- removed pointless BOUND_4PIX macro

This commit is contained in:
Christoph Oelckers 2021-09-20 08:57:22 +02:00
parent 3220a6d786
commit cc912fbf93
2 changed files with 9 additions and 16 deletions

View file

@ -65,9 +65,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
#define TRUNC4(x) ((x) & ~3)
// moves value to closest power of 2 pixel boundry
#define BOUND_4PIX(x) ( TRUNC4((x) + MOD4(x)) )
/*
===========================

View file

@ -53,10 +53,6 @@ ANIMATOR NinjaJumpActionFunc;
#define ACTOR_STD_JUMP (-384)
int GlobSpeedSO;
#undef BOUND_4PIX
//#define BOUND_4PIX(x) ( TRUNC4((x) + MOD4(x)) )
#define BOUND_4PIX(x) (x)
// determine if moving down the track will get you closer to the player
short
TrackTowardPlayer(SPRITEp sp, TRACKp t, TRACK_POINTp start_point)
@ -1636,8 +1632,8 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
pp->RevolveDeltaAng = 0;
}
pp->posx += BOUND_4PIX(nx);
pp->posy += BOUND_4PIX(ny);
pp->posx += nx;
pp->posy += ny;
if (TEST(sop->flags, SOBJ_DONT_ROTATE))
{
@ -1664,8 +1660,8 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
// Player is NOT moving
// Move saved x&y variables
pp->RevolveX += BOUND_4PIX(nx);
pp->RevolveY += BOUND_4PIX(ny);
pp->RevolveX += nx;
pp->RevolveY += ny;
// Last known angle is now adjusted by the delta angle
pp->RevolveAng = pp->angle.ang - buildang(pp->RevolveDeltaAng);
@ -1705,8 +1701,8 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
PlayerMove = false;
// move along little midpoint
sop->xmid += BOUND_4PIX(nx);
sop->ymid += BOUND_4PIX(ny);
sop->xmid += nx;
sop->ymid += ny;
if (sop->xmid >= MAXSO)
PlayerMove = false;
@ -1738,12 +1734,12 @@ MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
if (wp->extra && TEST(wp->extra, WALLFX_LOOP_OUTER))
{
dragpoint(k, wp->x += BOUND_4PIX(nx), wp->y += BOUND_4PIX(ny), 0);
dragpoint(k, wp->x += nx, wp->y += ny, 0);
}
else
{
wp->x += BOUND_4PIX(nx);
wp->y += BOUND_4PIX(ny);
wp->x += nx;
wp->y += ny;
}
rot_ang = delta_ang;