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The most minor of minor optimizations. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@6166 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 13 additions and 19 deletions
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@ -3393,7 +3393,7 @@ static void grouscan(int32_t dax1, int32_t dax2, int32_t sectnum, char dastat)
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{
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int32_t i, l, x, y, dx, dy, wx, wy, y1, y2, daz;
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int32_t daslope, dasqr;
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int32_t shoffs, shinc, m1, m2;
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int32_t shoffs, m1, m2;
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intptr_t *mptr1, *mptr2, j;
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// Er, yes, they're not global anymore:
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@ -3515,12 +3515,14 @@ static void grouscan(int32_t dax1, int32_t dax2, int32_t sectnum, char dastat)
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l = (globalzd>>16);
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shinc = mulscale16(globalz,xdimenscale);
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if (shinc > 0) shoffs = (4<<15); else shoffs = ((16380-ydimen)<<15); // JBF: was 2044
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if (dastat == 0) y1 = umost[dax1]; else y1 = max(umost[dax1],dplc[dax1]);
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int32_t const shinc = mulscale16(globalz,xdimenscale);
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shoffs = (shinc > 0) ? (4 << 15) : ((16380 - ydimen) << 15); // JBF: was 2044
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y1 = (dastat == 0) ? umost[dax1] : max(umost[dax1], dplc[dax1]);
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m1 = mulscale16(y1,globalzd) + (globalzx>>6);
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//Avoid visibility overflow by crossing horizon
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if (globalzd > 0) m1 += (globalzd>>16); else m1 -= (globalzd>>16);
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m1 += klabs((int32_t) (globalzd>>16));
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m2 = m1+l;
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mptr1 = (intptr_t *)&slopalookup[y1+(shoffs>>15)]; mptr2 = mptr1+1;
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@ -8436,27 +8438,19 @@ killsprite:
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// Writing e.g. "while (maskwallcnt--)" is wrong!
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while (maskwallcnt)
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{
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vec2f_t dot, dot2, middle;
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// PLAG: sorting stuff
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_equation maskeq, p1eq, p2eq;
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const int32_t w = (getrendermode()==REND_POLYMER) ?
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maskwall[maskwallcnt-1] : thewall[maskwall[maskwallcnt-1]];
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maskwallcnt--;
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dot.x = (float)wall[w].x;
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dot.y = (float)wall[w].y;
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dot2.x = (float)wall[wall[w].point2].x;
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dot2.y = (float)wall[wall[w].point2].y;
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vec2f_t dot = { (float)wall[w].x, (float)wall[w].y };
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vec2f_t dot2 = { (float)wall[wall[w].point2].x, (float)wall[wall[w].point2].y };
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vec2f_t middle = { (dot.x + dot2.x) * .5f, (dot.y + dot2.y) * .5f };
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maskeq = equation(dot.x, dot.y, dot2.x, dot2.y);
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p1eq = equation(pos.x, pos.y, dot.x, dot.y);
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p2eq = equation(pos.x, pos.y, dot2.x, dot2.y);
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middle.x = (dot.x + dot2.x) * .5f;
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middle.y = (dot.y + dot2.y) * .5f;
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_equation maskeq = equation(dot.x, dot.y, dot2.x, dot2.y);
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_equation p1eq = equation(pos.x, pos.y, dot.x, dot.y);
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_equation p2eq = equation(pos.x, pos.y, dot2.x, dot2.y);
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i = spritesortcnt;
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while (i)
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