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- buildutils: Replace calcSinTableValue()
use within Duke with bsinf()
/bcosf()
.
This commit is contained in:
parent
a2ac8cccc1
commit
5172c43e71
2 changed files with 29 additions and 29 deletions
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@ -71,9 +71,9 @@ void displayloogie(short snum)
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y = (ps[snum].loogcnt << 2);
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for (i = 0; i < ps[snum].numloogs; i++)
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{
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a = abs(calcSinTableValue((ps[snum].loogcnt + i) << 5)) / 32;
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a = abs(bsinf((ps[snum].loogcnt + i) << 5, -5));
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z = 4096 + ((ps[snum].loogcnt + i) << 9);
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x = (-getavel(snum)) + (calcSinTableValue((ps[snum].loogcnt + i) << 6) / 1024.);
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x = -getavel(snum) + bsinf((ps[snum].loogcnt + i) << 6, -10);
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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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@ -99,12 +99,12 @@ int animatefist(int gs, int snum, double look_anghalf)
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looking_arc = fabs(look_anghalf) / 4.5;
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fistzoom = 65536L - (calcSinTableValue(512 + (fisti << 6)) * 4);
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fistzoom = 65536L - bcosf(fisti << 6, 2);
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if (fistzoom > 90612L)
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fistzoom = 90612L;
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if (fistzoom < 40920)
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fistzoom = 40290;
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fistz = 194 + (calcSinTableValue(((6 + fisti) << 7) & 2047) / 512.);
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fistz = 194 + bsinf((6 + fisti) << 7, -9);
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if (ps[snum].GetActor()->s.pal == 1)
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fistpal = 1;
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@ -305,11 +305,11 @@ void displayweapon_d(int snum, double smoothratio)
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gun_pos = 80 - (opos + fmulscale16(npos - opos, smoothratio));
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weapon_xoffset = (160)-90;
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weapon_xoffset -= calcSinTableValue((weapon_sway / 2.) + 512) / (1024. + 512.);
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weapon_xoffset -= bcosf(weapon_sway * 0.5) * (1. / 1536.);
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weapon_xoffset -= 58 + p->weapon_ang;
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if( p->GetActor()->s.xrepeat < 32 )
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gun_pos -= fabs(calcSinTableValue(weapon_sway * 4.) / 512.);
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else gun_pos -= fabs(calcSinTableValue(weapon_sway / 2.) / 1024.);
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gun_pos -= fabs(bsinf(weapon_sway * 4., -9));
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else gun_pos -= fabs(bsinf(weapon_sway * 0.5, -10));
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gun_pos -= hard_landing * 8.;
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@ -369,14 +369,14 @@ void displayweapon_d(int snum, double smoothratio)
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fistsign += i >> 1;
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}
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cw = weapon_xoffset;
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weapon_xoffset += calcSinTableValue(fistsign) / 1024.;
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weapon_xoffset += bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 250 - look_anghalf,
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looking_arc + 258 - (fabs(calcSinTableValue(fistsign) / 256.)),
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looking_arc + 258 - fabs(bsinf(fistsign, -8)),
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FIST, gs, o);
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weapon_xoffset = cw;
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weapon_xoffset -= calcSinTableValue(fistsign) / 1024.;
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weapon_xoffset -= bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 40 - look_anghalf,
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looking_arc + 200 + (fabs(calcSinTableValue(fistsign) / 256.)),
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looking_arc + 200 + fabs(bsinf(fistsign, -8)),
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FIST, gs, o | 4);
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}
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else
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@ -460,8 +460,8 @@ void displayweapon_d(int snum, double smoothratio)
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pal = 1;
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else pal = sector[p->cursectnum].floorpal;
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weapon_xoffset -= calcSinTableValue(768 + (kickback_pic * 128.)) / 2048.;
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gun_pos += calcSinTableValue(768 + (kickback_pic * 128.)) / 2048.;
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weapon_xoffset -= bsinf(768 + (kickback_pic * 128.), -11);
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gun_pos += bsinf(768 + (kickback_pic * 128.), -11);
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if (*kb > 0)
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{
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@ -512,7 +512,7 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 0)
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{
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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gun_pos -= bsinf(kickback_pic * 128., -12);
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}
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if (*kb > 0 && p->GetActor()->s.pal != 1)
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@ -657,7 +657,7 @@ void displayweapon_d(int snum, double smoothratio)
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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gun_pos -= bsinf(kickback_pic * 128., -12);
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if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
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@ -770,7 +770,7 @@ void displayweapon_d(int snum, double smoothratio)
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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gun_pos -= bsinf(kickback_pic * 128., -12);
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if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
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@ -1105,7 +1105,7 @@ void displayweapon_d(int snum, double smoothratio)
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hud_drawpal(weapon_xoffset + 184 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
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16 - xs_CRoundToInt(bsinf(random_club_frame, -10)),
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o, 0);
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hud_drawpal(weapon_xoffset + 188 - look_anghalf,
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@ -1263,7 +1263,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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hud_drawpal(weapon_xoffset + 184 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
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16 - xs_CRoundToInt(bsinf(random_club_frame, -10)),
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o, 2);
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hud_drawpal(weapon_xoffset + 188 - look_anghalf,
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@ -1273,7 +1273,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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hud_drawpal(weapon_xoffset + 184 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
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16 - xs_CRoundToInt(bsinf(random_club_frame, -10)),
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o, 0);
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hud_drawpal(weapon_xoffset + 188 - look_anghalf,
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@ -80,7 +80,7 @@ void displaymasks_r(int snum, double smoothratio)
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// to get the proper clock value with regards to interpolation we have add a smoothratio based offset to the value.
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double interpclock = ud.levelclock + (TICSPERFRAME/65536.) * smoothratio;
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int pin = RS_STRETCH;
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hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tilesiz[SCUBAMASK].y >> 1) + (calcSinTableValue(interpclock) / 1024.)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
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hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tilesiz[SCUBAMASK].y >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
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hud_drawsprite((320 - tilesiz[SCUBAMASK + 4].x), (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
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hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
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hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
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@ -144,11 +144,11 @@ void displayweapon_r(int snum, double smoothratio)
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gun_pos = 80 - (opos + fmulscale16(npos - opos, smoothratio));
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weapon_xoffset = (160)-90;
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weapon_xoffset -= calcSinTableValue((weapon_sway / 2.) + 512) / (1024. + 512.);
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weapon_xoffset -= bcosf(weapon_sway * 0.5) * (1. / 1536.);
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weapon_xoffset -= 58 + p->weapon_ang;
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if( p->GetActor()->s.xrepeat < 8 )
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gun_pos -= fabs(calcSinTableValue(weapon_sway * 4.) / 512.);
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else gun_pos -= fabs(calcSinTableValue(weapon_sway / 2.) / 1024.);
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if( p->GetActor()->s.xrepeat < 32 )
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gun_pos -= fabs(bsinf(weapon_sway * 4., -9));
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else gun_pos -= fabs(bsinf(weapon_sway * 0.5, -10));
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gun_pos -= (p->ohard_landing + fmulscale16(p->hard_landing - p->ohard_landing, smoothratio)) * 8.;
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@ -311,14 +311,14 @@ void displayweapon_r(int snum, double smoothratio)
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fistsign += i>>1;
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}
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cw = weapon_xoffset;
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weapon_xoffset += calcSinTableValue(fistsign) / 1024.;
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weapon_xoffset += bsinf(fistsign, -10);
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hud_draw(weapon_xoffset+250-look_anghalf,
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looking_arc+258-abs(calcSinTableValue(fistsign) / 256.),
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looking_arc+258-abs(bsinf(fistsign, -8)),
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FIST,gs,o);
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weapon_xoffset = cw;
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weapon_xoffset -= calcSinTableValue(fistsign) / 1024.;
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weapon_xoffset -= bsinf(fistsign, -10);
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hud_draw(weapon_xoffset+40-look_anghalf,
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looking_arc+200+abs(calcSinTableValue(fistsign) / 256.),
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looking_arc+200+abs(bsinf(fistsign, -8)),
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FIST,gs,o|4);
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}
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else
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@ -623,7 +623,7 @@ void displayweapon_r(int snum, double smoothratio)
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auto displayrifle = [&]
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{
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if (*kb > 0)
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gun_pos -= calcSinTableValue((*kb) << 7) / 4096.;
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gun_pos -= bsinf((*kb) << 7, -12);
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if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
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