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https://github.com/ZDoom/raze-gles.git
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More optimizations
git-svn-id: https://svn.eduke32.com/eduke32@397 1a8010ca-5511-0410-912e-c29ae57300e0
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70a60c34f9
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3 changed files with 45 additions and 50 deletions
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@ -7617,12 +7617,12 @@ void moveobjects(void)
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int k;
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movefta(); //ST 2
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moveweapons(); //ST 5 (must be last)
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moveweapons(); //ST 4
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movetransports(); //ST 9
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moveplayers(); //ST 10
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movefallers(); //ST 12
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moveexplosions(); //ST 4
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moveexplosions(); //ST 5
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moveactors(); //ST 1
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moveeffectors(); //ST 3
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@ -114,12 +114,7 @@ extern long hitawall(struct player_struct *p,short *hitw);
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extern short aim(spritetype *s,short aang,short atwith);
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extern short shoot(short i,short atwith);
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extern void displayloogie(short snum);
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extern char animatefist(short gs,short snum);
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extern char animateknee(short gs,short snum);
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extern char animateknuckles(short gs,short snum);
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extern void displaymasks(short snum);
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extern char animatetip(short gs,short snum);
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extern char animateaccess(short gs,short snum);
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extern void displayweapon(short snum);
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extern void getinput(short snum);
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extern char doincrements(struct player_struct *p);
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@ -1885,16 +1885,16 @@ void displayloogie(short snum)
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}
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}
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char animatefist(short gs,short snum)
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static int animatefist(const short *gs,const short *snum)
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{
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short looking_arc,fisti,fistpal;
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long fistzoom, fistz;
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fisti = ps[snum].fist_incs;
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fisti = ps[*snum].fist_incs;
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if (fisti > 32) fisti = 32;
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if (fisti <= 0) return 0;
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looking_arc = klabs(ps[snum].look_ang)/9;
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looking_arc = klabs(ps[*snum].look_ang)/9;
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fistzoom = 65536L - (sintable[(512+(fisti<<6))&2047]<<2);
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if (fistzoom > 90612L)
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@ -1903,61 +1903,61 @@ char animatefist(short gs,short snum)
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fistzoom = 40290;
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fistz = 194 + (sintable[((6+fisti)<<7)&2047]>>9);
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if (sprite[ps[snum].i].pal == 1)
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if (sprite[ps[*snum].i].pal == 1)
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fistpal = 1;
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else
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fistpal = sector[ps[snum].cursectnum].floorpal;
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fistpal = sector[ps[*snum].cursectnum].floorpal;
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rotatesprite(
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(-fisti+222+(sync[snum].avel>>4))<<16,
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(-fisti+222+(sync[*snum].avel>>4))<<16,
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(looking_arc+fistz)<<16,
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fistzoom,0,FIST,gs,fistpal,2,0,0,xdim-1,ydim-1);
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fistzoom,0,FIST,*gs,fistpal,2,0,0,xdim-1,ydim-1);
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return 1;
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}
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char animateknee(short gs,short snum)
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static int animateknee(const short *gs,const short *snum)
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{
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short knee_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8};
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short looking_arc, pal;
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if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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if (ps[*snum].knee_incs > 11 || ps[*snum].knee_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0;
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looking_arc = knee_y[ps[snum].knee_incs] + klabs(ps[snum].look_ang)/9;
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looking_arc = knee_y[ps[*snum].knee_incs] + klabs(ps[*snum].look_ang)/9;
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looking_arc -= (ps[snum].hard_landing<<3);
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looking_arc -= (ps[*snum].hard_landing<<3);
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if (sprite[ps[snum].i].pal == 1)
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if (sprite[ps[*snum].i].pal == 1)
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pal = 1;
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else
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{
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pal = sector[ps[snum].cursectnum].floorpal;
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pal = sector[ps[*snum].cursectnum].floorpal;
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if (pal == 0)
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pal = ps[snum].palookup;
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pal = ps[*snum].palookup;
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}
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myospal(105+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(knee_y[ps[snum].knee_incs]>>2),looking_arc+280-((ps[snum].horiz-ps[snum].horizoff)>>4),KNEE,gs,4,pal);
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myospal(105+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(knee_y[ps[*snum].knee_incs]>>2),looking_arc+280-((ps[*snum].horiz-ps[*snum].horizoff)>>4),KNEE,*gs,4,pal);
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return 1;
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}
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char animateknuckles(short gs,short snum)
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static int animateknuckles(const short *gs,const short *snum)
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{
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short knuckle_frames[] = {0,1,2,2,3,3,3,2,2,1,0};
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short looking_arc, pal;
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if (ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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if (ps[*snum].knuckle_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0;
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looking_arc = klabs(ps[snum].look_ang)/9;
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looking_arc = klabs(ps[*snum].look_ang)/9;
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looking_arc -= (ps[snum].hard_landing<<3);
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looking_arc -= (ps[*snum].hard_landing<<3);
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if (sprite[ps[snum].i].pal == 1)
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if (sprite[ps[*snum].i].pal == 1)
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pal = 1;
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else
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pal = sector[ps[snum].cursectnum].floorpal;
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pal = sector[ps[*snum].cursectnum].floorpal;
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myospal(160+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),looking_arc+180-((ps[snum].horiz-ps[snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[snum].knuckle_incs>>1],gs,4,pal);
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myospal(160+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1),looking_arc+180-((ps[*snum].horiz-ps[*snum].horizoff)>>4),CRACKKNUCKLES+knuckle_frames[ps[*snum].knuckle_incs>>1],*gs,4,pal);
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return 1;
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}
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@ -2059,53 +2059,53 @@ void displaymasks(short snum)
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}
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}
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char animatetip(short gs,short snum)
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static int animatetip(const short *gs,const short *snum)
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{
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short p,looking_arc;
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short tip_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
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if (ps[snum].tipincs == 0) return 0;
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if (ps[*snum].tipincs == 0) return 0;
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looking_arc = klabs(ps[snum].look_ang)/9;
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looking_arc -= (ps[snum].hard_landing<<3);
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looking_arc = klabs(ps[*snum].look_ang)/9;
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looking_arc -= (ps[*snum].hard_landing<<3);
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if (sprite[ps[snum].i].pal == 1)
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if (sprite[ps[*snum].i].pal == 1)
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p = 1;
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else
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p = sector[ps[snum].cursectnum].floorpal;
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p = sector[ps[*snum].cursectnum].floorpal;
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/* if(ps[snum].access_spritenum >= 0)
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p = sprite[ps[snum].access_spritenum].pal;
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else
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p = wall[ps[snum].access_wallnum].pal;
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*/
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myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1),
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(tip_y[ps[snum].tipincs]>>1)+looking_arc+240-((ps[snum].horiz-ps[snum].horizoff)>>4),TIP+((26-ps[snum].tipincs)>>4),gs,0,p);
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myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1),
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(tip_y[ps[*snum].tipincs]>>1)+looking_arc+240-((ps[*snum].horiz-ps[*snum].horizoff)>>4),TIP+((26-ps[*snum].tipincs)>>4),*gs,0,p);
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return 1;
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}
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char animateaccess(short gs,short snum)
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static int animateaccess(const short *gs,const short *snum)
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{
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short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
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short looking_arc;
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char p;
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if (ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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if (ps[*snum].access_incs == 0 || sprite[ps[*snum].i].extra <= 0) return 0;
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looking_arc = access_y[ps[snum].access_incs] + klabs(ps[snum].look_ang)/9;
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looking_arc -= (ps[snum].hard_landing<<3);
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looking_arc = access_y[ps[*snum].access_incs] + klabs(ps[*snum].look_ang)/9;
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looking_arc -= (ps[*snum].hard_landing<<3);
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if (ps[snum].access_spritenum >= 0)
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p = sprite[ps[snum].access_spritenum].pal;
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if (ps[*snum].access_spritenum >= 0)
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p = sprite[ps[*snum].access_spritenum].pal;
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else p = 0;
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// else
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// p = wall[ps[snum].access_wallnum].pal;
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// p = wall[ps[*snum].access_wallnum].pal;
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if ((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
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myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
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if ((ps[*snum].access_incs-3) > 0 && (ps[*snum].access_incs-3)>>3)
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myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(access_y[ps[*snum].access_incs]>>2),looking_arc+266-((ps[*snum].horiz-ps[*snum].horizoff)>>4),HANDHOLDINGLASER+(ps[*snum].access_incs>>3),*gs,0,p);
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else
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myospal(170+(sync[snum].avel>>4)-(ps[snum].look_ang>>1)+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].horiz-ps[snum].horizoff)>>4),HANDHOLDINGACCESS,gs,4,p);
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myospal(170+(sync[*snum].avel>>4)-(ps[*snum].look_ang>>1)+(access_y[ps[*snum].access_incs]>>2),looking_arc+266-((ps[*snum].horiz-ps[*snum].horizoff)>>4),HANDHOLDINGACCESS,*gs,4,p);
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return 1;
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}
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@ -2146,9 +2146,9 @@ void displayweapon(short snum)
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long gun_pos, looking_arc, cw;
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long weapon_xoffset, i, j;
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char o,pal;
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signed char gs;
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struct player_struct *p;
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short *kb;
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short gs;
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p = &ps[snum];
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kb = &p->kickback_pic;
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@ -2160,10 +2160,10 @@ void displayweapon(short snum)
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gs = sprite[p->i].shade;
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if (gs > 24) gs = 24;
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if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(gs,snum) || animateknuckles(gs,snum) || animatetip(gs,snum) || animateaccess(gs,snum))
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if (p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(&gs,&snum) || animateknuckles(&gs,&snum) || animatetip(&gs,&snum) || animateaccess(&gs,&snum))
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return;
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animateknee(gs,snum);
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animateknee(&gs,&snum);
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gun_pos = 80-(p->weapon_pos*p->weapon_pos);
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