diff --git a/source/games/duke/src/hudweapon_d.cpp b/source/games/duke/src/hudweapon_d.cpp index c7a3a0db8..678c7d1d1 100644 --- a/source/games/duke/src/hudweapon_d.cpp +++ b/source/games/duke/src/hudweapon_d.cpp @@ -62,7 +62,8 @@ inline static void hud_drawpal(double x, double y, int tilenum, int shade, int o void displayloogie(short snum) { - int i, a, x, y, z; + int i, a, y, z; + double x; if (ps[snum].loogcnt == 0) return; @@ -71,7 +72,7 @@ void displayloogie(short snum) { a = abs(sintable[((ps[snum].loogcnt + i) << 5) & 2047]) >> 5; z = 4096 + ((ps[snum].loogcnt + i) << 9); - x = (-getavel(snum)) + (sintable[((ps[snum].loogcnt + i) << 6) & 2047] >> 10); + x = (-getavel(snum)) + (sintablef[((ps[snum].loogcnt + i) << 6) & 2047] / 1024.); hud_drawsprite( (ps[snum].loogiex[i] + x), (200 + ps[snum].loogiey[i] - y), z - (i << 8), 256 - a, @@ -102,7 +103,7 @@ int animatefist(int gs, int snum) fistzoom = 90612L; if (fistzoom < 40920) fistzoom = 40290; - fistz = 194 + (sintable[((6 + fisti) << 7) & 2047] >> 9); + fistz = 194 + (sintablef[((6 + fisti) << 7) & 2047] / 512.); if (sprite[ps[snum].i].pal == 1) fistpal = 1; @@ -302,11 +303,11 @@ void displayweapon_d(int snum, double smoothratio) gun_pos = 80-(p->weapon_pos*p->weapon_pos); weapon_xoffset = (160)-90; - weapon_xoffset -= (sintable[((xs_CRoundToInt(weapon_sway)>>1)+512)&2047]/(1024+512)); + weapon_xoffset -= (sintablef[((xs_CRoundToInt(weapon_sway)>>1)+512)&2047] / (1024. + 512.)); weapon_xoffset -= 58 + p->weapon_ang; if( sprite[p->i].xrepeat < 32 ) - gun_pos -= abs(sintable[(xs_CRoundToInt(weapon_sway)<<2)&2047]>>9); - else gun_pos -= abs(sintable[(xs_CRoundToInt(weapon_sway)>>1)&2047]>>10); + gun_pos -= fabs(sintablef[(xs_CRoundToInt(weapon_sway)<<2)&2047] / 512.); + else gun_pos -= fabs(sintablef[(xs_CRoundToInt(weapon_sway)>>1)&2047] / 1024.); gun_pos -= (p->hard_landing<<3); @@ -366,14 +367,14 @@ void displayweapon_d(int snum, double smoothratio) fistsign += i >> 1; } cw = weapon_xoffset; - weapon_xoffset += sintable[(fistsign) & 2047] >> 10; + weapon_xoffset += sintablef[(fistsign) & 2047] / 1024.; hud_draw(weapon_xoffset + 250 - (p->q16look_ang / (2. * FRACUNIT)), - looking_arc + 258 - (abs(sintable[(fistsign) & 2047] >> 8)), + looking_arc + 258 - (fabs(sintablef[(fistsign) & 2047] / 256.)), FIST, gs, o); weapon_xoffset = cw; - weapon_xoffset -= sintable[(fistsign) & 2047] >> 10; + weapon_xoffset -= sintablef[(fistsign) & 2047] / 1024.; hud_draw(weapon_xoffset + 40 - (p->q16look_ang / (2. * FRACUNIT)), - looking_arc + 200 + (abs(sintable[(fistsign) & 2047] >> 8)), + looking_arc + 200 + (fabs(sintablef[(fistsign) & 2047] / 256.)), FIST, gs, o | 4); } else @@ -457,8 +458,8 @@ void displayweapon_d(int snum, double smoothratio) pal = 1; else pal = sector[p->cursectnum].floorpal; - weapon_xoffset -= sintable[(768 + (p->kickback_pic << 7)) & 2047] >> 11; - gun_pos += sintable[(768 + (p->kickback_pic << 7) & 2047)] >> 11; + weapon_xoffset -= sintablef[(768 + (p->kickback_pic << 7)) & 2047] / 2048.; + gun_pos += sintablef[(768 + (p->kickback_pic << 7) & 2047)] / 2048.; if (*kb > 0) { @@ -509,7 +510,7 @@ void displayweapon_d(int snum, double smoothratio) if (*kb > 0) { - gun_pos -= sintable[p->kickback_pic << 7] >> 12; + gun_pos -= sintablef[p->kickback_pic << 7] / 4096.; } if (*kb > 0 && sprite[p->i].pal != 1) @@ -654,7 +655,7 @@ void displayweapon_d(int snum, double smoothratio) pal = sector[p->cursectnum].floorpal; if (*kb > 0) - gun_pos -= sintable[p->kickback_pic << 7] >> 12; + gun_pos -= sintablef[p->kickback_pic << 7] / 4096.; if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3); @@ -767,7 +768,7 @@ void displayweapon_d(int snum, double smoothratio) pal = sector[p->cursectnum].floorpal; if (*kb > 0) - gun_pos -= sintable[p->kickback_pic << 7] >> 12; + gun_pos -= sintablef[p->kickback_pic << 7] / 4096.; if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3); @@ -1125,7 +1126,7 @@ void displayweapon_d(int snum, double smoothratio) hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, SHRINKER + 2, - 16 - (sintable[p->random_club_frame & 2047] >> 10), + 16 - (sintablef[p->random_club_frame & 2047] / 1024.), o, 0); hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)), @@ -1282,7 +1283,7 @@ void displayweapon_d(int snum, double smoothratio) { hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, SHRINKER + 2, - 16 - (sintable[p->random_club_frame & 2047] >> 10), + 16 - (sintablef[p->random_club_frame & 2047] / 1024.), o, 2); hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)), @@ -1292,7 +1293,7 @@ void displayweapon_d(int snum, double smoothratio) { hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, SHRINKER + 2, - 16 - (sintable[p->random_club_frame & 2047] >> 10), + 16 - (sintablef[p->random_club_frame & 2047] / 1024.), o, 0); hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),