diff --git a/source/sw/src/sprite.cpp b/source/sw/src/sprite.cpp index 283102391..e5f9401d2 100644 --- a/source/sw/src/sprite.cpp +++ b/source/sw/src/sprite.cpp @@ -2137,9 +2137,9 @@ SpriteSetup(void) hitdata_t hitinfo; hitscan(&hit_pos, sp->sectnum, // Start position - sintable[NORM_ANGLE(sp->ang + 512)], // X vector of 3D ang - sintable[sp->ang], // Y vector of 3D ang - 0, // Z vector of 3D ang + bcos(sp->ang), // X vector of 3D ang + bsin(sp->ang), // Y vector of 3D ang + 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); if (hitinfo.wall == -1) @@ -2167,9 +2167,9 @@ SpriteSetup(void) hitdata_t hitinfo; hitscan(&hit_pos, sp->sectnum, // Start position - sintable[NORM_ANGLE(sp->ang + 512)], // X vector of 3D ang - sintable[sp->ang], // Y vector of 3D ang - 0, // Z vector of 3D ang + bcos(sp->ang), // X vector of 3D ang + bcos(sp->ang), // Y vector of 3D ang + 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); if (hitinfo.wall == -1) @@ -4785,8 +4785,8 @@ getzrangepoint(int x, int y, int z, short sectnum, // Calculate all 4 points of the floor sprite. // (x1,y1),(x2,y2),(x3,y3),(x4,y4) // These points will already have (x,y) subtracted from them - cosang = sintable[NORM_ANGLE(spr->ang + 512)]; - sinang = sintable[spr->ang]; + cosang = bcos(spr->ang); + sinang = bsin(spr->ang); xspan = tileWidth(tilenum); dax = ((xspan >> 1) + xoff) * spr->xrepeat; yspan = tileHeight(tilenum);