- buildutils: Replace sintable[] use within WHaven's weapons.cpp with bsin()/bcos().

This commit is contained in:
Mitchell Richters 2021-01-01 19:15:57 +11:00
parent 26c378936d
commit bf06ac6460

View file

@ -681,8 +681,8 @@ void weaponsprocess(int snum) {
plr.currweaponframe = weaponanimtics[plr.currweapon][0].daweaponframe;
}
if (plr.plInput.fvel || plr.plInput.svel) {
snakex = (sintable[(lockclock << 4) & 2047] >> 12);
snakey = (sintable[(lockclock << 4) & 2047] >> 12);
snakex = bsin(lockclock << 4, -12);
snakey = bsin(lockclock << 4, -12);
}
break;
case 2: // unready
@ -865,8 +865,8 @@ void weaponsprocess(int snum) {
if (plr.shieldpoints > 0 && (plr.currweaponfired == 0 || plr.currweaponfired == 1) && plr.selectedgun > 0
&& plr.selectedgun < 5 && !droptheshield) {
if (plr.currweaponfired == 1) {
snakex = (sintable[(lockclock << 4) & 2047] >> 12);
snakey = (sintable[(lockclock << 4) & 2047] >> 12);
snakex = bsin(lockclock << 4, -12);
snakey = bsin(lockclock << 4, -12);
if (droptheshield) {
dropshieldcnt += (TICSPERFRAME << 1);
snakey += dropshieldcnt;
@ -904,8 +904,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
daz2 = -mulscale16(plr.horizon.horiz.asq16(), 2000);
hitscan(plr.x, plr.y, plr.z, plr.sector, // Start position
sintable[(daang + 2560) & 2047], // X vector of 3D ang
sintable[(daang + 2048) & 2047], // Y vector of 3D ang
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz2, // Z vector of 3D ang
pHitInfo, CLIPMASK1);
@ -1676,8 +1676,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
daz2 = -mulscale16(plr.horizon.horiz.asq16(), 2000);
hitscan(plr.x, plr.y, plr.z, plr.sector, // Start position
sintable[(daang + 2560) & 2047], // X vector of 3D ang
sintable[(daang + 2048) & 2047], // Y vector of 3D ang
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz2, // Z vector of 3D ang
pHitInfo, CLIPMASK1);
@ -1757,8 +1757,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
sprite[j].owner = sprite[plr.spritenum].owner;
sprite[j].lotag = 32;
sprite[j].hitag = 0;
movesprite((short) j, ((sintable[(sprite[j].ang + 512) & 2047]) * TICSPERFRAME) << 3,
((sintable[sprite[j].ang & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
movesprite((short) j, (bcos(sprite[j].ang) * TICSPERFRAME) << 3,
(bsin(sprite[j].ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
}
if ((pHitInfo.hitsprite >= 0) && (sprite[pHitInfo.hitsprite].statnum < MAXSTATUS)) {
switch (sprite[pHitInfo.hitsprite].detail) {
@ -1891,8 +1891,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
Neartag ntag;
hitscan(plr.x, plr.y, plr.z, plr.sector, // Start position
sintable[(daang + 2560) & 2047], // X vector of 3D ang
sintable[(daang + 2048) & 2047], // Y vector of 3D ang
bcos(daang), // X vector of 3D ang
bsin(daang), // Y vector of 3D ang
daz2, // Z vector of 3D ang
pHitInfo, CLIPMASK1);
@ -1955,8 +1955,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
sprite[j].lotag = 1024;
sprite[j].hitag = 0;
sprite[j].pal = 0;
movesprite((short) j, ((sintable[(sprite[j].extra + 512) & 2047]) * TICSPERFRAME) << 3,
((sintable[sprite[j].extra & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
movesprite((short) j, (bcos(sprite[j].extra) * TICSPERFRAME) << 3,
(bsin(sprite[j].extra) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
setsprite((short) j, sprite[j].x, sprite[j].y, sprite[j].z);
} else {
j = insertsprite(plr.sector, MISSILE);
@ -2044,8 +2044,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
sprite[j].lotag = 1024;
sprite[j].hitag = 0;
sprite[j].pal = 0;
movesprite((short) j, ((sintable[(sprite[j].extra + 512) & 2047]) * TICSPERFRAME) << 3,
((sintable[sprite[j].extra & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
movesprite((short) j, (bcos(sprite[j].extra) * TICSPERFRAME) << 3,
(bsin(sprite[j].extra) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
setsprite((short) j, sprite[j].x, sprite[j].y, sprite[j].z);
} else {
j = insertsprite(plr.sector, MISSILE);
@ -2115,8 +2115,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
sprite[j].xrepeat = 16;
sprite[j].yrepeat = 16;
sprite[j].ang = (short) daang;
sprite[j].xvel = (short) (sintable[(daang + 2560) & 2047] >> 5);
sprite[j].yvel = (short) (sintable[(daang) & 2047] >> 5);
sprite[j].xvel = bcos(daang, -5);
sprite[j].yvel = bsin(daang, -5);
if (shootgunzvel != 0) {
sprite[j].zvel = (short) shootgunzvel;
@ -2130,8 +2130,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
sprite[j].hitag = 0;
sprite[j].clipdist = 48;
movesprite((short) j, ((sintable[(sprite[j].ang + 512) & 2047]) * TICSPERFRAME) << 3,
((sintable[sprite[j].ang & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
movesprite((short) j, (bcos(sprite[j].ang) * TICSPERFRAME) << 3,
(bsin(sprite[j].ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
break;
@ -2152,8 +2152,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
sprite[j].xrepeat = 64;
sprite[j].yrepeat = 64;
sprite[j].ang = plr.angle.ang.asbuild();
sprite[j].xvel = (short) (sintable[(daang + 2560) & 2047] >> 7);
sprite[j].yvel = (short) (sintable[(daang) & 2047] >> 7);
sprite[j].xvel = bcos(daang, -7);
sprite[j].yvel = bsin(daang, -7);
if (shootgunzvel != 0) {
sprite[j].zvel = (short) shootgunzvel;
@ -2167,11 +2167,11 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
sprite[j].hitag = 0;
sprite[j].clipdist = 64;
// dax=(sintable[(sprite[j].ang+512)&2047]>>6);
// day=(sintable[sprite[j].ang]>>6);
// dax=bcos(sprite[j].ang, -6);
// day=bsin(sprite[j].ang, -6);
movesprite((short) j, ((sintable[(sprite[j].ang + 512) & 2047]) * TICSPERFRAME) << 3,
((sintable[sprite[j].ang & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
movesprite((short) j, (bcos(sprite[j].ang) * TICSPERFRAME) << 3,
(bsin(sprite[j].ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
break;