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- buildutils: Replace sintable[]
use within WHaven's weapons.cpp with bsin()
/bcos()
.
This commit is contained in:
parent
26c378936d
commit
bf06ac6460
1 changed files with 26 additions and 26 deletions
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@ -681,8 +681,8 @@ void weaponsprocess(int snum) {
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plr.currweaponframe = weaponanimtics[plr.currweapon][0].daweaponframe;
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}
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if (plr.plInput.fvel || plr.plInput.svel) {
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snakex = (sintable[(lockclock << 4) & 2047] >> 12);
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snakey = (sintable[(lockclock << 4) & 2047] >> 12);
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snakex = bsin(lockclock << 4, -12);
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snakey = bsin(lockclock << 4, -12);
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}
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break;
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case 2: // unready
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@ -865,8 +865,8 @@ void weaponsprocess(int snum) {
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if (plr.shieldpoints > 0 && (plr.currweaponfired == 0 || plr.currweaponfired == 1) && plr.selectedgun > 0
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&& plr.selectedgun < 5 && !droptheshield) {
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if (plr.currweaponfired == 1) {
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snakex = (sintable[(lockclock << 4) & 2047] >> 12);
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snakey = (sintable[(lockclock << 4) & 2047] >> 12);
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snakex = bsin(lockclock << 4, -12);
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snakey = bsin(lockclock << 4, -12);
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if (droptheshield) {
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dropshieldcnt += (TICSPERFRAME << 1);
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snakey += dropshieldcnt;
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@ -904,8 +904,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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daz2 = -mulscale16(plr.horizon.horiz.asq16(), 2000);
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hitscan(plr.x, plr.y, plr.z, plr.sector, // Start position
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sintable[(daang + 2560) & 2047], // X vector of 3D ang
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sintable[(daang + 2048) & 2047], // Y vector of 3D ang
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bcos(daang), // X vector of 3D ang
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bsin(daang), // Y vector of 3D ang
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daz2, // Z vector of 3D ang
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pHitInfo, CLIPMASK1);
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@ -1676,8 +1676,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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daz2 = -mulscale16(plr.horizon.horiz.asq16(), 2000);
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hitscan(plr.x, plr.y, plr.z, plr.sector, // Start position
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sintable[(daang + 2560) & 2047], // X vector of 3D ang
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sintable[(daang + 2048) & 2047], // Y vector of 3D ang
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bcos(daang), // X vector of 3D ang
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bsin(daang), // Y vector of 3D ang
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daz2, // Z vector of 3D ang
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pHitInfo, CLIPMASK1);
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@ -1757,8 +1757,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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sprite[j].owner = sprite[plr.spritenum].owner;
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sprite[j].lotag = 32;
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sprite[j].hitag = 0;
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movesprite((short) j, ((sintable[(sprite[j].ang + 512) & 2047]) * TICSPERFRAME) << 3,
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((sintable[sprite[j].ang & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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movesprite((short) j, (bcos(sprite[j].ang) * TICSPERFRAME) << 3,
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(bsin(sprite[j].ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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}
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if ((pHitInfo.hitsprite >= 0) && (sprite[pHitInfo.hitsprite].statnum < MAXSTATUS)) {
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switch (sprite[pHitInfo.hitsprite].detail) {
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@ -1891,8 +1891,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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Neartag ntag;
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hitscan(plr.x, plr.y, plr.z, plr.sector, // Start position
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sintable[(daang + 2560) & 2047], // X vector of 3D ang
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sintable[(daang + 2048) & 2047], // Y vector of 3D ang
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bcos(daang), // X vector of 3D ang
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bsin(daang), // Y vector of 3D ang
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daz2, // Z vector of 3D ang
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pHitInfo, CLIPMASK1);
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@ -1955,8 +1955,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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sprite[j].lotag = 1024;
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sprite[j].hitag = 0;
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sprite[j].pal = 0;
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movesprite((short) j, ((sintable[(sprite[j].extra + 512) & 2047]) * TICSPERFRAME) << 3,
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((sintable[sprite[j].extra & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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movesprite((short) j, (bcos(sprite[j].extra) * TICSPERFRAME) << 3,
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(bsin(sprite[j].extra) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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setsprite((short) j, sprite[j].x, sprite[j].y, sprite[j].z);
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} else {
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j = insertsprite(plr.sector, MISSILE);
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@ -2044,8 +2044,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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sprite[j].lotag = 1024;
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sprite[j].hitag = 0;
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sprite[j].pal = 0;
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movesprite((short) j, ((sintable[(sprite[j].extra + 512) & 2047]) * TICSPERFRAME) << 3,
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((sintable[sprite[j].extra & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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movesprite((short) j, (bcos(sprite[j].extra) * TICSPERFRAME) << 3,
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(bsin(sprite[j].extra) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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setsprite((short) j, sprite[j].x, sprite[j].y, sprite[j].z);
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} else {
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j = insertsprite(plr.sector, MISSILE);
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@ -2115,8 +2115,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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sprite[j].xrepeat = 16;
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sprite[j].yrepeat = 16;
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sprite[j].ang = (short) daang;
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sprite[j].xvel = (short) (sintable[(daang + 2560) & 2047] >> 5);
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sprite[j].yvel = (short) (sintable[(daang) & 2047] >> 5);
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sprite[j].xvel = bcos(daang, -5);
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sprite[j].yvel = bsin(daang, -5);
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if (shootgunzvel != 0) {
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sprite[j].zvel = (short) shootgunzvel;
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@ -2130,8 +2130,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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sprite[j].hitag = 0;
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sprite[j].clipdist = 48;
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movesprite((short) j, ((sintable[(sprite[j].ang + 512) & 2047]) * TICSPERFRAME) << 3,
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((sintable[sprite[j].ang & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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movesprite((short) j, (bcos(sprite[j].ang) * TICSPERFRAME) << 3,
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(bsin(sprite[j].ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
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break;
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@ -2152,8 +2152,8 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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sprite[j].xrepeat = 64;
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sprite[j].yrepeat = 64;
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sprite[j].ang = plr.angle.ang.asbuild();
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sprite[j].xvel = (short) (sintable[(daang + 2560) & 2047] >> 7);
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sprite[j].yvel = (short) (sintable[(daang) & 2047] >> 7);
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sprite[j].xvel = bcos(daang, -7);
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sprite[j].yvel = bsin(daang, -7);
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if (shootgunzvel != 0) {
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sprite[j].zvel = (short) shootgunzvel;
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@ -2167,11 +2167,11 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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sprite[j].hitag = 0;
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sprite[j].clipdist = 64;
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// dax=(sintable[(sprite[j].ang+512)&2047]>>6);
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// day=(sintable[sprite[j].ang]>>6);
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// dax=bcos(sprite[j].ang, -6);
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// day=bsin(sprite[j].ang, -6);
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movesprite((short) j, ((sintable[(sprite[j].ang + 512) & 2047]) * TICSPERFRAME) << 3,
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((sintable[sprite[j].ang & 2047]) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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movesprite((short) j, (bcos(sprite[j].ang) * TICSPERFRAME) << 3,
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(bsin(sprite[j].ang) * TICSPERFRAME) << 3, 0, 4 << 8, 4 << 8, 0);
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setsprite(j, sprite[j].x, sprite[j].y, sprite[j].z);
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break;
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