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- removed pointless BOUND_4PIX macro
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2 changed files with 9 additions and 16 deletions
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@ -65,9 +65,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#define TRUNC4(x) ((x) & ~3)
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// moves value to closest power of 2 pixel boundry
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#define BOUND_4PIX(x) ( TRUNC4((x) + MOD4(x)) )
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/*
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===========================
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@ -53,10 +53,6 @@ ANIMATOR NinjaJumpActionFunc;
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#define ACTOR_STD_JUMP (-384)
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int GlobSpeedSO;
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#undef BOUND_4PIX
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//#define BOUND_4PIX(x) ( TRUNC4((x) + MOD4(x)) )
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#define BOUND_4PIX(x) (x)
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// determine if moving down the track will get you closer to the player
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short
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TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point)
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@ -1636,8 +1632,8 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
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pp->RevolveDeltaAng = 0;
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}
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pp->posx += BOUND_4PIX(nx);
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pp->posy += BOUND_4PIX(ny);
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pp->posx += nx;
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pp->posy += ny;
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if (TEST(sop->flags, SOBJ_DONT_ROTATE))
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{
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@ -1664,8 +1660,8 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
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// Player is NOT moving
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// Move saved x&y variables
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pp->RevolveX += BOUND_4PIX(nx);
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pp->RevolveY += BOUND_4PIX(ny);
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pp->RevolveX += nx;
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pp->RevolveY += ny;
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// Last known angle is now adjusted by the delta angle
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pp->RevolveAng = pp->angle.ang - buildang(pp->RevolveDeltaAng);
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@ -1705,8 +1701,8 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
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PlayerMove = false;
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// move along little midpoint
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sop->xmid += BOUND_4PIX(nx);
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sop->ymid += BOUND_4PIX(ny);
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sop->xmid += nx;
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sop->ymid += ny;
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if (sop->xmid >= MAXSO)
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PlayerMove = false;
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@ -1738,12 +1734,12 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
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if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER))
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{
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dragpoint(k, wp->x += BOUND_4PIX(nx), wp->y += BOUND_4PIX(ny), 0);
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dragpoint(k, wp->x += nx, wp->y += ny, 0);
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}
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else
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{
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wp->x += BOUND_4PIX(nx);
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wp->y += BOUND_4PIX(ny);
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wp->x += nx;
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wp->y += ny;
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}
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rot_ang = delta_ang;
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