diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 5ece2a916..7a0e698fa 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -2137,11 +2137,6 @@ inline int16_t SP_TAG13(DSWActor* actor) { return int16_t(uint8_t(actor->spr.xof inline void SET_SP_TAG13(DSWActor* actor, int val) { actor->spr.xoffset = uint8_t(val); actor->spr.yoffset = uint8_t(val >> 8); } // actual Z for TOS and BOS - handles both WYSIWYG and old style -inline int int_ActorZOfTop(DSWActor* actor) -{ - return GetSpriteZOfTop(&actor->spr); -} - inline double ActorZOfTop(DSWActor* actor) { return GetSpriteZOfTop(&actor->spr) * zinttoworld; @@ -2152,11 +2147,6 @@ inline DVector3 ActorVectOfTop(DSWActor* actor) return DVector3(actor->spr.pos.XY(), ActorZOfTop(actor)); } -inline int int_ActorZOfBottom(DSWActor* actor) -{ - return GetSpriteZOfBottom(&actor->spr); -} - inline double ActorZOfBottom(DSWActor* actor) { return GetSpriteZOfBottom(&actor->spr) * zinttoworld; @@ -2172,11 +2162,6 @@ inline DVector3 ActorVectOfMiddle(DSWActor* actor) return DVector3(actor->spr.pos.XY(), ActorZOfMiddle(actor)); } -inline int int_ActorSizeZ(DSWActor* actor) -{ - return (tileHeight(actor->spr.picnum) * actor->spr.yrepeat) << 2; -} - inline double ActorSizeZ(DSWActor* actor) { return (tileHeight(actor->spr.picnum) * actor->spr.yrepeat) / 64.; @@ -2220,7 +2205,7 @@ inline int ActorSizeY(DSWActor* sp) inline bool Facing(DSWActor* actor1, DSWActor* actor2) { - return (abs(getincangle(getangle(actor1->spr.pos - actor2->spr.pos), actor2->int_ang())) < 512); + return absangle(VecToAngle(actor1->spr.pos - actor2->spr.pos), actor2->spr.angle) < DAngle90; } // Given a z height and sprite return the correct y repeat value