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- Remove all uses of fixedhoriz::asq16()
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parent
06a9a7b1a7
commit
22a9f89b64
12 changed files with 22 additions and 23 deletions
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@ -81,7 +81,6 @@ public:
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// This class intentionally makes no allowances for implicit type conversions because those would render it ineffective.
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constexpr short asbuild() const { return FixedToInt(value); }
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constexpr fixed_t asq16() const { return value; }
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constexpr double Tan() const { return FixedToFloat<23>(value); }
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double Degrees() const { return HorizToPitch(value); }
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@ -36,7 +36,7 @@ struct PlayerHorizon
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = 0; }
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bool targetset() { return target.asq16(); }
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bool targetset() { return target.Sgn(); }
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// Input locking helpers.
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void lockinput() { inputdisabled = true; }
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@ -66,7 +66,7 @@ struct PlayerHorizon
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if (!SyncInput() && !backup)
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{
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target = value.asq16() ? value : q16horiz(1);
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target = value.Sgn() ? value : q16horiz(1);
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}
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else
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{
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@ -1556,7 +1556,7 @@ void ProcessInput(PLAYER* pPlayer)
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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pPlayer->horizon.addadjustment(q16horiz(MulScale(0x8000 - (Cos(ClipHigh(pPlayer->deathTime << 3, 1024)) >> 15), pitchhoriz(gi->playerPitchMax()).asq16(), 16) - pPlayer->horizon.horiz.asq16()));
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pPlayer->horizon.addadjustment(pitchhoriz(((1. - BobVal(ClipHigh(pPlayer->deathTime << 3, 1024) + 512)) * gi->playerPitchMax()) - pPlayer->horizon.horiz.Degrees()));
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if (pPlayer->curWeapon)
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pInput->setNewWeapon(pPlayer->curWeapon);
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if (pInput->actions & SB_OPEN)
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@ -1731,7 +1731,7 @@ void ProcessInput(PLAYER* pPlayer)
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pPlayer->angle.unlockinput();
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pPlayer->horizon.unlockinput();
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pPlayer->slope = -pPlayer->horizon.horiz.asq16() >> 9;
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pPlayer->slope = -pPlayer->horizon.horiz.Tan() * 16384.;
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if (pInput->actions & SB_INVPREV)
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{
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pInput->actions &= ~SB_INVPREV;
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@ -247,10 +247,10 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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else
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{
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predict.horizoff = interpolatedvalue(predict.horizoff, q16horiz(0), 0x4000);
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if (abs(predict.horizoff.asq16()) < 4)
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if (abs(predict.horizoff.Degrees()) < 1.79)
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predict.horizoff = q16horiz(0);
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}
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predict.slope = -predict.horiz.asq16() >> 9;
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predict.slope = -predict.horiz.Tan() * 16384.;
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#endif
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}
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@ -525,7 +525,7 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, fixedhoriz& c
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{
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cPos.Z += bobHeight;
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}
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cPos.Z += FixedToFloat<24>(cH.asq16() * 10);
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cPos.Z += cH.Tan() * 5.;
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}
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else
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{
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@ -767,7 +767,7 @@ void viewDrawScreen(bool sceneonly)
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int v8 = byte_1CE5C2 > 0 && (sector[tmpSect].ceilingstat & CSTAT_SECTOR_SKY);
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if (gWeather.at12d8 > 0 || v8)
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{
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gWeather.Draw(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitch, gWeather.at12d8);
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gWeather.Draw(cX, cY, cZ, cA.Tan() * (1 << 23), cH.Tan() * (1 << 23) + deliriumPitch, gWeather.at12d8);
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if (v8)
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{
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gWeather.at12d8 = ClipRange(delta * 8 + gWeather.at12d8, 0, 4095);
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@ -2170,7 +2170,7 @@ static void greenslime(DDukeActor *actor)
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return;
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}
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actor->spr.pos.Z = ps[p].pos.Z + 8 + ps[p].pyoff - (actor->temp_data[2] - (ps[p].horizon.horiz.asq16() >> 12)) * zinttoworld;
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actor->spr.pos.Z = ps[p].pos.Z + 8 + ps[p].pyoff - (actor->temp_data[2] - (ps[p].horizon.horiz.Tan() * 2048.)) * zinttoworld;
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if (actor->temp_data[2] > 512)
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actor->temp_data[2] -= 128;
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@ -925,7 +925,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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case PLAYER_RETURN_TO_CENTER:
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if (bSet) ps[iPlayer].sync.actions |= SB_CENTERVIEW;
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else SetGameVarID(lVar2, ps[iPlayer].sync.actions & SB_CENTERVIEW ? abs(int(ps[iPlayer].horizon.horiz.asq16() * (9. / pitchhoriz(GetMaxPitch()).asq16()))) : 0, sActor, sPlayer);
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else SetGameVarID(lVar2, ps[iPlayer].sync.actions & SB_CENTERVIEW ? abs(int(ps[iPlayer].horizon.horiz.Tan() * (9. / pitchhoriz(GetMaxPitch()).Tan()))) : 0, sActor, sPlayer);
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break;
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default:
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@ -92,7 +92,7 @@ void FuncFishLimb(int a, int b, int c);
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enum { kMaxGrenades = 50 };
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void BuildGrenade(int nPlayer);
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void ThrowGrenade(int nPlayer, double ecx, int push1);
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void ThrowGrenade(int nPlayer, double ecx, double push1);
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void FuncGrenade(int, int, int, int);
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// gun
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@ -63,7 +63,7 @@ void BounceGrenade(DExhumedActor* pActor, DAngle nAngle)
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//
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//---------------------------------------------------------------------------
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void ThrowGrenade(int nPlayer, double dz, int push1)
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void ThrowGrenade(int nPlayer, double dz, double push1)
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{
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if (PlayerList[nPlayer].pPlayerGrenade == nullptr)
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return;
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@ -84,12 +84,12 @@ void ThrowGrenade(int nPlayer, double dz, int push1)
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pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
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pActor->spr.angle = nAngle;
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if (push1 >= -3000)
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if (push1 >= -23.4375)
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{
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int nVel = PlayerList[nPlayer].totalvel << 5;
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pActor->nTurn = ((90 - pActor->nIndex2) * (90 - pActor->nIndex2)) + nVel;
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pActor->vel.Z = ((-0.25 * push1) - 17);
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pActor->vel.Z = ((-32. * push1) - 17);
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DVector2 vec = nAngle.ToVector() * pPlayerActor->fClipdist() *2; // == << 14 + 3 + 2 - 18
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@ -876,7 +876,7 @@ loc_flag:
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case kWeaponGrenade:
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{
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ThrowGrenade(nPlayer, nHeight - 10, FixedToInt(PlayerList[nLocalPlayer].horizon.horiz.asq16()));
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ThrowGrenade(nPlayer, nHeight - 10, PlayerList[nLocalPlayer].horizon.horiz.Tan());
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break;
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}
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case kWeaponStaff:
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@ -1118,7 +1118,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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zVelB = -zVelB;
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}
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if (zVelB > 2 && !PlayerList[nPlayer].horizon.horiz.asq16() && cl_slopetilting) {
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if (zVelB > 2 && !PlayerList[nPlayer].horizon.horiz.Sgn() && cl_slopetilting) {
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PlayerList[nPlayer].nDestVertPan = q16horiz(0);
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}
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}
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@ -2621,7 +2621,7 @@ sectdone:
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}
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else
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{
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if (PlayerList[nPlayer].horizon.horiz.asq16() < 0)
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if (PlayerList[nPlayer].horizon.horiz.Sgn() < 0)
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{
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PlayerList[nPlayer].horizon.settarget(buildhoriz(0));
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PlayerList[nPlayer].eyelevel -= dVertPan[nPlayer];
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@ -2630,11 +2630,11 @@ sectdone:
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{
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PlayerList[nPlayer].horizon.addadjustment(buildhoriz(dVertPan[nPlayer]));
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if (PlayerList[nPlayer].horizon.horiz.asq16() >= IntToFixed(100))
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if (PlayerList[nPlayer].horizon.horiz.Degrees() >= 38)
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{
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PlayerList[nPlayer].horizon.settarget(buildhoriz(99));
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}
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else if (PlayerList[nPlayer].horizon.horiz.asq16() <= 0)
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else if (PlayerList[nPlayer].horizon.horiz.Sgn() <= 0)
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{
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if (!(pPlayerActor->sector()->Flag & kSectUnderwater))
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{
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@ -11610,7 +11610,7 @@ int DoRing(DSWActor* actor)
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// put it out there
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actor->spr.pos += actor->spr.angle.ToVector() * actor->user.Dist;
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if (pp) actor->spr.pos.Z += (actor->user.Dist * (-pp->horizon.horiz.asq16() >> 9)) * (1/ (512.*16.)); // horizon math sucks...
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if (pp) actor->spr.pos.Z += actor->user.Dist * -pp->horizon.horiz.Tan() * 2.; // horizon math sucks...
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SetActor(actor, actor->spr.pos);
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@ -11689,7 +11689,7 @@ void InitSpellRing(PLAYER* pp)
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// put it out there
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actorNew->spr.pos += actorNew->spr.angle.ToVector() * actorNew->user.Dist;
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actorNew->spr.pos.Z += pp->pos.Z + 20 + (actorNew->user.Dist * (-pp->horizon.horiz.asq16() >> 9)) * (1 / (512. * 16.)); // horizon math sucks...
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actorNew->spr.pos.Z += pp->pos.Z + 20 + (actorNew->user.Dist * -pp->horizon.horiz.Tan() * 2.); // horizon math sucks...
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actorNew->spr.angle += DAngle90;
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@ -15321,7 +15321,7 @@ int InitTracerUzi(PLAYER* pp)
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static const short lat_dist[] = {800,-800};
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double nz = 8 - MulScaleF(pp->horizon.horiz.asq16(), 72, 24);
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double nz = 8 - (pp->horizon.horiz.Tan() * 36.);
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// Spawn a shot
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// Inserting and setting up variables
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