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- buildutils: Replace sintable[]
use within SW's ai.cpp with bsin()
/bcos()
.
This commit is contained in:
parent
772635e351
commit
156709d6bf
1 changed files with 12 additions and 12 deletions
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@ -347,8 +347,8 @@ CanHitPlayer(short SpriteNum)
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ang = getangle(hp->x - sp->x, hp->y - sp->y);
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ang = getangle(hp->x - sp->x, hp->y - sp->y);
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// get x,yvect
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// get x,yvect
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xvect = sintable[NORM_ANGLE(ang + 512)];
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xvect = bcos(ang);
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yvect = sintable[NORM_ANGLE(ang)];
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yvect = bsin(ang);
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// get zvect
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// get zvect
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zhh = hp->z - DIV2(SPRITEp_SIZE_Z(hp));
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zhh = hp->z - DIV2(SPRITEp_SIZE_Z(hp));
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@ -1127,8 +1127,8 @@ DoActorMoveCloser(short SpriteNum)
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int nx, ny;
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int nx, ny;
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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nx = mulscale14(sp->xvel, bcos(sp->ang));
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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ny = mulscale14(sp->xvel, bsin(sp->ang));
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// if cannot move the sprite
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// if cannot move the sprite
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(SpriteNum, nx, ny, 0L))
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@ -1707,8 +1707,8 @@ DoActorMoveJump(short SpriteNum)
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// Move while jumping
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// Move while jumping
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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nx = mulscale14(sp->xvel, bcos(sp->ang));
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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ny = mulscale14(sp->xvel, bsin(sp->ang));
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move_actor(SpriteNum, nx, ny, 0L);
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move_actor(SpriteNum, nx, ny, 0L);
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@ -1753,8 +1753,8 @@ int move_scan(short SpriteNum, short ang, int dist, int *stopx, int *stopy, int
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// do the move
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// do the move
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sp->ang = ang;
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sp->ang = ang;
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nx = (dist) * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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nx = mulscale14(dist, bcos(sp->ang));
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ny = (dist) * (int) sintable[sp->ang] >> 14;
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ny = mulscale14(dist, bsin(sp->ang));
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ret = move_sprite(SpriteNum, nx, ny, 0, u->ceiling_dist, u->floor_dist, cliptype, 1);
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ret = move_sprite(SpriteNum, nx, ny, 0, u->ceiling_dist, u->floor_dist, cliptype, 1);
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// move_sprite DOES do a getzrange point?
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// move_sprite DOES do a getzrange point?
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@ -2042,8 +2042,8 @@ DoActorReposition(short SpriteNum)
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int nx, ny;
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int nx, ny;
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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nx = mulscale14(sp->xvel, bcos(sp->ang));
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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ny = mulscale14(sp->xvel, bsin(sp->ang));
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// still might hit something and have to handle it.
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// still might hit something and have to handle it.
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(SpriteNum, nx, ny, 0L))
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@ -2129,8 +2129,8 @@ DoActorReposition(short SpriteNum)
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int nx, ny;
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int nx, ny;
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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nx = mulscale14(sp->xvel, bcos(sp->ang));
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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ny = mulscale14(sp->xvel, bsin(sp->ang));
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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{
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