Change all float calcs in rails to doubles
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8670b7ecf7
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2a69ae2a43
6 changed files with 40 additions and 40 deletions
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@ -586,12 +586,12 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
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}
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}
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void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff, int flags, const PClass *spawnclass, angle_t angle, int duration, float sparsity, float drift, int SpiralOffset)
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void P_DrawRailTrail(AActor *source, const TVector3<double> &start, const TVector3<double> &end, int color1, int color2, double maxdiff, int flags, const PClass *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
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{
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double length, lengthsquared;
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int steps, i;
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FAngle deg;
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FVector3 step, dir, pos, extend;
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TAngle<double> deg;
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TVector3<double> step, dir, pos, extend;
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bool fullbright;
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dir = end - start;
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@ -615,9 +615,9 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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// The railgun's sound is special. It gets played from the
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// point on the slug's trail that is closest to the hearing player.
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AActor *mo = players[consoleplayer].camera;
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FVector3 point;
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TVector3<double> point;
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double r;
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float dirz;
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double dirz;
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if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
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&& (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
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@ -630,7 +630,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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// Only consider sound in 2D (for now, anyway)
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// [BB] You have to divide by lengthsquared here, not multiply with it.
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r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) - (start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared;
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r = ((start.Y - FIXED2DBL(mo->y)) * (-dir.Y) - (start.X - FIXED2DBL(mo->x)) * (dir.X)) / lengthsquared;
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r = clamp<double>(r, 0., 1.);
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dirz = dir.Z;
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@ -662,7 +662,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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minelem = fabs(dir[i]);
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}
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}
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FVector3 tempvec(0,0,0);
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TVector3<double> tempvec(0, 0, 0);
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tempvec[epos] = 1;
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extend = tempvec - (dir | tempvec) * dir;
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//
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@ -673,16 +673,16 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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// Create the outer spiral.
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if (color1 != -1 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL))
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{
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FVector3 spiral_step = step * r_rail_spiralsparsity * sparsity;
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TVector3<double> spiral_step = step * r_rail_spiralsparsity * sparsity;
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int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity);
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color1 = color1 == 0 ? -1 : ParticleColor(color1);
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pos = start;
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deg = FAngle(SpiralOffset);
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deg = TAngle<double>(SpiralOffset);
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for (i = spiral_steps; i; i--)
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{
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particle_t *p = NewParticle ();
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FVector3 tempvec;
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TVector3<double> tempvec;
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if (!p)
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return;
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@ -695,7 +695,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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p->size = 3;
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p->bright = fullbright;
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tempvec = FMatrix3x3(dir, deg) * extend;
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tempvec = TMatrix3x3<double>(dir, deg) * extend;
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p->velx = FLOAT2FIXED(tempvec.X * drift)>>4;
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p->vely = FLOAT2FIXED(tempvec.Y * drift)>>4;
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p->velz = FLOAT2FIXED(tempvec.Z * drift)>>4;
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@ -704,7 +704,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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p->y = FLOAT2FIXED(tempvec.Y);
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p->z = FLOAT2FIXED(tempvec.Z);
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pos += spiral_step;
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deg += FAngle(r_rail_spiralsparsity * 14);
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deg += TAngle<double>(r_rail_spiralsparsity * 14);
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if (color1 == -1)
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{
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@ -729,18 +729,18 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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// Create the inner trail.
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if (color2 != -1 && r_rail_trailsparsity > 0 && spawnclass == NULL)
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{
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FVector3 trail_step = step * r_rail_trailsparsity * sparsity;
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TVector3<double> trail_step = step * r_rail_trailsparsity * sparsity;
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int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
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color2 = color2 == 0 ? -1 : ParticleColor(color2);
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FVector3 diff(0, 0, 0);
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TVector3<double> diff(0, 0, 0);
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pos = start;
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for (i = trail_steps; i; i--)
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{
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// [XA] inner trail uses a different default duration (33).
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int innerduration = (duration == 0) ? 33 : duration;
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particle_t *p = JitterParticle (innerduration, drift);
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particle_t *p = JitterParticle (innerduration, (float)drift);
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if (!p)
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return;
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@ -749,14 +749,14 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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{
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int rnd = M_Random ();
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if (rnd & 1)
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diff.X = clamp<float> (diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
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diff.X = clamp<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
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if (rnd & 2)
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diff.Y = clamp<float> (diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
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diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
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if (rnd & 4)
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diff.Z = clamp<float> (diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
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diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
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}
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FVector3 postmp = pos + diff;
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TVector3<double> postmp = pos + diff;
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p->size = 2;
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p->x = FLOAT2FIXED(postmp.X);
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@ -791,9 +791,9 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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if (sparsity < 1)
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sparsity = 32;
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FVector3 trail_step = (step / 3) * sparsity;
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TVector3<double> trail_step = (step / 3) * sparsity;
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int trail_steps = (int)((steps * 3) / sparsity);
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FVector3 diff(0, 0, 0);
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TVector3<double> diff(0, 0, 0);
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pos = start;
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for (i = trail_steps; i; i--)
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@ -802,13 +802,13 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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{
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int rnd = pr_railtrail();
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if (rnd & 1)
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diff.X = clamp<float> (diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
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diff.X = clamp<double>(diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
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if (rnd & 2)
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diff.Y = clamp<float> (diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
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diff.Y = clamp<double>(diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
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if (rnd & 4)
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diff.Z = clamp<float> (diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
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diff.Z = clamp<double>(diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
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}
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FVector3 postmp = pos + diff;
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TVector3<double> postmp = pos + diff;
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AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
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if (thing)
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