Reimplement ClassicQuantizeFacing using a look-up-table.
This commit is contained in:
@@ -13,28 +13,30 @@ namespace OpenRA.Mods.Cnc
|
||||
{
|
||||
public static class Util
|
||||
{
|
||||
// TD and RA used a nonlinear mapping between artwork frames and unit facings for units with 32 facings.
|
||||
// This table defines the exclusive maximum facing for the i'th sprite frame.
|
||||
// i.e. sprite frame 1 is used for facings 5-13, sprite frame 2 for 14-21, and so on.
|
||||
// Sprite frame 0 is used for facings smaller than 5 or larger than 249.
|
||||
static readonly int[] SpriteFacings =
|
||||
{
|
||||
5, 14, 22, 33, 39, 46, 53, 60,
|
||||
67, 74, 81, 88, 96, 104, 113, 122,
|
||||
133, 142, 151, 161, 167, 174, 181, 188,
|
||||
195, 202, 209, 216, 224, 232, 241, 250
|
||||
};
|
||||
|
||||
public static int ClassicQuantizeFacing(int facing, int numFrames, bool useClassicFacingFudge)
|
||||
{
|
||||
if (!useClassicFacingFudge || numFrames != 32)
|
||||
return OpenRA.Mods.Common.Util.QuantizeFacing(facing, numFrames);
|
||||
if (useClassicFacingFudge && numFrames == 32)
|
||||
{
|
||||
for (var i = 0; i < SpriteFacings.Length; i++)
|
||||
if (facing < SpriteFacings[i])
|
||||
return i;
|
||||
|
||||
// TD and RA divided the facing artwork into 3 frames from (north|south) to (north|south)-(east|west)
|
||||
// and then 5 frames from (north|south)-(east|west) to (east|west)
|
||||
var quadrant = ((facing + 31) & 0xFF) / 64;
|
||||
if (quadrant == 0 || quadrant == 2)
|
||||
{
|
||||
var frame = OpenRA.Mods.Common.Util.QuantizeFacing(facing, 24);
|
||||
if (frame > 18)
|
||||
return frame + 6;
|
||||
if (frame > 4)
|
||||
return frame + 3;
|
||||
return frame;
|
||||
}
|
||||
else
|
||||
{
|
||||
var frame = OpenRA.Mods.Common.Util.QuantizeFacing(facing, 40);
|
||||
return frame < 20 ? frame - 3 : frame - 8;
|
||||
return 0;
|
||||
}
|
||||
|
||||
return Common.Util.QuantizeFacing(facing, numFrames);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user