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- buildutils: Replace sintable[]
use within Duke's player.cpp with bsin()
/bcos()
.
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parent
fd4e1b3b28
commit
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1 changed files with 16 additions and 16 deletions
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@ -95,8 +95,8 @@ void calcviewpitch(player_struct *p, double factor)
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int psectlotag = sector[psect].lotag;
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if (p->aim_mode == 0 && p->on_ground && psectlotag != ST_2_UNDERWATER && (sector[psect].floorstat & 2))
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{
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int x = p->posx + (sintable[(p->angle.ang.asbuild() + 512) & 2047] >> 5);
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int y = p->posy + (sintable[p->angle.ang.asbuild() & 2047] >> 5);
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int x = p->posx + p->angle.ang.bcos(-5);
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int y = p->posy + p->angle.ang.bsin(-5);
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short tempsect = psect;
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updatesector(x, y, &tempsect);
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@ -225,7 +225,7 @@ int hits(DDukeActor* actor)
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if (sp->picnum == TILE_APLAYER) zoff = (40 << 8);
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else zoff = 0;
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hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, sintable[(sp->ang + 512) & 2047], sintable[sp->ang & 2047], 0, §, &hw, &d, &sx, &sy, &sz, CLIPMASK1);
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hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, bcos(sp->ang), bsin(sp->ang), 0, §, &hw, &d, &sx, &sy, &sz, CLIPMASK1);
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return (FindDistance2D(sx - sp->x, sy - sp->y));
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}
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@ -247,7 +247,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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else if (sp->picnum == TILE_APLAYER) zoff = (39 << 8);
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else zoff = 0;
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hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, sintable[(sp->ang + 512) & 2047], sintable[sp->ang & 2047], 0, §, &hw, hitsp, &sx, &sy, &sz, CLIPMASK1);
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hitscan(sp->x, sp->y, sp->z - zoff, sp->sectnum, bcos(sp->ang), bsin(sp->ang), 0, §, &hw, hitsp, &sx, &sy, &sz, CLIPMASK1);
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if (hw >= 0 && (wall[hw].cstat & 16) && badguy(actor))
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return((1 << 30));
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@ -268,7 +268,7 @@ int hitawall(struct player_struct* p, int* hitw)
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DDukeActor* d;
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hitscan(p->posx, p->posy, p->posz, p->cursectnum,
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sintable[(p->angle.ang.asbuild() + 512) & 2047], sintable[p->angle.ang.asbuild() & 2047], 0, §, &hitw1, &d, &sx, &sy, &sz, CLIPMASK0);
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p->angle.ang.bcos(), p->angle.ang.bsin(), 0, §, &hitw1, &d, &sx, &sy, &sz, CLIPMASK0);
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*hitw = hitw1;
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return (FindDistance2D(sx - p->posx, sy - p->posy));
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@ -340,13 +340,13 @@ DDukeActor* aim(DDukeActor* actor, int aang)
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smax = 0x7fffffff;
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dx1 = sintable[(a + 512 - aang) & 2047];
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dy1 = sintable[(a - aang) & 2047];
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dx2 = sintable[(a + 512 + aang) & 2047];
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dy2 = sintable[(a + aang) & 2047];
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dx1 = bcos(a - aang);
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dy1 = bsin(a - aang);
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dx2 = bcos(a + aang);
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dy2 = bsin(a + aang);
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dx3 = sintable[(a + 512) & 2047];
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dy3 = sintable[a & 2047];
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dx3 = bcos(a);
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dy3 = bsin(a);
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for (k = 0; k < 4; k++)
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{
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@ -1085,8 +1085,8 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
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hitscan(sx, sy, sz, sect,
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sintable[(sa + 512) & 2047],
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sintable[sa & 2047], zvel << 6,
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bcos(sa),
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bsin(sa), zvel << 6,
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&hitsect, &hitwall, &d, &hitx, &hity, &hitz, CLIPMASK1);
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// oh my...
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@ -1147,8 +1147,8 @@ bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum,
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short bakcstat, hitsect, hitwall, daang;
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DDukeActor* hitsprt;
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nx = (sintable[(ang + 1536) & 2047] >> 4);
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ny = (sintable[(ang + 1024) & 2047] >> 4);
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nx = -bcos(ang, -4);
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ny = -bsin(ang, -4);
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nz = q16horiz >> 9;
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sp = &pp->GetActor()->s;
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@ -1174,7 +1174,7 @@ bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum,
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daang = getangle(wall[wall[hitwall].point2].x - wall[hitwall].x,
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wall[wall[hitwall].point2].y - wall[hitwall].y);
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i = nx * sintable[daang] + ny * sintable[(daang + 1536) & 2047];
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i = nx * bsin(daang) + ny * -bcos(daang);
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if (abs(nx) > abs(ny)) hx -= mulscale28(nx, i);
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else hy -= mulscale28(ny, i);
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}
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