For any mainstream platform that is totally irrelevant and besides, in C++20 it will be well defined and all current compilers on the relevant platforms treat it accordingly.
This is not worth deoptimizing the code.
Use constexpr where possible to allow using these function in static initializers.
Avoid dividing by constant values. Better multiply with the inverse which is quite a bit faster.
* Remove bool `PedanticMode`.
* Transition appropriate lines to `cl_syncinput`.
* Remove inlines added purely only to maintain DOS demo compatibility.
* Fix a few pedantic Q16.16 >> Int >> Q16.16 conversions.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
This is because 'classic' aim mode will reset the view if the mouseaim key is not pressed.
The problem with this is that an empty input packet will trigger a view reset. If the meaning is inverted the default aim mode is free mouse view which doesn't try to alter any view state and is therefore preferable for an empty packet.
Fixes#292
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes#288.
Timer values in interface code are undefined, these should not access anything that changes at real time.
Also use smoothratio to do the calculation in frame time, not tic time.
This has a threshold that could lead to different behavior, depending on whether synchronized or unsynchronized input is used, it also used an undefined state of gameclock for its calculations.
By basing this on the levelclock consistency is ensured.
This timer only gets incremented by the main game ticker when the playsim is running.
This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
This avoids crashing on LEV20, but the whole thing is simply too poorly implemented to actually work - this needs to be redone so that the map transition does not occur in the middle of the game ticker.
Since this status bar depends on explicit updates, this data needs to be restored after loading, and just saving it out is the easiest way to ensure that.
Fixes#274Fixes#276
* Tile set for `kSBarNumberAmmo` does not include a slash. Hack put in place to get me a slash from a specific tile of a different font. It "works" and I don't think it looks too bad.
* On the fence about this. Lower makes the game harder, and higher could mean the difference between life and death. I do think that if we're showing amounts in the magazine, full ammo should constitute a full magazine. I think the max of 200 is an oversight from the original devs as all other games have proper defaults that reflect the magazine or cylinder capacity.
* SW does not have any special characters in its BigFont, so currently there's no divider between ammunition amounts. This is to be discussed on the PR.