- buildutils: Replace sintable[] use within SW's sprite.cpp with bsin()/bcos().

This commit is contained in:
Mitchell Richters 2020-11-15 21:30:01 +11:00 committed by Christoph Oelckers
parent 09a560cb6d
commit 72f12e19f3

View file

@ -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);