- make full use of sintablef[2048].

This commit is contained in:
Mitchell Richters 2020-08-02 14:09:54 +10:00 committed by Christoph Oelckers
parent 977ddc5aa8
commit 184465460e

View file

@ -62,7 +62,8 @@ inline static void hud_drawpal(double x, double y, int tilenum, int shade, int o
void displayloogie(short snum) void displayloogie(short snum)
{ {
int i, a, x, y, z; int i, a, y, z;
double x;
if (ps[snum].loogcnt == 0) return; if (ps[snum].loogcnt == 0) return;
@ -71,7 +72,7 @@ void displayloogie(short snum)
{ {
a = abs(sintable[((ps[snum].loogcnt + i) << 5) & 2047]) >> 5; a = abs(sintable[((ps[snum].loogcnt + i) << 5) & 2047]) >> 5;
z = 4096 + ((ps[snum].loogcnt + i) << 9); 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( hud_drawsprite(
(ps[snum].loogiex[i] + x), (200 + ps[snum].loogiey[i] - y), z - (i << 8), 256 - a, (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; fistzoom = 90612L;
if (fistzoom < 40920) if (fistzoom < 40920)
fistzoom = 40290; 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) if (sprite[ps[snum].i].pal == 1)
fistpal = 1; fistpal = 1;
@ -302,11 +303,11 @@ void displayweapon_d(int snum, double smoothratio)
gun_pos = 80-(p->weapon_pos*p->weapon_pos); gun_pos = 80-(p->weapon_pos*p->weapon_pos);
weapon_xoffset = (160)-90; 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; weapon_xoffset -= 58 + p->weapon_ang;
if( sprite[p->i].xrepeat < 32 ) if( sprite[p->i].xrepeat < 32 )
gun_pos -= abs(sintable[(xs_CRoundToInt(weapon_sway)<<2)&2047]>>9); gun_pos -= fabs(sintablef[(xs_CRoundToInt(weapon_sway)<<2)&2047] / 512.);
else gun_pos -= abs(sintable[(xs_CRoundToInt(weapon_sway)>>1)&2047]>>10); else gun_pos -= fabs(sintablef[(xs_CRoundToInt(weapon_sway)>>1)&2047] / 1024.);
gun_pos -= (p->hard_landing<<3); gun_pos -= (p->hard_landing<<3);
@ -366,14 +367,14 @@ void displayweapon_d(int snum, double smoothratio)
fistsign += i >> 1; fistsign += i >> 1;
} }
cw = weapon_xoffset; 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)), 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); FIST, gs, o);
weapon_xoffset = cw; 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)), 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); FIST, gs, o | 4);
} }
else else
@ -457,8 +458,8 @@ void displayweapon_d(int snum, double smoothratio)
pal = 1; pal = 1;
else pal = sector[p->cursectnum].floorpal; else pal = sector[p->cursectnum].floorpal;
weapon_xoffset -= sintable[(768 + (p->kickback_pic << 7)) & 2047] >> 11; weapon_xoffset -= sintablef[(768 + (p->kickback_pic << 7)) & 2047] / 2048.;
gun_pos += sintable[(768 + (p->kickback_pic << 7) & 2047)] >> 11; gun_pos += sintablef[(768 + (p->kickback_pic << 7) & 2047)] / 2048.;
if (*kb > 0) if (*kb > 0)
{ {
@ -509,7 +510,7 @@ void displayweapon_d(int snum, double smoothratio)
if (*kb > 0) 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) if (*kb > 0 && sprite[p->i].pal != 1)
@ -654,7 +655,7 @@ void displayweapon_d(int snum, double smoothratio)
pal = sector[p->cursectnum].floorpal; pal = sector[p->cursectnum].floorpal;
if (*kb > 0) 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); 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; pal = sector[p->cursectnum].floorpal;
if (*kb > 0) 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); 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)), hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 2, 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); o, 0);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)), 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)), hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 2, 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); o, 2);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)), 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)), hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 2, 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); o, 0);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)), hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),