mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 22:51:50 +00:00
- Eliminate most uses of DAngle::Buildfang()
.
This commit is contained in:
parent
b05b98826b
commit
5e410ff738
5 changed files with 12 additions and 14 deletions
|
@ -155,8 +155,8 @@ struct PlayerAngle
|
|||
bool movementlocked() { return targetset() || inputdisabled; }
|
||||
|
||||
// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
|
||||
double look_anghalf(double const interpfrac) { return renderlookang(interpfrac).Normalized180().Buildfang() * 0.5; }
|
||||
double looking_arc(double const interpfrac) { return fabs(renderlookang(interpfrac).Normalized180().Buildfang() * (1. / 9.)); }
|
||||
double look_anghalf(double const interpfrac) { return renderlookang(interpfrac).Normalized180().Degrees() * (128. / 45.); }
|
||||
double looking_arc(double const interpfrac) { return fabs(renderlookang(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); }
|
||||
|
||||
// Ticrate playsim adjustment setters and processor.
|
||||
void addadjustment(const DAngle value)
|
||||
|
|
|
@ -129,7 +129,6 @@ void DrawFrame(double x, double y, double z, double a, double alpha, int picnum,
|
|||
{
|
||||
auto tex = tileGetTexture(picnum);
|
||||
double scale = z * (1. / 65536.);
|
||||
double angle = a * BAngToDegree;
|
||||
int renderstyle = (stat & RS_NOMASK) ? STYLE_Normal : STYLE_Translucent;
|
||||
int pin = (stat & kQavOrientationLeft) ? -1 : (stat & RS_ALIGN_R) ? 1 : 0;
|
||||
auto translation = TRANSLATION(Translation_Remap, palnum);
|
||||
|
@ -139,7 +138,7 @@ void DrawFrame(double x, double y, double z, double a, double alpha, int picnum,
|
|||
bool yflip = !!(stat & RS_YFLIP);
|
||||
auto color = shadeToLight(shade);
|
||||
|
||||
DrawTexture(twod, tex, x, y, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Rotate, angle, DTA_LegacyRenderStyle, renderstyle, DTA_Alpha, alpha, DTA_Pin, pin, DTA_TranslationIndex, translation,
|
||||
DrawTexture(twod, tex, x, y, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_Rotate, a, DTA_LegacyRenderStyle, renderstyle, DTA_Alpha, alpha, DTA_Pin, pin, DTA_TranslationIndex, translation,
|
||||
DTA_TopLeft, topleft, DTA_CenterOffsetRel, topleft ? 0 : 2, DTA_FullscreenScale, FSMode_Fit320x200, DTA_FlipOffsets, true, DTA_Color, color,
|
||||
DTA_FlipX, xflip, DTA_FlipY, yflip, TAG_DONE);
|
||||
}
|
||||
|
@ -188,7 +187,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
|
|||
double tileX;
|
||||
double tileY;
|
||||
double tileZ;
|
||||
double tileA;
|
||||
DAngle tileA;
|
||||
double tileAlpha;
|
||||
int tileShade;
|
||||
auto const tileStat = stat | thisTile->stat;
|
||||
|
@ -198,7 +197,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
|
|||
tileX = interpolatedvalue<double>(prevTile->x, thisTile->x, interpfrac);
|
||||
tileY = interpolatedvalue<double>(prevTile->y, thisTile->y, interpfrac);
|
||||
tileZ = interpolatedvalue<double>(prevTile->z, thisTile->z, interpfrac);
|
||||
tileA = interpolatedvalue(DAngle::fromBuild(prevTile->angle), DAngle::fromBuild(thisTile->angle), interpfrac).Buildfang();
|
||||
tileA = interpolatedvalue(prevTile->angle, thisTile->angle, interpfrac);
|
||||
tileShade = interpolatedvalue(prevTile->shade, thisTile->shade, interpfrac) + shade;
|
||||
auto prevAlpha = ((stat | prevTile->stat) & RS_TRANS1) ? glblend[0].def[!!((stat | prevTile->stat) & RS_TRANS2)].alpha : 1.f;
|
||||
auto thisAlpha = (tileStat & RS_TRANS1) ? glblend[0].def[!!(tileStat & RS_TRANS2)].alpha : 1.f;
|
||||
|
@ -214,7 +213,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b
|
|||
tileAlpha = (tileStat & RS_TRANS1) ? glblend[0].def[!!(tileStat & RS_TRANS2)].alpha : 1.f;
|
||||
}
|
||||
|
||||
DrawFrame(tileX + x, tileY + y, tileZ, tileA, tileAlpha, thisTile->picnum, tileStat, tileShade, (palnum <= 0 ? thisTile->palnum : palnum), to3dview);
|
||||
DrawFrame(tileX + x, tileY + y, tileZ, tileA.Degrees(), tileAlpha, thisTile->picnum, tileStat, tileShade, (palnum <= 0 ? thisTile->palnum : palnum), to3dview);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -418,7 +417,7 @@ QAV* getQAV(int res_id)
|
|||
qavdata->frames[i].tiles[j].stat = fr.ReadInt32();
|
||||
qavdata->frames[i].tiles[j].shade = fr.ReadInt8();
|
||||
qavdata->frames[i].tiles[j].palnum = fr.ReadUInt8();
|
||||
qavdata->frames[i].tiles[j].angle = fr.ReadUInt16();
|
||||
qavdata->frames[i].tiles[j].angle = DAngle::fromBuild(fr.ReadUInt16());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -200,7 +200,7 @@ struct TILE_FRAME
|
|||
int stat;
|
||||
int8_t shade;
|
||||
int8_t palnum;
|
||||
uint16_t angle;
|
||||
DAngle angle;
|
||||
};
|
||||
|
||||
struct SOUNDINFO
|
||||
|
|
|
@ -309,7 +309,6 @@ void GameMove(void)
|
|||
else
|
||||
{
|
||||
bobangle += 56;
|
||||
bobangle &= kAngleMask;
|
||||
}
|
||||
|
||||
UpdateCreepySounds();
|
||||
|
|
|
@ -910,8 +910,8 @@ void DrawWeapons(double interpfrac)
|
|||
|
||||
if (cl_hudinterpolation)
|
||||
{
|
||||
nBobAngle = interpolatedvalue(DAngle::fromBuild(obobangle), DAngle::fromBuild(bobangle), interpfrac).Buildfang();
|
||||
nVal = interpolatedvalue(PlayerList[nLocalPlayer].ototalvel, PlayerList[nLocalPlayer].totalvel, interpfrac) * 0.5;
|
||||
nBobAngle = interpolatedvalue<double>(obobangle, bobangle, interpfrac) * BAngToDegree;
|
||||
nVal = interpolatedvalue<double>(PlayerList[nLocalPlayer].ototalvel, PlayerList[nLocalPlayer].totalvel, interpfrac);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -919,11 +919,11 @@ void DrawWeapons(double interpfrac)
|
|||
nVal = PlayerList[nLocalPlayer].totalvel;
|
||||
}
|
||||
|
||||
yOffset = MulScaleF(nVal, bsinf(fmod(nBobAngle, 1024.), -8), 9);
|
||||
yOffset = nVal * fabs(g_sindeg(nBobAngle)) * (1. / 16.);
|
||||
|
||||
if (var_34 == 1)
|
||||
{
|
||||
xOffset = MulScaleF(bcosf(nBobAngle, -8), nVal, 8);
|
||||
xOffset = nVal * g_cosdeg(nBobAngle) * (1. / 8.);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue