Use long double suffix

This commit is contained in:
James R 2019-03-02 15:56:44 -08:00
parent aa9f19512c
commit 0b314a82bb
4 changed files with 7 additions and 6 deletions

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@ -509,13 +509,17 @@ INT32 I_GetKey(void);
// Max gamepad/joysticks that can be detected/used. // Max gamepad/joysticks that can be detected/used.
#define MAX_JOYSTICKS 4 #define MAX_JOYSTICKS 4
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
// Floating point comparison epsilons from float.h // Floating point comparison epsilons from float.h
#ifndef FLT_EPSILON #ifndef FLT_EPSILON
#define FLT_EPSILON 1.1920928955078125e-7f #define FLT_EPSILON 1.1920928955078125e-7f
#endif #endif
#ifndef DBL_EPSILON #ifndef DBL_EPSILON
#define DBL_EPSILON 2.2204460492503131e-16 #define DBL_EPSILON 2.2204460492503131e-16l
#endif #endif
// An assert-type mechanism. // An assert-type mechanism.

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@ -201,7 +201,7 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
// (do not accept hit with the extensions) // (do not accept hit with the extensions)
num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx; num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
frac = num / den; frac = num / den;
if (frac < 0.0 || frac > 1.0) if (frac < 0.0l || frac > 1.0l)
return NULL; return NULL;
// now get the frac along the BSP line // now get the frac along the BSP line

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@ -61,9 +61,6 @@ typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR;
// ========================================================================== // ==========================================================================
// Constants // Constants
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
#define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360 #define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360
void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/; void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/;

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@ -1102,7 +1102,7 @@ void R_DrawSinglePlane(visplane_t *pl)
temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy); temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy);
zeroheight = FIXED_TO_FLOAT(temp); zeroheight = FIXED_TO_FLOAT(temp);
#define ANG2RAD(angle) ((float)((angle)*M_PI)/ANGLE_180) #define ANG2RAD(angle) ((float)((angle)*M_PIl)/ANGLE_180)
// p is the texture origin in view space // p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in // Don't add in the offsets at this stage, because doing so can result in