lwall[x+3] = quickertoint ((l+i) * 0.5f);
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lwall[x+3] = xs_RoundToInt((l+i) * 0.5f);
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swall[x+2] = ((swall[x]+swall[x+4])>>1);
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swall[x+2] = ((swall[x]+swall[x+4])>>1);
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swall[x+1] = ((swall[x]+swall[x+2])>>1);
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swall[x+1] = ((swall[x]+swall[x+2])>>1);
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swall[x+3] = ((swall[x+4]+swall[x+2])>>1);
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swall[x+3] = ((swall[x+4]+swall[x+2])>>1);
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{
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{
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top += topinc * 0.5f; bot += botinc * 0.5f;
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top += topinc * 0.5f; bot += botinc * 0.5f;
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ol = l; l = top / bot;
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ol = l; l = top / bot;
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swall[x+2] = quickertoint (l * WallDepthScale + WallDepthOrg);
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swall[x+2] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x+2] = quickertoint (l *= xrepeat);
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lwall[x+2] = xs_RoundToInt(l *= xrepeat);
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lwall[x+1] = quickertoint ((l+ol)*0.5f);
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lwall[x+1] = xs_RoundToInt((l+ol)*0.5f);
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swall[x+1] = (swall[x]+swall[x+2])>>1;
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swall[x+1] = (swall[x]+swall[x+2])>>1;
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x += 2;
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x += 2;
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}
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}
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if (x+1 < WallSX2)
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if (x+1 < WallSX2)
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{
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{
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l = (top + WallUoverZstep) / (bot + WallInvZstep);
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l = (top + WallUoverZstep) / (bot + WallInvZstep);
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swall[x+1] = quickertoint (l * WallDepthScale + WallDepthOrg);
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swall[x+1] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x+1] = quickertoint (l * xrepeat);
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lwall[x+1] = xs_RoundToInt(l * xrepeat);
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}
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}
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/*
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/*
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for (x = WallSX1; x < WallSX2; x++)
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for (x = WallSX1; x < WallSX2; x++)
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{
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{
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frac = top / bot;
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frac = top / bot;
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lwall[x] = quickertoint (frac * xrepeat);
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lwall[x] = xs_RoundToInt(frac * xrepeat);
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swall[x] = quickertoint (frac * WallDepthScale + WallDepthOrg);
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swall[x] = xs_RoundToInt(frac * WallDepthScale + WallDepthOrg);
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top += WallUoverZstep;
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top += WallUoverZstep;
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bot += WallInvZstep;
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bot += WallInvZstep;
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}
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}
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x = WallSX1;
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x = WallSX1;
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l = top / bot;
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l = top / bot;
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lwall[x] = quickertoint (l * xrepeat);
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lwall[x] = xs_RoundToInt(l * xrepeat);
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// As long as l is invalid, step one column at a time so that
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// As long as l is invalid, step one column at a time so that
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// we can get as many correct texture columns as possible.
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// we can get as many correct texture columns as possible.
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while (l > 1.0 && x+1 < WallSX2)
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while (l > 1.0 && x+1 < WallSX2)
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{
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{
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l = (top += WallUoverZstep) / (bot += WallInvZstep);
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l = (top += WallUoverZstep) / (bot += WallInvZstep);
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lwall[++x] = quickertoint (l * xrepeat);
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lwall[++x] = xs_RoundToInt(l * xrepeat);
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}
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}
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l *= xrepeat;
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l *= xrepeat;
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while (x+4 < WallSX2)
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while (x+4 < WallSX2)
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{
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{
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top += topinc; bot += botinc;
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top += topinc; bot += botinc;
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ol = l; l = top / bot;
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ol = l; l = top / bot;
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lwall[x+4] = quickertoint (l *= xrepeat);
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lwall[x+4] = xs_RoundToInt(l *= xrepeat);
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i = (ol+l) * 0.5f;
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i = (ol+l) * 0.5f;
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lwall[x+2] = quickertoint (i);
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lwall[x+2] = xs_RoundToInt(i);
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lwall[x+1] = quickertoint ((ol+i) * 0.5f);
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lwall[x+1] = xs_RoundToInt((ol+i) * 0.5f);
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lwall[x+3] = quickertoint ((l+i) * 0.5f);
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lwall[x+3] = xs_RoundToInt((l+i) * 0.5f);
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x += 4;
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x += 4;
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}
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}
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if (x+2 < WallSX2)
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if (x+2 < WallSX2)
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{
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{
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top += topinc * 0.5f; bot += botinc * 0.5f;
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top += topinc * 0.5f; bot += botinc * 0.5f;
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ol = l; l = top / bot;
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ol = l; l = top / bot;
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lwall[x+2] = quickertoint (l *= xrepeat);
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lwall[x+2] = xs_RoundToInt(l *= xrepeat);
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lwall[x+1] = quickertoint ((l+ol)*0.5f);
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lwall[x+1] = xs_RoundToInt((l+ol)*0.5f);
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x += 2;
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x += 2;
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}
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}
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if (x+1 < WallSX2)
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if (x+1 < WallSX2)
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{
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{
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l = (top + WallUoverZstep) / (bot + WallInvZstep);
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l = (top + WallUoverZstep) / (bot + WallInvZstep);
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lwall[x+1] = quickertoint (l * xrepeat);
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lwall[x+1] = xs_RoundToInt(l * xrepeat);
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}
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}
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// fix for rounding errors
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// fix for rounding errors
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@ -49,6 +49,7 @@
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#include "p_lnspec.h"
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#include "p_lnspec.h"
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#include "doomstat.h"
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#include "doomstat.h"
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#include "thingdef_exp.h"
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#include "thingdef_exp.h"
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#include "m_fixed.h"
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int testglobalvar = 1337; // just for having one global variable to test with
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int testglobalvar = 1337; // just for having one global variable to test with
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DEFINE_GLOBAL_VARIABLE(testglobalvar)
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DEFINE_GLOBAL_VARIABLE(testglobalvar)
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@ -1230,7 +1230,4 @@ typedef TRotator<float> FRotator;
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typedef TMatrix3x3<float> FMatrix3x3;
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typedef TMatrix3x3<float> FMatrix3x3;
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typedef TAngle<float> FAngle;
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typedef TAngle<float> FAngle;
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#define FLOAT2FIXED(f) fixed_t((f) * float(65536))
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#define FIXED2FLOAT(f) ((f) / float(65536))
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#endif
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#endif
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@ -1593,6 +1593,10 @@
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RelativePath=".\src\x86.h"
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RelativePath=".\src\x86.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath=".\src\xs_Float.h"
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>
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</File>
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<File
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<File
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RelativePath=".\src\zstring.h"
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RelativePath=".\src\zstring.h"
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>
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>
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Loading…
Reference in a new issue