Use floats in SmokeCircle related functions
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874db5e6cb
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@ -838,7 +838,7 @@ void SmokeLine(int l, int x, br_scalar zbuff, int r_squared, tU8* scr_ptr, tU16*
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if (gProgram_state.cockpit_on) {
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depth_ptr += gOffset;
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}
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z = (1.0 - zbuff) * 32768.0f;
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z = (1.f - zbuff) * 32768.0f;
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r_multiplier_int = r_multiplier * 65536.0f;
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shade_offset_int = shade_offset * 65536.0f;
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@ -897,7 +897,7 @@ void SmokeCircle(br_vector3* o, br_scalar r, br_scalar extra_z, br_scalar streng
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return;
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}
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shade_ptr = (tU8*)pShade_table->pixels + pShade_table->row_bytes * (pShade_table->base_y + 1);
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shade_offset = strength * 14.99;
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shade_offset = strength * 14.99f;
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r_multiplier = shade_offset / (double)max_r_squared;
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z_multiplier = extra_z / (double)max_r_squared;
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max_x = pRender_screen->width - ox - 1;
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@ -910,7 +910,7 @@ void SmokeCircle(br_vector3* o, br_scalar r, br_scalar extra_z, br_scalar streng
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osp = scr_ptr;
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odp = depth_ptr;
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if (pRender_screen->height > oy && oy + ry >= 0.0) {
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r_squared = (r * r);
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r_squared = r * r;
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inc = -r;
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y = 0;
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y_limit = ry;
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@ -951,7 +951,7 @@ void SmokeCircle(br_vector3* o, br_scalar r, br_scalar extra_z, br_scalar streng
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if (y_limit <= y) {
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break;
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}
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++y;
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y++;
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scr_ptr -= pRender_screen->row_bytes;
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depth_ptr -= pDepth_buffer->row_bytes / 2;
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for (r_squared += (2 * y - 1) * aspect_squared; max_r_squared < r_squared && inc < 0; r_squared += 2 * inc - 1) {
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@ -961,19 +961,19 @@ void SmokeCircle(br_vector3* o, br_scalar r, br_scalar extra_z, br_scalar streng
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l -= 2;
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}
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gOffset += IRandomBetween(-1, 1);
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if (gOffset > r / 5.0) {
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gOffset = r / 5.0;
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if (gOffset > r / 5.f) {
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gOffset = r / 5.f;
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}
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if (gOffset < -(r / 5.0)) {
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gOffset = -(r / 5.0);
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if (gOffset < -(r / 5.f)) {
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gOffset = -(r / 5.f);
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}
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}
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}
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if (pAspect < 1.0) {
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aspect_squared = 9.0;
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ry = r / 3.0;
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aspect_squared = 9.f;
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ry = r / 3.f;
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}
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if (oy > 0 && oy <= pRender_screen->height + ry - 2.0) {
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if (oy > 0 && oy <= pRender_screen->height + ry - 2.f) {
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r_squared = (r * r);
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inc = -r;
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y = 0;
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@ -989,7 +989,7 @@ void SmokeCircle(br_vector3* o, br_scalar r, br_scalar extra_z, br_scalar streng
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inc = -sqrtf(max_r_squared - r_squared);
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r_squared += inc * inc;
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}
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if (oy - ry < 0.0) {
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if (oy - ry < 0.f) {
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y_limit = oy;
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}
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l = -2 * inc;
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