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