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- eliminated remaining int math in sector.cpp
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parent
4d8386af39
commit
78c6888973
1 changed files with 16 additions and 18 deletions
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@ -2346,7 +2346,7 @@ int DoPlayerGrabStar(PLAYER* pp)
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auto actor = StarQueue[i];
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if (actor != nullptr)
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{
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if (FindDistance3D(actor->int_pos().X - pp->int_ppos().X, actor->int_pos().Y - pp->int_ppos().Y, actor->int_pos().Z - pp->int_ppos().Z + Z(12)) < 500)
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if ((actor->spr.pos - pp->pos).plusZ(12).Length() < 31.25)
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{
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break;
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}
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@ -2560,7 +2560,6 @@ void PlayerOperateEnv(PLAYER* pp)
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void DoSineWaveFloor(void)
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{
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SINE_WAVE_FLOOR *swf;
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int newz;
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int wave;
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int flags;
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@ -2573,14 +2572,14 @@ void DoSineWaveFloor(void)
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if ((flags & SINE_FLOOR))
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{
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newz = swf->floorOrigz + swf->Range * BobVal(swf->sintable_ndx);
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swf->sectp->set_int_floorz(newz);
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double newz = swf->floorOrigz + swf->Range * BobVal(swf->sintable_ndx);
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swf->sectp->setfloorz(newz);
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}
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if ((flags & SINE_CEILING))
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{
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newz = swf->ceilingOrigz + swf->Range * BobVal(swf->sintable_ndx);
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swf->sectp->set_int_ceilingz(newz);
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double newz = swf->ceilingOrigz + swf->Range * BobVal(swf->sintable_ndx);
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swf->sectp->setceilingz(newz);
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}
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}
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@ -2613,7 +2612,7 @@ void DoSineWaveFloor(void)
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wal = sect->firstWall() + 2;
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//Pass (Sector, x, y, z)
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alignflorslope(sect,wal->wall_int_pos().X,wal->wall_int_pos().Y, wal->nextSector()->int_floorz());
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alignflorslope(sect,DVector3(wal->pos, wal->nextSector()->floorz));
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}
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}
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}
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@ -2861,7 +2860,7 @@ short AnimSetVelAdj(short anim_ndx, double vel_adj)
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void DoPanning(void)
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{
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int nx, ny;
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double nx, ny;
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int i;
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sectortype* sectp;
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walltype* wallp;
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@ -2871,8 +2870,8 @@ void DoPanning(void)
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{
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sectp = actor->sector();
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 20);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 20);
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nx = actor->vel.X * actor->spr.angle.Cos();
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ny = actor->vel.X * actor->spr.angle.Sin();
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sectp->addfloorxpan((float)nx);
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sectp->addfloorypan((float)ny);
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@ -2883,8 +2882,8 @@ void DoPanning(void)
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{
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sectp = actor->sector();
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 20);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 20);
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nx = actor->vel.X * actor->spr.angle.Cos();
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ny = actor->vel.X * actor->spr.angle.Sin();
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sectp->addceilingxpan((float)nx);
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sectp->addceilingypan((float)ny);
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@ -2895,8 +2894,8 @@ void DoPanning(void)
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{
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wallp = actor->tempwall;
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nx = MulScale(actor->int_xvel(), bcos(actor->int_ang()), 20);
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ny = MulScale(actor->int_xvel(), bsin(actor->int_ang()), 20);
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nx = actor->vel.X * actor->spr.angle.Cos();
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ny = actor->vel.X * actor->spr.angle.Sin();
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wallp->addxpan((float)nx);
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wallp->addypan((float)ny);
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@ -2915,7 +2914,6 @@ void DoSector(void)
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bool riding;
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int sync_flag;
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short pnum;
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int min_dist,dist,a,b,c;
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PLAYER* pp;
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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@ -2926,7 +2924,7 @@ void DoSector(void)
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riding = false;
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min_dist = 999999;
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double min_dist = 999999;
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TRAVERSE_CONNECT(pnum)
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{
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@ -2940,7 +2938,7 @@ void DoSector(void)
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}
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else
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{
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DISTANCE(pp->pos, sop->pmid, dist, a, b, c);
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double dist = (pp->pos.XY(), sop->pmid.XY()).Length();
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if (dist < min_dist)
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min_dist = dist;
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}
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@ -2974,7 +2972,7 @@ void DoSector(void)
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}
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else
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{
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if (min_dist < 15000)
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if (min_dist < 937.5)
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{
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// if close update every other time
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if (MoveSkip2 == 0)
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