mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- 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
|
@ -71,9 +71,9 @@ void displayloogie(short snum)
|
|||
y = (ps[snum].loogcnt << 2);
|
||||
for (i = 0; i < ps[snum].numloogs; i++)
|
||||
{
|
||||
a = abs(calcSinTableValue((ps[snum].loogcnt + i) << 5)) / 32;
|
||||
a = abs(bsinf((ps[snum].loogcnt + i) << 5, -5));
|
||||
z = 4096 + ((ps[snum].loogcnt + i) << 9);
|
||||
x = (-getavel(snum)) + (calcSinTableValue((ps[snum].loogcnt + i) << 6) / 1024.);
|
||||
x = -getavel(snum) + bsinf((ps[snum].loogcnt + i) << 6, -10);
|
||||
|
||||
hud_drawsprite(
|
||||
(ps[snum].loogiex[i] + x), (200 + ps[snum].loogiey[i] - y), z - (i << 8), 256 - a,
|
||||
|
@ -99,12 +99,12 @@ int animatefist(int gs, int snum, double look_anghalf)
|
|||
|
||||
looking_arc = fabs(look_anghalf) / 4.5;
|
||||
|
||||
fistzoom = 65536L - (calcSinTableValue(512 + (fisti << 6)) * 4);
|
||||
fistzoom = 65536L - bcosf(fisti << 6, 2);
|
||||
if (fistzoom > 90612L)
|
||||
fistzoom = 90612L;
|
||||
if (fistzoom < 40920)
|
||||
fistzoom = 40290;
|
||||
fistz = 194 + (calcSinTableValue(((6 + fisti) << 7) & 2047) / 512.);
|
||||
fistz = 194 + bsinf((6 + fisti) << 7, -9);
|
||||
|
||||
if (ps[snum].GetActor()->s.pal == 1)
|
||||
fistpal = 1;
|
||||
|
@ -305,11 +305,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
gun_pos = 80 - (opos + fmulscale16(npos - opos, smoothratio));
|
||||
|
||||
weapon_xoffset = (160)-90;
|
||||
weapon_xoffset -= calcSinTableValue((weapon_sway / 2.) + 512) / (1024. + 512.);
|
||||
weapon_xoffset -= bcosf(weapon_sway * 0.5) * (1. / 1536.);
|
||||
weapon_xoffset -= 58 + p->weapon_ang;
|
||||
if( p->GetActor()->s.xrepeat < 32 )
|
||||
gun_pos -= fabs(calcSinTableValue(weapon_sway * 4.) / 512.);
|
||||
else gun_pos -= fabs(calcSinTableValue(weapon_sway / 2.) / 1024.);
|
||||
gun_pos -= fabs(bsinf(weapon_sway * 4., -9));
|
||||
else gun_pos -= fabs(bsinf(weapon_sway * 0.5, -10));
|
||||
|
||||
gun_pos -= hard_landing * 8.;
|
||||
|
||||
|
@ -369,14 +369,14 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
fistsign += i >> 1;
|
||||
}
|
||||
cw = weapon_xoffset;
|
||||
weapon_xoffset += calcSinTableValue(fistsign) / 1024.;
|
||||
weapon_xoffset += bsinf(fistsign, -10);
|
||||
hud_draw(weapon_xoffset + 250 - look_anghalf,
|
||||
looking_arc + 258 - (fabs(calcSinTableValue(fistsign) / 256.)),
|
||||
looking_arc + 258 - fabs(bsinf(fistsign, -8)),
|
||||
FIST, gs, o);
|
||||
weapon_xoffset = cw;
|
||||
weapon_xoffset -= calcSinTableValue(fistsign) / 1024.;
|
||||
weapon_xoffset -= bsinf(fistsign, -10);
|
||||
hud_draw(weapon_xoffset + 40 - look_anghalf,
|
||||
looking_arc + 200 + (fabs(calcSinTableValue(fistsign) / 256.)),
|
||||
looking_arc + 200 + fabs(bsinf(fistsign, -8)),
|
||||
FIST, gs, o | 4);
|
||||
}
|
||||
else
|
||||
|
@ -460,8 +460,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
pal = 1;
|
||||
else pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
weapon_xoffset -= calcSinTableValue(768 + (kickback_pic * 128.)) / 2048.;
|
||||
gun_pos += calcSinTableValue(768 + (kickback_pic * 128.)) / 2048.;
|
||||
weapon_xoffset -= bsinf(768 + (kickback_pic * 128.), -11);
|
||||
gun_pos += bsinf(768 + (kickback_pic * 128.), -11);
|
||||
|
||||
if (*kb > 0)
|
||||
{
|
||||
|
@ -512,7 +512,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (*kb > 0)
|
||||
{
|
||||
gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
|
||||
gun_pos -= bsinf(kickback_pic * 128., -12);
|
||||
}
|
||||
|
||||
if (*kb > 0 && p->GetActor()->s.pal != 1)
|
||||
|
@ -657,7 +657,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (*kb > 0)
|
||||
gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
|
||||
gun_pos -= bsinf(kickback_pic * 128., -12);
|
||||
|
||||
if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
|
||||
|
||||
|
@ -770,7 +770,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (*kb > 0)
|
||||
gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
|
||||
gun_pos -= bsinf(kickback_pic * 128., -12);
|
||||
|
||||
if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
|
||||
|
||||
|
@ -1105,7 +1105,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
|
||||
16 - xs_CRoundToInt(bsinf(random_club_frame, -10)),
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
|
@ -1263,7 +1263,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
|
||||
16 - xs_CRoundToInt(bsinf(random_club_frame, -10)),
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
|
@ -1273,7 +1273,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
|
||||
16 - xs_CRoundToInt(bsinf(random_club_frame, -10)),
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
|
|
|
@ -80,7 +80,7 @@ void displaymasks_r(int snum, double smoothratio)
|
|||
// to get the proper clock value with regards to interpolation we have add a smoothratio based offset to the value.
|
||||
double interpclock = ud.levelclock + (TICSPERFRAME/65536.) * smoothratio;
|
||||
int pin = RS_STRETCH;
|
||||
hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tilesiz[SCUBAMASK].y >> 1) + (calcSinTableValue(interpclock) / 1024.)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
|
||||
hud_drawsprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15), (200 - (tilesiz[SCUBAMASK].y >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
|
||||
hud_drawsprite((320 - tilesiz[SCUBAMASK + 4].x), (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
|
||||
hud_drawsprite(tilesiz[SCUBAMASK + 4].x, (200 - tilesiz[SCUBAMASK + 4].y), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
|
||||
hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
|
||||
|
@ -144,11 +144,11 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
gun_pos = 80 - (opos + fmulscale16(npos - opos, smoothratio));
|
||||
|
||||
weapon_xoffset = (160)-90;
|
||||
weapon_xoffset -= calcSinTableValue((weapon_sway / 2.) + 512) / (1024. + 512.);
|
||||
weapon_xoffset -= bcosf(weapon_sway * 0.5) * (1. / 1536.);
|
||||
weapon_xoffset -= 58 + p->weapon_ang;
|
||||
if( p->GetActor()->s.xrepeat < 8 )
|
||||
gun_pos -= fabs(calcSinTableValue(weapon_sway * 4.) / 512.);
|
||||
else gun_pos -= fabs(calcSinTableValue(weapon_sway / 2.) / 1024.);
|
||||
if( p->GetActor()->s.xrepeat < 32 )
|
||||
gun_pos -= fabs(bsinf(weapon_sway * 4., -9));
|
||||
else gun_pos -= fabs(bsinf(weapon_sway * 0.5, -10));
|
||||
|
||||
gun_pos -= (p->ohard_landing + fmulscale16(p->hard_landing - p->ohard_landing, smoothratio)) * 8.;
|
||||
|
||||
|
@ -311,14 +311,14 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
fistsign += i>>1;
|
||||
}
|
||||
cw = weapon_xoffset;
|
||||
weapon_xoffset += calcSinTableValue(fistsign) / 1024.;
|
||||
weapon_xoffset += bsinf(fistsign, -10);
|
||||
hud_draw(weapon_xoffset+250-look_anghalf,
|
||||
looking_arc+258-abs(calcSinTableValue(fistsign) / 256.),
|
||||
looking_arc+258-abs(bsinf(fistsign, -8)),
|
||||
FIST,gs,o);
|
||||
weapon_xoffset = cw;
|
||||
weapon_xoffset -= calcSinTableValue(fistsign) / 1024.;
|
||||
weapon_xoffset -= bsinf(fistsign, -10);
|
||||
hud_draw(weapon_xoffset+40-look_anghalf,
|
||||
looking_arc+200+abs(calcSinTableValue(fistsign) / 256.),
|
||||
looking_arc+200+abs(bsinf(fistsign, -8)),
|
||||
FIST,gs,o|4);
|
||||
}
|
||||
else
|
||||
|
@ -623,7 +623,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
auto displayrifle = [&]
|
||||
{
|
||||
if (*kb > 0)
|
||||
gun_pos -= calcSinTableValue((*kb) << 7) / 4096.;
|
||||
gun_pos -= bsinf((*kb) << 7, -12);
|
||||
|
||||
if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
|
||||
|
||||
|
|
Loading…
Reference in a new issue