diff --git a/source/core/binaryangle.h b/source/core/binaryangle.h index 8ca56c83d..a5e740b11 100644 --- a/source/core/binaryangle.h +++ b/source/core/binaryangle.h @@ -183,28 +183,6 @@ inline FSerializer &Serialize(FSerializer &arc, const char *key, fixedhoriz &obj } -//--------------------------------------------------------------------------- -// -// High precision vector angle function, mainly for the renderer. -// -//--------------------------------------------------------------------------- - -inline int getangle(double xvect, double yvect) -{ - return DVector2(xvect, yvect).Angle().Buildang(); -} - -inline int getangle(const DVector2& vec) -{ - return getangle(vec.X, vec.Y); -} - -inline int getangle(const vec2_t& vec) -{ - return getangle(vec.X, vec.Y); -} - - //--------------------------------------------------------------------------- // // Interpolation functions for use throughout games. diff --git a/source/core/gamefuncs.h b/source/core/gamefuncs.h index 5f6573628..f2ac26834 100644 --- a/source/core/gamefuncs.h +++ b/source/core/gamefuncs.h @@ -218,6 +218,28 @@ inline double bcosf(const double ang, const int shift = 0) } +//--------------------------------------------------------------------------- +// +// High precision vector angle function, mainly for the renderer. +// +//--------------------------------------------------------------------------- + +inline int getangle(double xvect, double yvect) +{ + return DVector2(xvect, yvect).Angle().Buildang(); +} + +inline int getangle(const DVector2& vec) +{ + return getangle(vec.X, vec.Y); +} + +inline int getangle(const vec2_t& vec) +{ + return getangle(vec.X, vec.Y); +} + + extern int cameradist, cameraclock; void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false);