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- floatified the remaining parts of draw.cpp
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parent
4f6aea576b
commit
05af0c81d5
2 changed files with 25 additions and 25 deletions
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@ -316,7 +316,7 @@ void DoShadows(tspriteArray& tsprites, tspritetype* tsp, double viewz)
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view_dist = 0;
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// make shadow smaller depending on height from ground
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ground_dist = abs(iloz - GetSpriteZOfBottom(tsp)) >> 12;
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ground_dist = int(abs(loz - GetSpriteZOfBottom(tsp)) * (1./16));
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xrepeat = max(xrepeat - ground_dist - view_dist, 4);
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yrepeat = max(yrepeat - ground_dist - view_dist, 4);
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@ -513,15 +513,15 @@ DSWActor* CopySprite(sprt const* tsp, sectortype* newsector)
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DSWActor* ConnectCopySprite(spritetypebase const* tsp)
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{
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sectortype* newsector;
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int testz;
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double testz;
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if (FAF_ConnectCeiling(tsp->sectp))
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{
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newsector = tsp->sectp;
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testz = GetSpriteZOfTop(tsp) - Z(10);
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testz = GetSpriteZOfTop(tsp) - 10;
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if (testz < tsp->sectp->int_ceilingz())
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updatesectorz(tsp->int_pos().X, tsp->int_pos().Y, testz, &newsector);
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if (testz < tsp->sectp->ceilingz)
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updatesectorz(DVector3(tsp->pos, testz), &newsector);
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if (newsector != nullptr && newsector != tsp->sectp)
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{
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@ -532,10 +532,10 @@ DSWActor* ConnectCopySprite(spritetypebase const* tsp)
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if (FAF_ConnectFloor(tsp->sectp))
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{
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newsector = tsp->sectp;
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testz = GetSpriteZOfBottom(tsp) + Z(10);
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testz = GetSpriteZOfBottom(tsp) + 10;
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if (testz > tsp->sectp->int_floorz())
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updatesectorz(tsp->int_pos().X, tsp->int_pos().Y, testz, &newsector);
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if (testz > tsp->sectp->floorz)
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updatesectorz(DVector3(tsp->pos, testz), &newsector);
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if (newsector != nullptr && newsector != tsp->sectp)
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{
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@ -641,7 +641,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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{
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tsp->picnum = DART_PIC;
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tsp->set_int_ang(NORM_ANGLE(tsp->int_ang() - 512 - 24));
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tsp->angle -= DAngle90 + DAngle::fromBuild(24);
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tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
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tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
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}
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@ -705,7 +705,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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if (tsp->statnum == STAT_STAR_QUEUE)
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{
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tsp->picnum = DART_PIC;
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tsp->set_int_ang(NORM_ANGLE(tsp->int_ang() - 512));
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tsp->angle -= DAngle90;
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tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
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tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
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}
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@ -929,10 +929,10 @@ void PrintSpriteInfo(PLAYER* pp)
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}
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{
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Printf("POSX:%d, ", actor->int_pos().X);
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Printf("POSY:%d, ", actor->int_pos().Y);
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Printf("POSZ:%d,", actor->int_pos().Z);
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Printf("ANG:%d\n", actor->int_ang());
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Printf("POSX:%2.3f, ", actor->spr.pos.X);
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Printf("POSY:%2.3f, ", actor->spr.pos.Y);
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Printf("POSZ:%2.3f,", actor->spr.pos.Z);
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Printf("ANG:%2.0f\n", actor->spr.angle.Degrees());
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}
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}
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}
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@ -1318,7 +1318,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
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if (p == screenpeek)
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{
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auto actor = Player[p].actor;
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if (actor->int_xvel() > 16) pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
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if (actor->vel.X > 1) pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
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sprisplayer = true;
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if (czoom > 0.1875)
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@ -227,25 +227,25 @@ inline void DISTANCE(const DVector2& p1, const DVector2& p2, int& dist, int& tx,
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dist = tx + ty - (tmin >> 1);
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}
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inline int GetSpriteSizeZ(const spritetypebase* sp)
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inline double GetSpriteSizeZ(const spritetypebase* sp)
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{
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return (tileHeight(sp->picnum) * sp->yrepeat) << 2;
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return (tileHeight(sp->picnum) * sp->yrepeat) * REPEAT_SCALE;
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}
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// actual Z for TOS and BOS - handles both WYSIWYG and old style
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inline int GetSpriteZOfTop(const spritetypebase* sp)
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inline double GetSpriteZOfTop(const spritetypebase* sp)
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{
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return (sp->cstat & CSTAT_SPRITE_YCENTER) ?
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sp->int_pos().Z - ((GetSpriteSizeZ(sp) >> 1) + (tileTopOffset(sp->picnum) << 8)) :
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sp->int_pos().Z - GetSpriteSizeZ(sp);
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sp->pos.Z - ((GetSpriteSizeZ(sp) * 0.5) + tileTopOffset(sp->picnum)) :
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sp->pos.Z - GetSpriteSizeZ(sp);
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}
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inline int GetSpriteZOfBottom(const spritetypebase* sp)
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inline double GetSpriteZOfBottom(const spritetypebase* sp)
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{
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return (sp->cstat & CSTAT_SPRITE_YCENTER) ?
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sp->int_pos().Z + ((GetSpriteSizeZ(sp) >> 1) - (tileTopOffset(sp->picnum) << 8)) :
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sp->int_pos().Z;
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sp->pos.Z + ((GetSpriteSizeZ(sp) * 0.5) - tileTopOffset(sp->picnum)) :
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sp->pos.Z;
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}
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// mid and upper/lower sprite calculations
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@ -2054,7 +2054,7 @@ inline void SET_SP_TAG13(DSWActor* actor, int val) { actor->spr.xoffset = uint8_
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// actual Z for TOS and BOS - handles both WYSIWYG and old style
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inline double ActorZOfTop(DSWActor* actor)
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{
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return GetSpriteZOfTop(&actor->spr) * zinttoworld;
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return GetSpriteZOfTop(&actor->spr);
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}
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inline DVector3 ActorVectOfTop(DSWActor* actor)
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@ -2064,7 +2064,7 @@ inline DVector3 ActorVectOfTop(DSWActor* actor)
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inline double ActorZOfBottom(DSWActor* actor)
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{
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return GetSpriteZOfBottom(&actor->spr) * zinttoworld;
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return GetSpriteZOfBottom(&actor->spr);
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}
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inline double ActorZOfMiddle(DSWActor* actor)
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