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float syaw = (player1.yaw - 90 - af) / 360 * PI2;
for (int i = 0; i < NUMRAYS; i++) {
float angle = i * PI2 / NUMRAYS;
// try to avoid tracing ray if outside of frustrum
// apitch must be bigger if fov > 120
if ((apitch > 45 || (angle < byaw && angle > syaw) ||
(angle < byaw - PI2 && angle > syaw - PI2) ||
(angle < byaw + PI2 && angle > syaw + PI2)) &&
(angle < byaw - PI2 && angle > syaw - PI2) ||
(angle < byaw + PI2 && angle > syaw + PI2)) &&
!OUTBORD(vx, vy) && !SOLID(S((int)vx, (int)vy))) {
float ray = i * 8 / (float)NUMRAYS;
float dx, dy;
if (ray > 1 && ray < 3) {
dx = -(ray - 2);
dy = 1;
} else if (ray >= 3 && ray < 5) {
dx = -1;
dy = -(ray - 4);
} else if (ray >= 5 && ray < 7) {
dx = ray - 6;
dy = -1;
} else {
dx = 1;
dy = ray > 4 ? ray - 8 : ray;
}
float sx = vx;
float sy = vy;
for (;;) {
sx += dx;
sy += dy;
// 90% of time spend in this function is on this
// line
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// find highest and lowest angle in the occlusion map that this cube
// spans, based on its most left and right points on the border from the
// viewer pov... I see no easier way to do this than this silly code
// below
float h, l;
if (cx <= vx) // ABDFG
if (cx <= vx) {
{
if (cx + csize < vx) // ADF
// ABDFG
if (cx + csize < vx) {
{
if (cy <= vy) // AD
// ADF
if (cy <= vy) {
{
// AD
if (cy + csize < vy) {
// A
h = ca(-(cx - vx), -(cy + csize - vy)) +
4;
l = ca(-(cx + csize - vx), -(cy - vy)) +
4;
} // A
else {
} else {
// D
h = ma(-(cx + csize - vx),
-(cy + csize - vy)) +
-(cy + csize - vy)) + 4;
4;
l = ma(-(cx + csize - vx), -(cy - vy)) +
4;
l = ma(-(cx + csize - vx),
-(cy - vy)) + 4;
} // D
}
} else {
// F
h = ca(cy + csize - vy, -(cx + csize - vx)) + 2;
l = ca(cy - vy, -(cx - vx)) + 2;
}
} // F
} else { // BG
} else {
// BG
if (cy <= vy) {
if (cy + csize < vy) {
// B
h = ma(-(cy + csize - vy), cx - vx) + 6;
l = ma(-(cy + csize - vy),
cx + csize - vx) +
cx + csize - vx) + 6;
6;
} // B
else
} else
return 0;
} else {
// G
h = ma(cy - vy, -(cx + csize - vx)) + 2;
l = ma(cy - vy, -(cx - vx)) + 2;
} // G
}
} else // CEH
}
}
} else {
{
if (cy <= vy) // CE
// CEH
if (cy <= vy) {
{
// CE
if (cy + csize < vy) {
// C
h = ca(-(cy - vy), cx - vx) + 6;
l = ca(-(cy + csize - vy), cx + csize - vx) + 6;
} // C
else {
} else {
// E
h = ma(cx - vx, cy - vy);
l = ma(cx - vx, cy + csize - vy);
} // E
}
} else {
// H
h = ca(cx + csize - vx, cy - vy);
l = ca(cx - vx, cy + csize - vy);
} // H
}
}
// get indexes into occlusion map from angles
int si = h * (NUMRAYS / 8) + NUMRAYS;
int ei = l * (NUMRAYS / 8) + NUMRAYS + 1;
if (ei <= si)
ei += NUMRAYS;
for (int i = si; i <= ei; i++) {
for (int i = si; i <= ei; i++)
if (dist < rdist[i & (NUMRAYS - 1)])
// if any value in this segment of the occlusion map is
// further away then cube is not occluded
return 0;
}
return 1; // cube is entirely occluded
}
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