- removed pointless BOUND_4PIX macro

This commit is contained in:
Christoph Oelckers 2021-09-20 08:57:22 +02:00
parent 3220a6d786
commit cc912fbf93
2 changed files with 9 additions and 16 deletions

View file

@ -65,9 +65,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define TRUNC4(x) ((x) & ~3) #define TRUNC4(x) ((x) & ~3)
// moves value to closest power of 2 pixel boundry
#define BOUND_4PIX(x) ( TRUNC4((x) + MOD4(x)) )
/* /*
=========================== ===========================

View file

@ -53,10 +53,6 @@ ANIMATOR NinjaJumpActionFunc;
#define ACTOR_STD_JUMP (-384) #define ACTOR_STD_JUMP (-384)
int GlobSpeedSO; int GlobSpeedSO;
#undef BOUND_4PIX
//#define BOUND_4PIX(x) ( TRUNC4((x) + MOD4(x)) )
#define BOUND_4PIX(x) (x)
// determine if moving down the track will get you closer to the player // determine if moving down the track will get you closer to the player
short short
TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point) TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point)
@ -1636,8 +1632,8 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
pp->RevolveDeltaAng = 0; pp->RevolveDeltaAng = 0;
} }
pp->posx += BOUND_4PIX(nx); pp->posx += nx;
pp->posy += BOUND_4PIX(ny); pp->posy += ny;
if (TEST(sop->flags, SOBJ_DONT_ROTATE)) if (TEST(sop->flags, SOBJ_DONT_ROTATE))
{ {
@ -1664,8 +1660,8 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
// Player is NOT moving // Player is NOT moving
// Move saved x&y variables // Move saved x&y variables
pp->RevolveX += BOUND_4PIX(nx); pp->RevolveX += nx;
pp->RevolveY += BOUND_4PIX(ny); pp->RevolveY += ny;
// Last known angle is now adjusted by the delta angle // Last known angle is now adjusted by the delta angle
pp->RevolveAng = pp->angle.ang - buildang(pp->RevolveDeltaAng); pp->RevolveAng = pp->angle.ang - buildang(pp->RevolveDeltaAng);
@ -1705,8 +1701,8 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
PlayerMove = false; PlayerMove = false;
// move along little midpoint // move along little midpoint
sop->xmid += BOUND_4PIX(nx); sop->xmid += nx;
sop->ymid += BOUND_4PIX(ny); sop->ymid += ny;
if (sop->xmid >= MAXSO) if (sop->xmid >= MAXSO)
PlayerMove = false; PlayerMove = false;
@ -1738,12 +1734,12 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER)) if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER))
{ {
dragpoint(k, wp->x += BOUND_4PIX(nx), wp->y += BOUND_4PIX(ny), 0); dragpoint(k, wp->x += nx, wp->y += ny, 0);
} }
else else
{ {
wp->x += BOUND_4PIX(nx); wp->x += nx;
wp->y += BOUND_4PIX(ny); wp->y += ny;
} }
rot_ang = delta_ang; rot_ang = delta_ang;