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- binaryangle.h: Create osum()
for PlayerHorizon
and PlayerAngle
structs and use within each struct's interpolatedsum()
method.
* Already doubled up by calculating `sum()` again within `interpolatedsum()` and no point changing that out without an `osum()`.
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cd683e6511
commit
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1 changed files with 14 additions and 4 deletions
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@ -74,6 +74,11 @@ struct PlayerHorizon
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}
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}
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fixedhoriz osum()
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{
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return ohoriz + ohorizoff;
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}
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fixedhoriz sum()
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{
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return horiz + horizoff;
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@ -82,8 +87,8 @@ struct PlayerHorizon
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fixedhoriz interpolatedsum(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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fixed_t const prev = (ohoriz + ohorizoff).asq16();
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fixed_t const curr = (horiz + horizoff).asq16();
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fixed_t const prev = osum().asq16();
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fixed_t const curr = sum().asq16();
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return q16horiz(prev + xs_CRoundToInt(ratio * (curr - prev)));
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}
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};
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@ -157,6 +162,11 @@ struct PlayerAngle
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}
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}
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binangle osum()
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{
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return bamang(oang.asbam() + olook_ang.asbam());
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}
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binangle sum()
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{
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return bamang(ang.asbam() + look_ang.asbam());
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@ -166,8 +176,8 @@ struct PlayerAngle
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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uint32_t const dang = UINT32_MAX >> 1;
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int64_t const prev = oang.asbam() + olook_ang.asbam();
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int64_t const curr = ang.asbam() + look_ang.asbam();
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int64_t const prev = osum().asbam();
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int64_t const curr = sum().asbam();
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return bamang(prev + xs_CRoundToUInt(ratio * (((curr + dang - prev) & 0xFFFFFFFF) - dang)));
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}
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