From bf06ac6460d38d74b6d9f7236dc3b260d44376fb Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Fri, 1 Jan 2021 19:15:57 +1100 Subject: [PATCH] - buildutils: Replace `sintable[]` use within WHaven's weapons.cpp with `bsin()`/`bcos()`. --- source/games/whaven/src/weapons.cpp | 52 ++++++++++++++--------------- 1 file changed, 26 insertions(+), 26 deletions(-) diff --git a/source/games/whaven/src/weapons.cpp b/source/games/whaven/src/weapons.cpp index 84c21bfa9..62dbaf76a 100644 --- a/source/games/whaven/src/weapons.cpp +++ b/source/games/whaven/src/weapons.cpp @@ -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;