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- buildutils: Replace sintable[]
use within SW's hornet.cpp with bsin()
/bcos()
.
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parent
85841f5abd
commit
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1 changed files with 7 additions and 7 deletions
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@ -409,7 +409,7 @@ int DoHornetMatchPlayerZ(short SpriteNum)
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u->sz = max(u->sz, hiz + u->ceiling_dist);
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u->sz = max(u->sz, hiz + u->ceiling_dist);
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u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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sp->z = u->sz + ((HORNET_BOB_AMT * (int)sintable[u->Counter]) >> 14);
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sp->z = u->sz + mulscale14(HORNET_BOB_AMT, bsin(u->Counter));
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bound = u->hiz + u->ceiling_dist + HORNET_BOB_AMT;
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bound = u->hiz + u->ceiling_dist + HORNET_BOB_AMT;
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if (sp->z < bound)
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if (sp->z < bound)
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@ -461,8 +461,8 @@ int DoHornetCircle(short SpriteNum)
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sp->ang = NORM_ANGLE(sp->ang + u->Counter2);
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sp->ang = NORM_ANGLE(sp->ang + u->Counter2);
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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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@ -471,8 +471,8 @@ int DoHornetCircle(short SpriteNum)
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// try moving in the opposite direction
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// try moving in the opposite direction
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u->Counter2 = -u->Counter2;
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u->Counter2 = -u->Counter2;
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sp->ang = NORM_ANGLE(sp->ang + 1024);
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sp->ang = NORM_ANGLE(sp->ang + 1024);
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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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@ -531,8 +531,8 @@ DoHornetDeath(short SpriteNum)
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DoActorSlide(SpriteNum);
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DoActorSlide(SpriteNum);
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// slide while falling
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// slide while falling
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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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u->ret = move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 1, ACTORMOVETICS);
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u->ret = move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, 1, ACTORMOVETICS);
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