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- simplified calcSinTableValue and inlined it.
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
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9606601554
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3 changed files with 11 additions and 13 deletions
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@ -938,7 +938,14 @@ int32_t videoSetRenderMode(int32_t renderer);
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void renderSetRollAngle(float rolla);
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#endif
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double calcSinTableValue(double index);
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//
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// Calculates and returns a sintable[] value of the equivilent index (and supports fractional indexes also)
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//
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inline double calcSinTableValue(double index)
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{
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return 16384. * sin(BANG2RAD * index);
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}
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// pal: pass -1 to invalidate all palettes for the tile, or >=0 for a particular palette
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// how: pass -1 to invalidate all instances of the tile in texture memory, or a bitfield
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@ -4323,12 +4323,3 @@ void renderSetRollAngle(float rolla)
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}
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#endif
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//
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// Calculates and returns a sintable[] value of the equivilent index (and supports fractional indexes also)
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//
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double calcSinTableValue(double index)
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{
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double value = fabs(16384. * sin(BANG2RAD * (index - (fmod(index, 512) * 2))));
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return (index >= 1024 ? -value : value);
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}
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@ -305,11 +305,11 @@ void displayweapon_d(int snum, double smoothratio)
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gun_pos = 80 - (opos + fmulscale16(npos - opos, smoothratio));
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weapon_xoffset = (160)-90;
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weapon_xoffset -= calcSinTableValue(fmod((weapon_sway / 2.) + 512, 2048)) / (1024. + 512.);
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weapon_xoffset -= calcSinTableValue((weapon_sway / 2.) + 512) / (1024. + 512.);
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weapon_xoffset -= 58 + p->weapon_ang;
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if( sprite[p->i].xrepeat < 32 )
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gun_pos -= fabs(calcSinTableValue(fmod(weapon_sway * 4., 2048)) / 512.);
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else gun_pos -= fabs(calcSinTableValue(fmod(weapon_sway / 2., 2048)) / 1024.);
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gun_pos -= fabs(calcSinTableValue(weapon_sway * 4.) / 512.);
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else gun_pos -= fabs(calcSinTableValue(weapon_sway / 2.) / 1024.);
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gun_pos -= (p->hard_landing<<3);
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