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- Remove all remaining uses of fixedhoriz::asbuild()
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This commit is contained in:
parent
a952c35669
commit
41bbbd9df5
7 changed files with 16 additions and 17 deletions
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@ -77,7 +77,6 @@ public:
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fixedhoriz& operator=(const fixedhoriz&) = default;
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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 double Tan() const { return FixedToFloat<23>(value); }
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double Degrees() const { return HorizToPitch(value); }
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@ -108,8 +108,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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predict.jump = !!(gMe->input.actions & SB_JUMP);
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if (predict.posture == 1)
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{
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int x = Cos(predict.angle.asbuild());
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int y = Sin(predict.angle.asbuild());
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int x = predict.angle.Cos();
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int y = predict.angle.Sin();
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -133,8 +133,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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int speed = 0x10000;
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if (predict.floordist > 0)
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speed -= DivScale(predict.floordist, 0x100, 16);
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int x = Cos(predict.angle.asbuild());
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int y = Sin(predict.angle.asbuild());
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int x = predict.angle.Cos();
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int y = predict.angle.Sin();
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if (pInput->fvel)
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{
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int forward = pInput->fvel;
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@ -234,8 +234,8 @@ static void fakeProcessInput(PLAYER* pPlayer, InputPacket* pInput)
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if (va && (sector[nSector].floorstat & 2) != 0)
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{
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int z1 = getflorzofslope(nSector, predict.x, predict.y);
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int x2 = predict.x + MulScale(64, Cos(predict.angle.asbuild()), 30);
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int y2 = predict.y + MulScale(64, Sin(predict.angle.asbuild()), 30);
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int x2 = predict.x + MulScale(64, predict.angle.Cos(), 30);
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int y2 = predict.y + MulScale(64, predict.angle.Sin(), 30);
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int nSector2 = nSector;
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updatesector(x2, y2, &nSector2);
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if (nSector2 == nSector)
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@ -308,7 +308,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (screenpeek == myconnectindex && numplayers >= 2)
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{
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t->pos = interpolatedvalue(omypos, mypos, interpfrac).plusZ(gs_playerheight);
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t->ang = interpolatedvalue(omyang, myang, interpfrac).asbuild();
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t->angle = interpolatedvalue(omyang, myang, interpfrac);
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t->sector = mycursectnum;
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}
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#endif
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@ -350,7 +350,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (screenpeek == myconnectindex && numplayers >= 2)
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{
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t->pos = interpolatedvalue(omypos, mypos, interpfrac).plusZ(gs_playerheight);
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t->ang = interpolatedvalue(omyang, myang, interpfrac).asbuild();
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t->angle = interpolatedvalue(omyang, myang, interpfrac);
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t->sector = mycursectnum;
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}
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#endif
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@ -346,20 +346,20 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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}
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ps[iPlayer].horizon.settarget(maphoriz(lValue));
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}
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else SetGameVarID(lVar2, ps[iPlayer].horizon.horiz.asbuild(), sActor, sPlayer);
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else SetGameVarID(lVar2, int(ps[iPlayer].horizon.horiz.Tan() * 128.), sActor, sPlayer);
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break;
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case PLAYER_OHORIZ:
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].horizon.ohoriz.asbuild(), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].horizon.ohoriz.Tan() * 128.), sActor, sPlayer);
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break;
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case PLAYER_HORIZOFF:
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if (bSet) ps[iPlayer].horizon.horizoff = maphoriz(lValue);
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else SetGameVarID(lVar2, ps[iPlayer].horizon.horizoff.asbuild(), sActor, sPlayer);
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else SetGameVarID(lVar2, int(ps[iPlayer].horizon.horizoff.Tan() * 128.), sActor, sPlayer);
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break;
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case PLAYER_OHORIZOFF:
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if (!bSet) SetGameVarID(lVar2, ps[iPlayer].horizon.ohorizoff.asbuild(), sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, int(ps[iPlayer].horizon.ohorizoff.Tan() * 128.), sActor, sPlayer);
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break;
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case PLAYER_INVDISPTIME:
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@ -792,7 +792,7 @@ static void FinalizeInput(player_struct *p, InputPacket& input)
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loc.avel = input.avel = 0;
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}
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if (p->newOwner != nullptr || (p->sync.actions & SB_CENTERVIEW && abs(p->horizon.horiz.asbuild()) > 5))
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if (p->newOwner != nullptr || (p->sync.actions & SB_CENTERVIEW && abs(p->horizon.horiz.Degrees()) > 2.2370))
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{
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loc.horz = input.horz = 0;
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}
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@ -338,9 +338,9 @@ DDukeActor* aim(DDukeActor* actor, int abase)
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int check;
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if (actor->isPlayer())
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{
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double checkval = (act->spr.pos.Z - actor->spr.pos.Z) * 160 / sdist;
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double horiz = ps[actor->PlayerIndex()].horizon.sum().asbuild();
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check = abs(checkval - horiz) < 100;
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double checkval = (act->spr.pos.Z - actor->spr.pos.Z) * 1.25 / sdist;
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double horiz = ps[actor->PlayerIndex()].horizon.sum().Tan();
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check = abs(checkval - horiz) < 0.78125;
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}
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else check = 1;
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