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- buildutils: Replace sintable[]
use within SW's sprite.cpp with bsin()
/bcos()
.
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parent
09a560cb6d
commit
72f12e19f3
1 changed files with 8 additions and 8 deletions
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@ -2137,9 +2137,9 @@ SpriteSetup(void)
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hitdata_t hitinfo;
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hitscan(&hit_pos, sp->sectnum, // Start position
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sintable[NORM_ANGLE(sp->ang + 512)], // X vector of 3D ang
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sintable[sp->ang], // Y vector of 3D ang
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0, // Z vector of 3D ang
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bcos(sp->ang), // X vector of 3D ang
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bsin(sp->ang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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&hitinfo, CLIPMASK_MISSILE);
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if (hitinfo.wall == -1)
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@ -2167,9 +2167,9 @@ SpriteSetup(void)
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hitdata_t hitinfo;
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hitscan(&hit_pos, sp->sectnum, // Start position
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sintable[NORM_ANGLE(sp->ang + 512)], // X vector of 3D ang
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sintable[sp->ang], // Y vector of 3D ang
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0, // Z vector of 3D ang
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bcos(sp->ang), // X vector of 3D ang
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bcos(sp->ang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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&hitinfo, CLIPMASK_MISSILE);
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if (hitinfo.wall == -1)
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@ -4785,8 +4785,8 @@ getzrangepoint(int x, int y, int z, short sectnum,
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// Calculate all 4 points of the floor sprite.
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// (x1,y1),(x2,y2),(x3,y3),(x4,y4)
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// These points will already have (x,y) subtracted from them
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cosang = sintable[NORM_ANGLE(spr->ang + 512)];
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sinang = sintable[spr->ang];
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cosang = bcos(spr->ang);
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sinang = bsin(spr->ang);
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xspan = tileWidth(tilenum);
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dax = ((xspan >> 1) + xoff) * spr->xrepeat;
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yspan = tileHeight(tilenum);
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