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https://github.com/ZDoom/raze-gles.git
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- make full use of sintablef[2048]
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parent
977ddc5aa8
commit
184465460e
1 changed files with 19 additions and 18 deletions
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@ -62,7 +62,8 @@ inline static void hud_drawpal(double x, double y, int tilenum, int shade, int o
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void displayloogie(short snum)
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void displayloogie(short snum)
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{
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{
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int i, a, x, y, z;
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int i, a, y, z;
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double x;
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if (ps[snum].loogcnt == 0) return;
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if (ps[snum].loogcnt == 0) return;
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@ -71,7 +72,7 @@ void displayloogie(short snum)
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{
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{
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a = abs(sintable[((ps[snum].loogcnt + i) << 5) & 2047]) >> 5;
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a = abs(sintable[((ps[snum].loogcnt + i) << 5) & 2047]) >> 5;
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z = 4096 + ((ps[snum].loogcnt + i) << 9);
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z = 4096 + ((ps[snum].loogcnt + i) << 9);
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x = (-getavel(snum)) + (sintable[((ps[snum].loogcnt + i) << 6) & 2047] >> 10);
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x = (-getavel(snum)) + (sintablef[((ps[snum].loogcnt + i) << 6) & 2047] / 1024.);
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hud_drawsprite(
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hud_drawsprite(
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(ps[snum].loogiex[i] + x), (200 + ps[snum].loogiey[i] - y), z - (i << 8), 256 - a,
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(ps[snum].loogiex[i] + x), (200 + ps[snum].loogiey[i] - y), z - (i << 8), 256 - a,
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@ -102,7 +103,7 @@ int animatefist(int gs, int snum)
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fistzoom = 90612L;
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fistzoom = 90612L;
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if (fistzoom < 40920)
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if (fistzoom < 40920)
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fistzoom = 40290;
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fistzoom = 40290;
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fistz = 194 + (sintable[((6 + fisti) << 7) & 2047] >> 9);
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fistz = 194 + (sintablef[((6 + fisti) << 7) & 2047] / 512.);
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if (sprite[ps[snum].i].pal == 1)
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if (sprite[ps[snum].i].pal == 1)
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fistpal = 1;
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fistpal = 1;
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@ -302,11 +303,11 @@ void displayweapon_d(int snum, double smoothratio)
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gun_pos = 80-(p->weapon_pos*p->weapon_pos);
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gun_pos = 80-(p->weapon_pos*p->weapon_pos);
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weapon_xoffset = (160)-90;
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weapon_xoffset = (160)-90;
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weapon_xoffset -= (sintable[((xs_CRoundToInt(weapon_sway)>>1)+512)&2047]/(1024+512));
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weapon_xoffset -= (sintablef[((xs_CRoundToInt(weapon_sway)>>1)+512)&2047] / (1024. + 512.));
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weapon_xoffset -= 58 + p->weapon_ang;
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weapon_xoffset -= 58 + p->weapon_ang;
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if( sprite[p->i].xrepeat < 32 )
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if( sprite[p->i].xrepeat < 32 )
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gun_pos -= abs(sintable[(xs_CRoundToInt(weapon_sway)<<2)&2047]>>9);
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gun_pos -= fabs(sintablef[(xs_CRoundToInt(weapon_sway)<<2)&2047] / 512.);
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else gun_pos -= abs(sintable[(xs_CRoundToInt(weapon_sway)>>1)&2047]>>10);
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else gun_pos -= fabs(sintablef[(xs_CRoundToInt(weapon_sway)>>1)&2047] / 1024.);
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gun_pos -= (p->hard_landing<<3);
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gun_pos -= (p->hard_landing<<3);
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@ -366,14 +367,14 @@ void displayweapon_d(int snum, double smoothratio)
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fistsign += i >> 1;
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fistsign += i >> 1;
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}
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}
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cw = weapon_xoffset;
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cw = weapon_xoffset;
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weapon_xoffset += sintable[(fistsign) & 2047] >> 10;
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weapon_xoffset += sintablef[(fistsign) & 2047] / 1024.;
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hud_draw(weapon_xoffset + 250 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_draw(weapon_xoffset + 250 - (p->q16look_ang / (2. * FRACUNIT)),
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looking_arc + 258 - (abs(sintable[(fistsign) & 2047] >> 8)),
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looking_arc + 258 - (fabs(sintablef[(fistsign) & 2047] / 256.)),
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FIST, gs, o);
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FIST, gs, o);
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weapon_xoffset = cw;
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weapon_xoffset = cw;
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weapon_xoffset -= sintable[(fistsign) & 2047] >> 10;
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weapon_xoffset -= sintablef[(fistsign) & 2047] / 1024.;
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hud_draw(weapon_xoffset + 40 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_draw(weapon_xoffset + 40 - (p->q16look_ang / (2. * FRACUNIT)),
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looking_arc + 200 + (abs(sintable[(fistsign) & 2047] >> 8)),
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looking_arc + 200 + (fabs(sintablef[(fistsign) & 2047] / 256.)),
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FIST, gs, o | 4);
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FIST, gs, o | 4);
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}
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}
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else
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else
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@ -457,8 +458,8 @@ void displayweapon_d(int snum, double smoothratio)
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pal = 1;
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pal = 1;
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else pal = sector[p->cursectnum].floorpal;
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else pal = sector[p->cursectnum].floorpal;
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weapon_xoffset -= sintable[(768 + (p->kickback_pic << 7)) & 2047] >> 11;
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weapon_xoffset -= sintablef[(768 + (p->kickback_pic << 7)) & 2047] / 2048.;
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gun_pos += sintable[(768 + (p->kickback_pic << 7) & 2047)] >> 11;
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gun_pos += sintablef[(768 + (p->kickback_pic << 7) & 2047)] / 2048.;
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if (*kb > 0)
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if (*kb > 0)
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{
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{
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@ -509,7 +510,7 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 0)
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if (*kb > 0)
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{
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{
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gun_pos -= sintable[p->kickback_pic << 7] >> 12;
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gun_pos -= sintablef[p->kickback_pic << 7] / 4096.;
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}
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}
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if (*kb > 0 && sprite[p->i].pal != 1)
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if (*kb > 0 && sprite[p->i].pal != 1)
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@ -654,7 +655,7 @@ void displayweapon_d(int snum, double smoothratio)
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pal = sector[p->cursectnum].floorpal;
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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if (*kb > 0)
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gun_pos -= sintable[p->kickback_pic << 7] >> 12;
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gun_pos -= sintablef[p->kickback_pic << 7] / 4096.;
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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@ -767,7 +768,7 @@ void displayweapon_d(int snum, double smoothratio)
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pal = sector[p->cursectnum].floorpal;
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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if (*kb > 0)
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gun_pos -= sintable[p->kickback_pic << 7] >> 12;
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gun_pos -= sintablef[p->kickback_pic << 7] / 4096.;
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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@ -1125,7 +1126,7 @@ void displayweapon_d(int snum, double smoothratio)
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hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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16 - (sintable[p->random_club_frame & 2047] >> 10),
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16 - (sintablef[p->random_club_frame & 2047] / 1024.),
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o, 0);
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o, 0);
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hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
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@ -1282,7 +1283,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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{
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hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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16 - (sintable[p->random_club_frame & 2047] >> 10),
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16 - (sintablef[p->random_club_frame & 2047] / 1024.),
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o, 2);
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o, 2);
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hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
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@ -1292,7 +1293,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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{
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hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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16 - (sintable[p->random_club_frame & 2047] >> 10),
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16 - (sintablef[p->random_club_frame & 2047] / 1024.),
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o, 0);
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o, 0);
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hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
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