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- Change walltype::clipangle
from binangle
to angle_t
.
This commit is contained in:
parent
d3022947eb
commit
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4 changed files with 18 additions and 7 deletions
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@ -91,16 +91,27 @@ inline double DEG2RAD(double deg)
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return deg * (M_PI / 180.0);
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return deg * (M_PI / 180.0);
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}
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}
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inline float RAD2DEG(float deg)
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inline float RAD2DEG(float rad)
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{
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{
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return deg * float(180. / M_PI);
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return rad * float(180. / M_PI);
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}
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}
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inline double RAD2DEG(double deg)
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inline double RAD2DEG(double rad)
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{
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{
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return deg * (180. / M_PI);
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return rad * (180. / M_PI);
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}
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}
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inline angle_t RAD2BAM(float rad)
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{
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return angle_t(rad * float(0x80000000u / M_PI));
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}
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inline angle_t RAD2BAM(double rad)
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{
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return angle_t(rad * (0x80000000u / M_PI));
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}
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// This is needed in common code, despite being Doom specific.
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// This is needed in common code, despite being Doom specific.
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enum EStateUseFlags
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enum EStateUseFlags
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{
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{
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@ -406,7 +406,7 @@ struct walltype
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uint8_t yrepeat;
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uint8_t yrepeat;
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// extensions not from the binary map format.
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// extensions not from the binary map format.
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binangle clipangle;
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angle_t clipangle;
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int length; // cached value to avoid calling sqrt repeatedly.
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int length; // cached value to avoid calling sqrt repeatedly.
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uint16_t portalnum;
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uint16_t portalnum;
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@ -73,7 +73,7 @@ void BunchDrawer::Init(HWDrawInfo *_di, Clipper* c, vec2_t& view, binangle a1, b
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{
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{
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// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
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// Precalculate the clip angles to avoid doing this repeatedly during level traversal.
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auto vv = w.wall_int_pos() - view;
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auto vv = w.wall_int_pos() - view;
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w.clipangle = bvectangbam(vv.X, vv.Y);
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w.clipangle = RAD2BAM(atan2(vv.Y, vv.X));
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}
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}
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memset(sectionstartang.Data(), -1, sectionstartang.Size() * sizeof(sectionstartang[0]));
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memset(sectionstartang.Data(), -1, sectionstartang.Size() * sizeof(sectionstartang[0]));
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memset(sectionendang.Data(), -1, sectionendang.Size() * sizeof(sectionendang[0]));
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memset(sectionendang.Data(), -1, sectionendang.Size() * sizeof(sectionendang[0]));
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@ -45,7 +45,7 @@ private:
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CL_Pass = 2,
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CL_Pass = 2,
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};
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};
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binangle ClipAngle(int wal) { return wall[wal].clipangle - ang1; }
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binangle ClipAngle(int wal) { return bamang(wall[wal].clipangle) - ang1; }
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void StartScene();
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void StartScene();
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bool StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal);
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bool StartBunch(int sectnum, int linenum, binangle startan, binangle endan, bool portal);
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bool AddLineToBunch(int line, binangle newan);
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bool AddLineToBunch(int line, binangle newan);
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