Minor optimizations

git-svn-id: https://svn.eduke32.com/eduke32@6235 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2017-06-23 03:59:11 +00:00
parent f698b1e733
commit 302d6bdfd8

View file

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