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- got rid of ksgn.
Because every bit of Build code that can be removed is a good thing.
This was only used in two places, one of which could be done better, the other one in the voxel drawer setup now uses a local C-inline version.
(cherry picked from commit 5536184bee
)
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5d210c64e0
5 changed files with 7 additions and 35 deletions
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@ -195,9 +195,3 @@ static __forceinline void clearbufshort (void *buff, unsigned int count, WORD cl
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}
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}
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static __forceinline SDWORD ksgn (SDWORD a)
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{
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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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}
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@ -316,17 +316,3 @@ static inline void clearbufshort (void *buff, unsigned int count, WORD clear)
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:"cc");
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}
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static inline SDWORD ksgn (SDWORD a)
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{
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SDWORD result, dummy;
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asm volatile
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("add %0,%0\n\t"
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"sbb %1,%1\n\t"
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"cmp %0,%1\n\t"
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"adc $0,%1"
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:"=r" (dummy), "=r" (result)
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:"0" (a)
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:"cc");
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return result;
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}
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@ -339,13 +339,4 @@ __forceinline void clearbufshort (void *buff, unsigned int count, WORD clear)
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}
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}
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__forceinline SDWORD ksgn (SDWORD a)
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{
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__asm mov edx,a
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__asm add edx,edx
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__asm sbb eax,eax
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__asm cmp eax,edx
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__asm adc eax,0
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}
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#pragma warning (default: 4035)
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@ -2610,11 +2610,7 @@ void P_PlayerThink (player_t *player)
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else if (cmd->ucmd.upmove != 0)
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{
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// Clamp the speed to some reasonable maximum.
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int magnitude = abs (cmd->ucmd.upmove);
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if (magnitude > 0x300)
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{
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cmd->ucmd.upmove = ksgn (cmd->ucmd.upmove) * 0x300;
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}
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cmd->ucmd.upmove = clamp<short>(cmd->ucmd.upmove, -0x300, 0x300);
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if (player->mo->waterlevel >= 2 || (player->mo->flags2 & MF2_FLY) || (player->cheats & CF_NOCLIP2))
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{
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player->mo->Vel.Z = player->mo->Speed * cmd->ucmd.upmove / 128.;
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@ -2907,6 +2907,11 @@ void R_DrawParticle_rgba(vissprite_t *vis)
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extern double BaseYaspectMul;;
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inline int sgn(int v)
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{
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return v < 0 ? -1 : v > 0 ? 1 : 0;
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}
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void R_DrawVoxel(const FVector3 &globalpos, FAngle viewangle,
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const FVector3 &dasprpos, DAngle dasprang,
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fixed_t daxscale, fixed_t dayscale, FVoxel *voxobj,
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@ -3048,7 +3053,7 @@ void R_DrawVoxel(const FVector3 &globalpos, FAngle viewangle,
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xe += xi; ye += yi;
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}
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i = ksgn(ys-backy)+ksgn(xs-backx)*3+4;
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i = sgn(ys - backy) + sgn(xs - backx) * 3 + 4;
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switch(i)
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{
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case 6: case 7: x1 = 0; y1 = 0; break;
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