- Duke/SW: Fix InitTracerTurret() to use player's q16horiz with full precision and replace some manually expressed mulscales with mulscale16() inline from pragmas.h.

This commit is contained in:
Mitchell Richters 2020-10-05 17:27:57 +11:00
parent 09a05f354c
commit 8be8bcc87a
5 changed files with 41 additions and 41 deletions

View file

@ -166,7 +166,7 @@ void shoot_d(int i, int atwith)
}
else
{
zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (98. / FRACUNIT));
zvel = -mulscale16(ps[p].getq16horizsum(), 98);
sx += sintable[(sa + 860) & 0x7FF] / 448;
sy += sintable[(sa + 348) & 0x7FF] / 448;
sz += (3 << 8);
@ -224,7 +224,7 @@ void shoot_d(int i, int atwith)
}
else
{
zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (81. / FRACUNIT));
zvel = -mulscale16(ps[p].getq16horizsum(), 81);
if (sprite[ps[p].i].xvel != 0)
vel = (int)((((512 - (1024
- abs(abs(getangle(sx - ps[p].oposx, sy - ps[p].oposy) - sa) - 1024)))
@ -681,7 +681,7 @@ void shoot_d(int i, int atwith)
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else
zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (98. / FRACUNIT));
zvel = -mulscale16(ps[p].getq16horizsum(), 98);
}
else
{
@ -769,7 +769,7 @@ void shoot_d(int i, int atwith)
if (sprite[j].picnum != RECON)
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (81. / FRACUNIT));
else zvel = -mulscale16(ps[p].getq16horizsum(), 81);
if (atwith == RPG)
S_PlayActorSound(RPG_SHOOT, i);
@ -1090,7 +1090,7 @@ void shoot_d(int i, int atwith)
zvel = ((sprite[j].z - sz - dal - (4 << 8)) * 768) / (ldist(&sprite[ps[p].i], &sprite[j]));
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (98. / FRACUNIT));
else zvel = -mulscale16(ps[p].getq16horizsum(), 98);
}
else if (s->statnum != 3)
{
@ -2122,12 +2122,12 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
if (p->on_ground && (actions & SB_CROUCH))
{
k = 15;
i = xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = mulscale16(p->getq16horizsum(), 20);
}
else
{
k = 140;
i = -512 - xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = -512 - mulscale16(p->getq16horizsum(), 20);
}
j = EGS(p->cursectnum,

View file

@ -602,7 +602,7 @@ void shoot_r(int i, int atwith)
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else
zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (98. / FRACUNIT));
zvel = -mulscale16(ps[p].getq16horizsum(), 98);
}
else
{
@ -693,7 +693,7 @@ void shoot_r(int i, int atwith)
{
sx += sintable[(s->ang + 512 + 160) & 2047] >> 7;
sy += sintable[(s->ang + 160) & 2047] >> 7;
zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (98. / FRACUNIT));
zvel = -mulscale16(ps[p].getq16horizsum(), 98);
}
}
else
@ -804,7 +804,7 @@ void shoot_r(int i, int atwith)
if (sprite[j].picnum != RECON)
sa = getangle(sprite[j].x - sx, sprite[j].y - sy);
}
else zvel = xs_CRoundToInt(-ps[p].getq16horizsum() * (81. / FRACUNIT));
else zvel = -mulscale16(ps[p].getq16horizsum(), 81);
if (atwith == RPG)
S_PlayActorSound(RPG_SHOOT, i);
else if (isRRRA())
@ -2843,12 +2843,12 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
if (p->on_ground && (actions & SB_CROUCH) && !p->OnMotorcycle)
{
k = 15;
i = xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = -mulscale16(p->getq16horizsum(), 20);
}
else
{
k = 140;
i = -512 - xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = -512 - -mulscale16(p->getq16horizsum(), 20);
}
j = EGS(p->cursectnum,
@ -3253,12 +3253,12 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
if (p->on_ground && (actions & SB_CROUCH) && !p->OnMotorcycle)
{
k = 15;
i = xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = mulscale16(p->getq16horizsum(), 20);
}
else
{
k = 32;
i = -512 - xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = -512 - mulscale16(p->getq16horizsum(), 20);
}
j = EGS(p->cursectnum,

View file

@ -333,12 +333,12 @@ void operateweapon_ww(int snum, ESyncBits actions, int psect)
if (p->on_ground && (actions & SB_CROUCH))
{
k = 15;
i = xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = mulscale16(p->getq16horizsum(), 20);
}
else
{
k = 140;
i = -512 - xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
i = -512 - mulscale16(p->getq16horizsum(), 20);
}
j = EGS(p->cursectnum,

View file

@ -2496,7 +2496,7 @@ InitShell(int16_t SpriteNum, int16_t ShellNum)
if (u->PlayerP)
{
wp->z += xs_CRoundToInt(-u->PlayerP->q16horiz * ((HORIZ_MULT / 3.) / FRACUNIT));
wp->z += xs_CRoundToInt(-fmulscale16(u->PlayerP->q16horiz, HORIZ_MULT / 3.));
}
switch (wu->ID)

View file

@ -13758,7 +13758,7 @@ InitSwordAttack(PLAYERp pp)
int daz;
daang = FixedToInt(pp->q16ang);
daz = xs_CRoundToInt(-pp->q16horiz * (2000. / FRACUNIT)) + (RANDOM_RANGE(24000) - 12000);
daz = -mulscale16(pp->q16horiz, 2000) + (RANDOM_RANGE(24000) - 12000);
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
sintable[NORM_ANGLE(daang + 512)], // X vector of 3D ang
@ -13948,7 +13948,7 @@ InitFistAttack(PLAYERp pp)
int daz;
daang = FixedToInt(pp->q16ang);
daz = xs_CRoundToInt(-pp->q16horiz * (2000. / FRACUNIT)) + (RANDOM_RANGE(24000) - 12000);
daz = -mulscale16(pp->q16horiz, 2000) + (RANDOM_RANGE(24000) - 12000);
FAFhitscan(pp->posx, pp->posy, pp->posz, pp->cursectnum, // Start position
sintable[NORM_ANGLE(daang + 512)], // X vector of 3D ang
@ -14621,7 +14621,7 @@ InitStar(PLAYERp pp)
wp->clipdist = 32L >> 2;
// wp->zvel was overflowing with this calculation - had to move to a local
// long var
zvel = xs_CRoundToInt(-pp->q16horiz * ((double)(HORIZ_MULT+STAR_HORIZ_ADJ) / FRACUNIT));
zvel = -mulscale16(pp->q16horiz, HORIZ_MULT+STAR_HORIZ_ADJ);
wu->ceiling_dist = Z(1);
wu->floor_dist = Z(1);
@ -14678,7 +14678,7 @@ InitStar(PLAYERp pp)
if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(np))
SET(nu->Flags, SPR_UNDERWATER);
zvel = xs_CRoundToInt(-pp->q16horiz * ((double)(HORIZ_MULT+STAR_HORIZ_ADJ) / FRACUNIT));
zvel = -mulscale16(pp->q16horiz, HORIZ_MULT+STAR_HORIZ_ADJ);
np->zvel = zvel >> 1;
if (MissileSetPos(nw, DoStar, 1000))
@ -14966,7 +14966,7 @@ InitShotgun(PLAYERp pp)
}
else
{
daz = xs_CRoundToInt(-pp->q16horiz * (2000. / FRACUNIT));
daz = -mulscale16(pp->q16horiz, 2000);
daang = FixedToInt(pp->q16ang);
}
@ -15249,7 +15249,7 @@ InitRail(PLAYERp pp)
wp->yrepeat = 52;
wp->xrepeat = 52;
wp->shade = -15;
zvel = xs_CRoundToInt(-pp->q16horiz * ((HORIZ_MULT + 17.) / FRACUNIT));
zvel = -mulscale16(pp->q16horiz, HORIZ_MULT + 17);
wu->RotNum = 5;
NewStateGroup(w, &sg_Rail[0]);
@ -15450,7 +15450,7 @@ InitRocket(PLAYERp pp)
wp->yrepeat = 90;
wp->xrepeat = 90;
wp->shade = -15;
zvel = xs_CRoundToInt(-pp->q16horiz * ((HORIZ_MULT + 35.) / FRACUNIT));
zvel = -mulscale16(pp->q16horiz, HORIZ_MULT + 35);
wp->clipdist = 64L>>2;
@ -15581,7 +15581,7 @@ InitBunnyRocket(PLAYERp pp)
wp->yrepeat = 64;
wp->xrepeat = 64;
wp->shade = -15;
zvel = xs_CRoundToInt(-pp->q16horiz * ((HORIZ_MULT + 35.) / FRACUNIT));
zvel = -mulscale16(pp->q16horiz, HORIZ_MULT + 35);
wp->clipdist = 64L>>2;
@ -15695,7 +15695,7 @@ InitNuke(PLAYERp pp)
wp->yrepeat = 128;
wp->xrepeat = 128;
wp->shade = -15;
zvel = xs_CRoundToInt(-pp->q16horiz * ((HORIZ_MULT - 36.) / FRACUNIT));
zvel = -mulscale16(pp->q16horiz, HORIZ_MULT + 36);
wp->clipdist = 64L>>2;
// Set to red palette
@ -17432,8 +17432,8 @@ InitTracerUzi(PLAYERp pp)
nx = pp->posx;
ny = pp->posy;
//nz = pp->posz + pp->bob_z + Z(8);
//nz = pp->posz + pp->bob_z + Z(8) + xs_CRoundToInt(-pp->q16horiz * (72. / FRACUNIT));
nz = pp->posz + Z(8) + xs_CRoundToInt(-pp->q16horiz * (72. / FRACUNIT));
//nz = pp->posz + pp->bob_z + Z(8) + -mulscale16(pp->q16horiz, 72);
nz = pp->posz + Z(8) + -mulscale16(pp->q16horiz, 72);
// Spawn a shot
// Inserting and setting up variables
@ -17478,7 +17478,7 @@ InitTracerUzi(PLAYERp pp)
return 0;
}
wp->zvel = xs_CRoundToInt(-pp->q16horiz * ((wp->xvel / 8.) / FRACUNIT));
wp->zvel = xs_CRoundToInt(-fmulscale16(pp->q16horiz, wp->xvel / 8.));
pp->SpriteP->clipdist = oclipdist;
@ -17498,7 +17498,7 @@ InitTracerUzi(PLAYERp pp)
}
int
InitTracerTurret(short SpriteNum, short Operator, int horiz)
InitTracerTurret(short SpriteNum, short Operator, fixed_t q16horiz)
{
USERp u = User[SpriteNum];
SPRITEp sp = u->SpriteP;
@ -17510,7 +17510,7 @@ InitTracerTurret(short SpriteNum, short Operator, int horiz)
nx = sp->x;
ny = sp->y;
nz = sp->z + (-horiz * 72);
nz = sp->z + -mulscale16(q16horiz, 72);
// Spawn a shot
// Inserting and setting up variables
@ -17537,7 +17537,7 @@ InitTracerTurret(short SpriteNum, short Operator, int horiz)
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wp->zvel = (-horiz * (wp->xvel/8));
wp->zvel = xs_CRoundToInt(-fmulscale16(q16horiz, wp->xvel / 8.));
WeaponAutoAim(sp, w, 32, false);
@ -17830,7 +17830,7 @@ InitUzi(PLAYERp pp)
{
//daang = NORM_ANGLE(FixedToInt(pp->q16ang) + (RANDOM_RANGE(50) - 25));
daang = NORM_ANGLE(FixedToInt(pp->q16ang) + (RANDOM_RANGE(24) - 12));
daz = xs_CRoundToInt(-pp->q16horiz * (2000. / FRACUNIT)) + (RANDOM_RANGE(24000) - 12000);
daz = -mulscale16(pp->q16horiz, 2000) + (RANDOM_RANGE(24000) - 12000);
}
@ -18005,7 +18005,7 @@ InitEMP(PLAYERp pp)
InitTracerUzi(pp);
//daz = nz = pp->posz + Z(8) + xs_CRoundToInt(-pp->q16horiz * (72. / FRACUNIT));
//daz = nz = pp->posz + Z(8) + -mulscale16(pp->q16horiz, 72);
//daang = NORM_ANGLE(FixedToInt(pp->q16ang) + (RANDOM_RANGE(50) - 25));
daz = nz = pp->posz + pp->bob_z;
@ -18015,7 +18015,7 @@ InitEMP(PLAYERp pp)
}
else
{
daz = xs_CRoundToInt(-pp->q16horiz * (2000. / FRACUNIT));
daz = -mulscale16(pp->q16horiz, 2000);
daang = FixedToInt(pp->q16ang);
}
@ -18189,7 +18189,7 @@ InitTankShell(short SpriteNum, PLAYERp pp)
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
SET(wp->cstat, CSTAT_SPRITE_INVISIBLE);
wp->zvel = xs_CRoundToInt(-pp->q16horiz * ((wp->xvel / 8.) / FRACUNIT));
wp->zvel = xs_CRoundToInt(-fmulscale16(pp->q16horiz, wp->xvel / 8.));
WeaponAutoAim(sp, w, 64, false);
// a bit of randomness
@ -18349,7 +18349,7 @@ InitTurretRocket(short SpriteNum, PLAYERp pp)
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->zvel = xs_CRoundToInt(-pp->q16horiz * ((wp->xvel / 8.) / FRACUNIT));
wp->zvel = xs_CRoundToInt(-fmulscale16(pp->q16horiz, wp->xvel / 8.));
WeaponAutoAim(sp, w, 64, false);
// a bit of randomness
@ -18396,7 +18396,7 @@ InitTurretFireball(short SpriteNum, PLAYERp pp)
SET(wu->Flags2, SPR2_SO_MISSILE);
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
wp->zvel = xs_CRoundToInt(-pp->q16horiz * ((wp->xvel / 8.) / FRACUNIT));
wp->zvel = xs_CRoundToInt(-fmulscale16(pp->q16horiz, wp->xvel / 8.));
WeaponAutoAim(sp, w, 64, false);
// a bit of randomness
@ -18566,7 +18566,7 @@ InitSobjMachineGun(short SpriteNum, PLAYERp pp)
if (q16horiz < horizmin)
q16horiz = horizmin;
daz = xs_CRoundToInt(-q16horiz * (2000. / FRACUNIT)) + (RANDOM_RANGE(Z(80)) - Z(40));
daz = -mulscale16(pp->q16horiz, 2000) + (RANDOM_RANGE(Z(80)) - Z(40));
daang = sp->ang;
}
@ -19617,8 +19617,8 @@ InitFireball(PLAYERp pp)
wu->ceiling_dist = Z(6);
wu->floor_dist = Z(6);
//zvel = xs_CRoundToInt(-pp->q16horiz * ((100. + ADJUST) / FRACUNIT));
zvel = xs_CRoundToInt(-pp->q16horiz * (240. / FRACUNIT));
//zvel = -mulscale16(pp->q16horiz, 100 + ADJUST);
zvel = -mulscale16(pp->q16horiz, 240);
//wu->RotNum = 5;
//NewStateGroup(w, &sg_Fireball);