Remove extra magnitude from magic texture mapping values
- These used to be fixed point, but now they're floating point, so the excess magnitude is unneeded.
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3 changed files with 13 additions and 16 deletions
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@ -117,7 +117,6 @@ FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
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int fixedlightlev;
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lighttable_t *fixedcolormap;
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FSpecialColormap *realfixedcolormap;
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float WallTMapScale;
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float WallTMapScale2;
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@ -386,8 +385,7 @@ void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight,
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iyaspectmulfloat = (float)virtwidth * r_Yaspect / 320.f / (float)virtheight;
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InvZtoScale = yaspectmul * centerx;
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WallTMapScale = (float)centerx * 32.f;
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WallTMapScale2 = iyaspectmulfloat * 2.f / (float)centerx;
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WallTMapScale2 = iyaspectmulfloat * 64.f / (float)centerx;
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// psprite scales
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pspritexscale = (centerxwide << FRACBITS) / 160;
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