From 27b9738390004186f66c2e955fe7ac8c8b296127 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Thu, 21 Jun 2007 22:00:38 +0000 Subject: Revert previous change from bitshifts to divides; this causes demo desyncs. Subversion-branch: /trunk/chocolate-doom Subversion-revision: 923 --- src/g_game.c | 4 ++-- src/p_enemy.c | 12 ++++++------ src/p_inter.c | 6 +++--- src/p_mobj.c | 16 ++++++++-------- src/p_pspr.c | 2 +- src/p_user.c | 2 +- src/r_draw.c | 4 ++-- src/v_video.c | 2 +- 8 files changed, 24 insertions(+), 24 deletions(-) diff --git a/src/g_game.c b/src/g_game.c index 46337443..9ef99408 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1638,7 +1638,7 @@ G_InitNew if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) ) { for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++) - states[i].tics /= 2; + states[i].tics >>= 1; mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT; mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT; mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT; @@ -1646,7 +1646,7 @@ G_InitNew else if (skill != sk_nightmare && gameskill == sk_nightmare) { for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++) - states[i].tics *= 2; + states[i].tics <<= 1; mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT; mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT; mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT; diff --git a/src/p_enemy.c b/src/p_enemy.c index 66c446df..0ed7f60f 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -220,7 +220,7 @@ boolean P_CheckMissileRange (mobj_t* actor) if (!actor->info->meleestate) dist -= 128*FRACUNIT; // no melee attack, so fire more - dist /= FRACUNIT; + dist >>= 16; if (actor->type == MT_VILE) { @@ -233,7 +233,7 @@ boolean P_CheckMissileRange (mobj_t* actor) { if (dist < 196) return false; // close for fist attack - dist /= 2; + dist >>= 1; } @@ -241,7 +241,7 @@ boolean P_CheckMissileRange (mobj_t* actor) || actor->type == MT_SPIDER || actor->type == MT_SKULL) { - dist /= 2; + dist >>= 1; } if (dist > 200) @@ -1149,9 +1149,9 @@ boolean PIT_VileCheck (mobj_t* thing) corpsehit = thing; corpsehit->momx = corpsehit->momy = 0; - corpsehit->height *= 4; + corpsehit->height <<= 2; check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y); - corpsehit->height /= 4; + corpsehit->height >>= 2; if (!check) return true; // doesn't fit here @@ -1439,7 +1439,7 @@ void A_SkullAttack (mobj_t* actor) if (dist < 1) dist = 1; - actor->momz = (dest->z+(dest->height / 2) - actor->z) / dist; + actor->momz = (dest->z+(dest->height>>1) - actor->z) / dist; } diff --git a/src/p_inter.c b/src/p_inter.c index 3d494c4a..484178dd 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -678,7 +678,7 @@ P_KillMobj target->flags &= ~MF_NOGRAVITY; target->flags |= MF_CORPSE|MF_DROPOFF; - target->height /= 4; + target->height >>= 2; if (source && source->player) { @@ -797,7 +797,7 @@ P_DamageMobj player = target->player; if (player && gameskill == sk_baby) - damage /= 2; // take half damage in trainer mode + damage >>= 1; // take half damage in trainer mode // Some close combat weapons should not @@ -814,7 +814,7 @@ P_DamageMobj target->x, target->y); - thrust = damage*(FRACUNIT / 8)*100/target->info->mass; + thrust = damage*(FRACUNIT>>3)*100/target->info->mass; // make fall forwards sometimes if ( damage < 40 diff --git a/src/p_mobj.c b/src/p_mobj.c index 6e639811..987146d7 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -154,8 +154,8 @@ void P_XYMovement (mobj_t* mo) { ptryx = mo->x + xmove/2; ptryy = mo->y + ymove/2; - xmove /= 2; - ymove /= 2; + xmove >>= 1; + ymove >>= 1; } else { @@ -255,7 +255,7 @@ void P_ZMovement (mobj_t* mo) mo->player->viewheight -= mo->floorz-mo->z; mo->player->deltaviewheight - = (VIEWHEIGHT - mo->player->viewheight) / 8; + = (VIEWHEIGHT - mo->player->viewheight)>>3; } // adjust height @@ -271,7 +271,7 @@ void P_ZMovement (mobj_t* mo) dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y); - delta = mo->target->z + (mo->height / 2) - mo->z; + delta =(mo->target->z + (mo->height>>1)) - mo->z; if (delta<0 && dist < -(delta*3) ) mo->z -= FLOATSPEED; @@ -326,7 +326,7 @@ void P_ZMovement (mobj_t* mo) // Decrease viewheight for a moment // after hitting the ground (hard), // and utter appropriate sound. - mo->player->deltaviewheight = mo->momz / 8; + mo->player->deltaviewheight = mo->momz>>3; S_StartSound (mo, sfx_oof); } mo->momz = 0; @@ -914,9 +914,9 @@ void P_CheckMissileSpawn (mobj_t* th) // move a little forward so an angle can // be computed if it immediately explodes - th->x += (th->momx / 2); - th->y += (th->momy / 2); - th->z += (th->momz / 2); + th->x += (th->momx>>1); + th->y += (th->momy>>1); + th->z += (th->momz>>1); if (!P_TryMove (th, th->x, th->y)) P_ExplodeMissile (th); diff --git a/src/p_pspr.c b/src/p_pspr.c index fde21ecf..fe32c53f 100644 --- a/src/p_pspr.c +++ b/src/p_pspr.c @@ -816,7 +816,7 @@ void A_BFGSpray (mobj_t* mo) P_SpawnMobj (linetarget->x, linetarget->y, - linetarget->z + (linetarget->height / 4), + linetarget->z + (linetarget->height>>2), MT_EXTRABFG); damage = 0; diff --git a/src/p_user.c b/src/p_user.c index 70f53031..2ff7f818 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -90,7 +90,7 @@ void P_CalcHeight (player_t* player) FixedMul (player->mo->momx, player->mo->momx) + FixedMul (player->mo->momy,player->mo->momy); - player->bob /= 4; + player->bob >>= 2; if (player->bob>MAXBOB) player->bob = MAXBOB; diff --git a/src/r_draw.c b/src/r_draw.c index 30e27715..6813ea59 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -777,7 +777,7 @@ R_InitBuffer // Handle resize, // e.g. smaller view windows // with border and/or status bar. - viewwindowx = (SCREENWIDTH-width) / 2; + viewwindowx = (SCREENWIDTH-width) >> 1; // Column offset. For windows. for (i=0 ; i> 1; // Preclaculate all row offsets. for (i=0 ; iwidth), SHORT(patch->height)); - desttop = destscreen + (y*SCREENWIDTH + x) / 4; + desttop = destscreen + y*SCREENWIDTH/4 + (x>>2); w = SHORT(patch->width); for ( col = 0 ; col