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https://github.com/ZDoom/raze-gles.git
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- buildutils: Replace sintable[]
use within SW's actor.cpp with bsin()
/bcos()
.
This commit is contained in:
parent
ad814f66b0
commit
772635e351
1 changed files with 17 additions and 17 deletions
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@ -304,8 +304,8 @@ DoDebrisCurrent(SPRITEp sp)
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//sp->clipdist = (256+128)>>2;
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nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + 512)] >> 14;
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ny = DIV4(sectu->speed) * (int) sintable[sectu->ang] >> 14;
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nx = mulscale14(DIV4(sectu->speed), bcos(sectu->ang));
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ny = mulscale14(DIV4(sectu->speed), bsin(sectu->ang));
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// faster than move_sprite
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//move_missile(sp-sprite, nx, ny, 0, Z(2), Z(0), 0, ACTORMOVETICS);
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@ -316,8 +316,8 @@ DoDebrisCurrent(SPRITEp sp)
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{
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short rang = RANDOM_P2(2048);
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nx = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang + 512)] >> 14;
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ny = DIV4(sectu->speed) * (int) sintable[NORM_ANGLE(sectu->ang + rang)] >> 14;
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nx = mulscale14(DIV4(sectu->speed), bcos(sectu->ang + rang));
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nx = mulscale14(DIV4(sectu->speed), bsin(sectu->ang + rang));
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move_sprite(sp-sprite, nx, ny, 0, u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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}
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@ -442,10 +442,10 @@ DoActorDebris(short SpriteNum)
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}
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else
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{
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//nx = sp->xvel * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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//ny = sp->xvel * ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
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nx = ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
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//nx = sp->xvel * ACTORMOVETICS * bcos(sp->ang) >> 14;
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//ny = sp->xvel * ACTORMOVETICS * bsin(sp->ang) >> 14;
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nx = mulscale14(ACTORMOVETICS, bcos(sp->ang));
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ny = mulscale14(ACTORMOVETICS, bsin(sp->ang));
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//sp->clipdist = (256+128)>>2;
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@ -458,8 +458,8 @@ DoActorDebris(short SpriteNum)
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if (SectUser[sp->sectnum] && SectUser[sp->sectnum]->depth > 10) // JBF: added null check
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{
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u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 3)) & 1023;
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//sp->z = Z(2) + u->loz + ((Z(4) * (int) sintable[u->WaitTics]) >> 14);
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sp->z = u->loz - ((Z(2) * (int) sintable[u->WaitTics]) >> 14);
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//sp->z = Z(2) + u->loz + ((Z(4) * (int) bsin(u->WaitTics)) >> 14);
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sp->z = u->loz - mulscale14(Z(2), bsin(u->WaitTics));
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}
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}
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else
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@ -478,8 +478,8 @@ DoFireFly(short SpriteNum)
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USERp u = User[SpriteNum];
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int nx, ny;
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nx = 4 * ACTORMOVETICS * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = 4 * ACTORMOVETICS * (int) sintable[sp->ang] >> 14;
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nx = 4 * ACTORMOVETICS * bcos(sp->ang) >> 14;
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ny = 4 * ACTORMOVETICS * bsin(sp->ang) >> 14;
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sp->clipdist = 256>>2;
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if (!move_actor(SpriteNum, nx, ny, 0L))
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@ -489,7 +489,7 @@ DoFireFly(short SpriteNum)
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u->WaitTics = (u->WaitTics + (ACTORMOVETICS << 1)) & 2047;
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sp->z = u->sz + ((Z(32) * (int) sintable[u->WaitTics]) >> 14);
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sp->z = u->sz + mulscale14(Z(32), bsin(u->WaitTics));
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return 0;
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}
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@ -635,8 +635,8 @@ DoActorSlide(short SpriteNum)
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USERp u = User[SpriteNum];
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int nx, ny;
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nx = u->slide_vel * (int) sintable[NORM_ANGLE(u->slide_ang + 512)] >> 14;
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ny = u->slide_vel * (int) sintable[u->slide_ang] >> 14;
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nx = mulscale14(u->slide_vel, bcos(u->slide_ang));
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ny = mulscale14(u->slide_vel, bsin(u->slide_ang));
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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@ -853,8 +853,8 @@ DoActorDeathMove(short SpriteNum)
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DoActorFall(SpriteNum);
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}
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nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
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ny = sp->xvel * (int) sintable[sp->ang] >> 14;
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nx = mulscale14(sp->xvel, bcos(sp->ang));
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ny = mulscale14(sp->xvel, bsin(sp->ang));
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sp->clipdist = (128+64)>>2;
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move_actor(SpriteNum, nx, ny, 0);
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