- added conversion macros to convert floating point angles to angle_t, using xs_Float.h, and replaced all occurences in the code with them (let's hope I found everything.)
Converting a floating point value that is out of range for a signed integer will result in 0x80000000 with SSE math, which is used exclusively for this purpose on modern Visual C++ compilers, so this cannot be used anywhere. On ARM there's problems with float to unsigned int conversions. xs_Float does not depend on these
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18 changed files with 58 additions and 46 deletions
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@ -1012,7 +1012,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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if (voxelspin != 0)
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{
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double ang = double(I_FPSTime()) * voxelspin / 1000;
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vis->angle -= angle_t(ang * (4294967296.f / 360));
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vis->angle -= FLOAT2ANGLE(ang);
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}
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vis->vx = viewx;
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