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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.0
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wolf3d/newCode/env/angle.h
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wolf3d/newCode/env/angle.h
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/*
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Copyright (C) 2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* angle.h: Angle math routines.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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*
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* Acknowledgement:
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* Portion of this code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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#ifndef __ANGLE_H__
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#define __ANGLE_H__
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#define DEG2RAD( a ) ( (a) * 0.01745329251994329576f ) // a * M_PI / 180.0f
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#define RAD2DEG( a ) ( (int)((a) / 0.01745329251994329576f) ) // a * 180.0f / M_PI
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#define ANGLE2SHORT( x ) ( (int)((x) * 65536 / 360) & 65535 )
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#define SHORT2ANGLE( x ) ( (x) * (360.0 / 65536) )
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extern float angle_diff( float angle1, float angle2 );
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extern float angle_wise( float angle1, float angle2 );
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extern float interpolate_angle( float from, float to, float fraction );
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extern float normalize_angle( float angle );
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extern float LerpAngle( float from, float to, float frac );
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#endif /* __ANGLE_H__ */
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