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- binaryangle.h: Add asbuildf()
method to all classes and use where appropriate.
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parent
e57d6f8785
commit
5ba2e7863d
7 changed files with 15 additions and 12 deletions
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@ -740,7 +740,7 @@ void viewDrawScreen(bool sceneonly)
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//int tiltcs, tiltdim;
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uint8_t v4 = powerupCheck(gView, kPwUpCrystalBall) > 0;
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#ifdef USE_OPENGL
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renderSetRollAngle(rotscrnang.asbam() / (double)(BAMUNIT));
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renderSetRollAngle(rotscrnang.asbuildf());
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#endif
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if (v78 || bDelirium)
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{
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@ -132,6 +132,7 @@ public:
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lookangle(const lookangle &other) = default;
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// This class intentionally makes no allowances for implicit type conversions because those would render it ineffective.
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constexpr short asbuild() const { return value >> 21; }
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constexpr double asbuildf() const { return value * (1. / BAMUNIT); }
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constexpr fixed_t asq16() const { return value >> 5; }
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constexpr double asrad() const { return value * (pi::pi() / 0x80000000u); }
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constexpr double asdeg() const { return AngleToFloat(value); }
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@ -255,6 +256,7 @@ public:
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binangle(const binangle &other) = default;
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// This class intentionally makes no allowances for implicit type conversions because those would render it ineffective.
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constexpr short asbuild() const { return value >> 21; }
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constexpr double asbuildf() const { return value * (1. / BAMUNIT); }
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constexpr fixed_t asq16() const { return value >> 5; }
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constexpr double asrad() const { return value * (pi::pi() / 0x80000000u); }
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constexpr double asdeg() const { return AngleToFloat(value); }
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@ -423,6 +425,7 @@ public:
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// This class intentionally makes no allowances for implicit type conversions because those would render it ineffective.
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constexpr short asbuild() const { return FixedToInt(value); }
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constexpr double asbuildf() const { return FixedToFloat(value); }
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constexpr fixed_t asq16() const { return value; }
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double aspitch() const { return HorizToPitch(value); }
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int32_t asbam() const { return PitchToBAM(aspitch()); }
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@ -229,12 +229,12 @@ struct PlayerAngle
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binangle osum()
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{
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return bamang(oang.asbam() + olook_ang.asbam());
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return oang + olook_ang;
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}
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binangle sum()
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{
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return bamang(ang.asbam() + look_ang.asbam());
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return ang + look_ang;
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}
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binangle interpolatedsum(double const smoothratio)
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@ -248,8 +248,8 @@ struct PlayerAngle
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lookangle interpolatedrotscrn(double const smoothratio)
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{
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double const ratio = smoothratio / FRACUNIT;
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return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang.asbam() - orotscrnang.asbam())));
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double const ratio = smoothratio * (1. / FRACUNIT);
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return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang - orotscrnang).asbam()));
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}
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};
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@ -379,7 +379,7 @@ void seq_DrawPilotLightSeq(double xOffset, double yOffset)
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double x = ChunkXpos[nFrameBase] + (160 + xOffset);
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double y = ChunkYpos[nFrameBase] + (100 + yOffset);
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hud_drawsprite(x, y, 65536, fmod(-2 * (PlayerList[nLocalPlayer].angle.ang.asbam() / (double)BAMUNIT), kAngleMask + 1), nTile, 0, 0, 1);
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hud_drawsprite(x, y, 65536, fmod(-2 * PlayerList[nLocalPlayer].angle.ang.asbuildf(), kAngleMask + 1), nTile, 0, 0, 1);
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nFrameBase++;
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}
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}
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@ -298,7 +298,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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sprite[nDoppleSprite[nLocalPlayer]].cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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renderSetRollAngle(rotscrnang.asbam() / (double)BAMUNIT);
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renderSetRollAngle(rotscrnang.asbuildf());
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}
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nCameraa = nAngle;
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@ -546,10 +546,10 @@ void displayrooms(int snum, double smoothratio)
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cposz = omyz + xs_CRoundToInt(fmulscale16(myz - omyz, smoothratio));
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if (cl_syncinput)
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{
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fixed_t ohorz = (omyhoriz.asq16() + omyhorizoff.asq16());
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fixed_t horz = (myhoriz.asq16() + myhorizoff.asq16());
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fixed_t ohorz = (omyhoriz + omyhorizoff).asq16();
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fixed_t horz = (myhoriz + myhorizoff).asq16();
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choriz = q16horiz(ohorz + xs_CRoundToInt(fmulscale16(horz - ohorz, smoothratio)));
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cang = bamang(xs_CRoundToUInt(omyang.asbam() + fmulscale16(myang.asbam() - omyang.asbam(), smoothratio)));
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cang = bamang(xs_CRoundToUInt(omyang.asbam() + fmulscale16((myang - omyang).asbam(), smoothratio)));
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}
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else
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{
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@ -605,7 +605,7 @@ void displayrooms(int snum, double smoothratio)
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}
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// do screen rotation.
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renderSetRollAngle(rotscrnang.asbam() / (double)(BAMUNIT));
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renderSetRollAngle(rotscrnang.asbuildf());
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cz = p->GetActor()->ceilingz;
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fz = p->GetActor()->floorz;
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@ -1667,7 +1667,7 @@ drawscreen(PLAYERp pp, double smoothratio)
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}
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tsectnum = camerapp->cursectnum;
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renderSetRollAngle(trotscrnang.asbam() / (double)BAMUNIT);
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renderSetRollAngle(trotscrnang.asbuildf());
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COVERupdatesector(tx, ty, &tsectnum);
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