- buildutils: Replace sintable[] use within Duke's animatesprites_*.cpp with bsin()/bcos().

This commit is contained in:
Mitchell Richters 2020-11-14 22:05:18 +11:00 committed by Christoph Oelckers
parent b6e8030307
commit 95fa3a6f52
2 changed files with 10 additions and 10 deletions

View file

@ -245,8 +245,8 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
t->ang = getangle(x - t->x, y - t->y);
t->x = Owner->x;
t->y = Owner->y;
t->x += sintable[(t->ang + 512) & 2047] >> 10;
t->y += sintable[t->ang & 2047] >> 10;
t->x += bcos(t->ang, -10);
t->y += bsin(t->ang, -10);
}
}
break;
@ -255,7 +255,7 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
t->z -= (4 << 8);
break;
case CRYSTALAMMO:
t->shade = (sintable[(ud.levelclock << 4) & 2047] >> 10);
t->shade = bsin(ud.levelclock << 4, -10);
continue;
case VIEWSCREEN:
case VIEWSCREEN2:
@ -615,8 +615,8 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(shadowspr->x - ps[screenpeek].posx, shadowspr->y - ps[screenpeek].posy);
shadowspr->x += sintable[(look + 2560) & 2047] >> 9;
shadowspr->y += sintable[(look + 2048) & 2047] >> 9;
shadowspr->x += bcos(look, -9);
shadowspr->y += bsin(look, -9);
}
}
spritesortcnt++;

View file

@ -242,8 +242,8 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
t->ang = getangle(x - t->x, y - t->y);
t->x = Owner->x;
t->y = Owner->y;
t->x += sintable[(t->ang + 512) & 2047] >> 10;
t->y += sintable[t->ang & 2047] >> 10;
t->x += bcos(t->ang, -10);
t->y += bsin(t->ang, -10);
}
}
break;
@ -252,7 +252,7 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
t->z -= (4 << 8);
break;
case CRYSTALAMMO:
t->shade = (sintable[(ud.levelclock << 4) & 2047] >> 10);
t->shade = bsin(ud.levelclock << 4, -10);
break;
case SHRINKSPARK:
if (Owner && (Owner->picnum == CHEER || Owner->picnum == CHEERSTAYPUT) && isRRRA())
@ -776,8 +776,8 @@ void animatesprites_r(int x, int y, int a, int smoothratio)
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(shadowspr->x - ps[screenpeek].posx, shadowspr->y - ps[screenpeek].posy);
shadowspr->x += sintable[(look + 2560) & 2047] >> 9;
shadowspr->y += sintable[(look + 2048) & 2047] >> 9;
shadowspr->x += bcos(look, -9);
shadowspr->y += bsin(look, -9);
}
}
spritesortcnt++;