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Minor optimizations
git-svn-id: https://svn.eduke32.com/eduke32@6235 1a8010ca-5511-0410-912e-c29ae57300e0
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302d6bdfd8
1 changed files with 15 additions and 32 deletions
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@ -478,20 +478,18 @@ static void P_PreFireHitscan(int spriteNum, int playerNum, int projecTile, vec3_
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int const statNumMap = ((1 << STAT_ACTOR) | (1 << STAT_ZOMBIEACTOR) | (1 << STAT_PLAYER) | (1 << STAT_DUMMYPLAYER));
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int const statNum = sprite[hitData.sprite].statnum;
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if (statNum >= 0 && statNum <= 30 && (statNumMap & (1 << statNum)))
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if ((unsigned)statNum <= 30 && (statNumMap & (1 << statNum)))
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aimSprite = hitData.sprite;
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}
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}
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if (aimSprite == -1)
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{
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*zvel = (100-pPlayer->horiz-pPlayer->horizoff)<<5;
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Proj_MaybeAddSpread(doSpread, zvel, shootAng, zRange, angRange);
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}
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goto notarget;
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}
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else
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{
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if (aimSprite == -1) // no target
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notarget:
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*zvel = (100-pPlayer->horiz-pPlayer->horizoff)<<5;
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Proj_MaybeAddSpread(doSpread, zvel, shootAng, zRange, angRange);
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}
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@ -510,16 +508,10 @@ static void A_PreFireHitscan(const spritetype *pSprite, vec3_t *srcVect, int32_t
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srcVect->z -= ZOFFSET6;
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if (pSprite->picnum != BOSS1)
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{
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Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 64);
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}
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else
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{
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*shootAng = getangle(pPlayer->pos.x-srcVect->x, pPlayer->pos.y-srcVect->y);
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if (pSprite->picnum == BOSS1)
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*shootAng = getangle(pPlayer->pos.x - srcVect->x, pPlayer->pos.y - srcVect->y);
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Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 128);
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}
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Proj_MaybeAddSpread(doSpread, zvel, shootAng, 256, 128 >> (pSprite->picnum != BOSS1));
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}
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static int Proj_DoHitscan(int spriteNum, int32_t cstatmask, const vec3_t *srcVect, int zvel, int shootAng, hitdata_t *hitData)
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@ -534,21 +526,13 @@ static int Proj_DoHitscan(int spriteNum, int32_t cstatmask, const vec3_t *srcVec
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return (hitData->sect < 0);
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}
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static void Proj_DoRandDecalSize(int spriteNum, int projecTile)
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static void Proj_DoRandDecalSize(int const spriteNum, int const projecTile)
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{
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const projectile_t *const proj = Proj_GetProjectile(projecTile);
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spritetype *const pSprite = &sprite[spriteNum];
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if (proj->workslike & PROJECTILE_RANDDECALSIZE)
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{
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int projSize = (krand() & proj->xrepeat);
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if (projSize < proj->yrepeat)
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projSize = proj->yrepeat;
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pSprite->xrepeat = projSize;
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pSprite->yrepeat = projSize;
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}
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pSprite->xrepeat = pSprite->yrepeat = clamp((krand() & proj->xrepeat), pSprite->yrepeat, pSprite->xrepeat);
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else
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{
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pSprite->xrepeat = proj->xrepeat;
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@ -718,7 +702,6 @@ static int P_PostFireHitscan(int playerNum, int spriteNum, hitdata_t *hitData, i
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SKIPBULLETHOLE:
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HandleHitWall(hitData);
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A_DamageWall(spriteNum, hitData->wall, &hitData->pos, wallDamage);
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}
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@ -726,10 +709,10 @@ SKIPBULLETHOLE:
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}
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// Finish shooting hitscan weapon from actor (sprite <i>).
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static int A_PostFireHitscan(const hitdata_t *hitData, int spriteNum, int projecTile, int zvel, int shootAng, int extra,
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int spawnTile, int wallDamage)
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static int A_PostFireHitscan(const hitdata_t *hitData, int const spriteNum, int const projecTile, int const zvel, int const shootAng,
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int const extra, int const spawnTile, int const wallDamage)
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{
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int returnSprite = Proj_InsertShotspark(hitData, spriteNum, projecTile, 24, shootAng, extra);
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int const returnSprite = Proj_InsertShotspark(hitData, spriteNum, projecTile, 24, shootAng, extra);
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if (hitData->sprite >= 0)
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{
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@ -760,7 +743,7 @@ static int A_PostFireHitscan(const hitdata_t *hitData, int spriteNum, int projec
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// Common "spawn blood?" predicate.
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// minzdiff: minimal "step" height for blood to be spawned
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static int Proj_CheckBlood(vec3_t const *const srcVect, hitdata_t const *const hitData, int bloodRange, int minZdiff)
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static int Proj_CheckBlood(vec3_t const *const srcVect, hitdata_t const *const hitData, int const bloodRange, int const minZdiff)
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{
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if (hitData->wall < 0 || hitData->sect < 0)
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return 0;
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@ -777,9 +760,9 @@ static int Proj_CheckBlood(vec3_t const *const srcVect, hitdata_t const *const h
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return 0;
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}
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static void Proj_HandleKnee(hitdata_t *hitData, int spriteNum, int playerNum, int projecTile, int shootAng,
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const projectile_t *proj, int inserttile,
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int randomDamage, int spawnTile, int soundNum)
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static void Proj_HandleKnee(hitdata_t *const hitData, int const spriteNum, int const playerNum, int const projecTile, int const shootAng,
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const projectile_t *const proj, int const inserttile, int const randomDamage, int const spawnTile,
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int const soundNum)
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{
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const DukePlayer_t *const pPlayer = playerNum >= 0 ? g_player[playerNum].ps : NULL;
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