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- fixed several incorrect uses of abs instead of fabs.
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parent
925305aa05
commit
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2 changed files with 5 additions and 5 deletions
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@ -731,7 +731,7 @@ void gl_RenderModel(GLSprite * spr, int cm)
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{
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if((x * cos(angle * M_PI / 180) + y * sin(angle * M_PI / 180)) / sqrt(x * x + y * y) < 0) pitch *= -1;
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}
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else pitch = abs(pitch);
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else pitch = fabs(pitch);
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}
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if( smf->flags & MDL_ROTATING )
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@ -663,9 +663,9 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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if (smarterclip)
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{
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// Reduce slightly clipping adjustment of corpses
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if (thing->flags & MF_CORPSE || spriteheight > abs(diffb))
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if (thing->flags & MF_CORPSE || spriteheight > fabs(diffb))
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{
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float ratio = clamp<float>((abs(diffb) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
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float ratio = clamp<float>((fabs(diffb) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
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diffb*=ratio;
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}
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if (!diffb)
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@ -679,9 +679,9 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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difft=0;
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}
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}
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if (spriteheight > abs(difft))
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if (spriteheight > fabs(difft))
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{
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float ratio = clamp<float>((abs(difft) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
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float ratio = clamp<float>((fabs(difft) * (float)gl_sclipfactor/(spriteheight+1)), 0.5, 1.0);
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difft*=ratio;
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}
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z2-=difft;
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