Replace RageFastSin and RageFastCos with standard library versions because the standard library is faster. Use fmod in spline evaluation.
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@@ -193,10 +193,10 @@ void ArrowEffects::Update()
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TIPSY_OFFSET_ARROW_MAGNITUDE;
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for(int col= 0; col < MAX_COLS_PER_PLAYER; ++col)
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{
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data.m_tipsy_result[col]= RageFastCos(
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data.m_tipsy_result[col]= std::cos(
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time_times_timer + (col * TIPSY_COLUMN_FREQUENCY)) *
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arrow_times_mag;
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data.m_tipsy_offset_result[col]= RageFastCos(
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data.m_tipsy_offset_result[col]= std::cos(
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time_times_offset_timer + (col * TIPSY_OFFSET_COLUMN_FREQUENCY)) *
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arrow_times_offset_mag;
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}
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@@ -360,7 +360,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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fYAdjust += fBrakeYAdjust;
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}
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if( fAccels[PlayerOptions::ACCEL_WAVE] != 0 )
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fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * WAVE_MOD_MAGNITUDE *RageFastSin( fYOffset/WAVE_MOD_HEIGHT );
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fYAdjust += fAccels[PlayerOptions::ACCEL_WAVE] * WAVE_MOD_MAGNITUDE *std::sin( fYOffset/WAVE_MOD_HEIGHT );
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fYOffset += fYAdjust;
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@@ -396,7 +396,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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// TODO: Don't index by PlayerNumber.
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PerPlayerData &data = g_EffectData[pPlayerState->m_PlayerNumber];
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float fExpandMultiplier = SCALE( RageFastCos(data.m_fExpandSeconds*EXPAND_MULTIPLIER_FREQUENCY),
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float fExpandMultiplier = SCALE( std::cos(data.m_fExpandSeconds*EXPAND_MULTIPLIER_FREQUENCY),
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EXPAND_MULTIPLIER_SCALE_FROM_LOW, EXPAND_MULTIPLIER_SCALE_FROM_HIGH,
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EXPAND_MULTIPLIER_SCALE_TO_LOW, EXPAND_MULTIPLIER_SCALE_TO_HIGH );
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fScrollSpeed *= SCALE( fAccels[PlayerOptions::ACCEL_EXPAND],
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@@ -495,7 +495,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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float fRads = acosf( fPositionBetween );
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fRads += fYOffset * TORNADO_OFFSET_FREQUENCY / SCREEN_HEIGHT;
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const float fAdjustedPixelOffset = SCALE( RageFastCos(fRads), TORNADO_OFFSET_SCALE_FROM_LOW, TORNADO_OFFSET_SCALE_FROM_HIGH,
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const float fAdjustedPixelOffset = SCALE( std::cos(fRads), TORNADO_OFFSET_SCALE_FROM_LOW, TORNADO_OFFSET_SCALE_FROM_HIGH,
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data.m_fMinTornadoX[iColNum], data.m_fMaxTornadoX[iColNum] );
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fPixelOffsetFromCenter += (fAdjustedPixelOffset - fRealPixelOffset) * fEffects[PlayerOptions::EFFECT_TORNADO];
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@@ -503,7 +503,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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if( fEffects[PlayerOptions::EFFECT_DRUNK] != 0 )
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fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_DRUNK] *
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( RageFastCos( RageTimer::GetTimeSinceStartFast() + iColNum*DRUNK_COLUMN_FREQUENCY
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( std::cos( RageTimer::GetTimeSinceStartFast() + iColNum*DRUNK_COLUMN_FREQUENCY
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+ fYOffset*DRUNK_OFFSET_FREQUENCY/SCREEN_HEIGHT) * ARROW_SIZE*DRUNK_ARROW_MAGNITUDE );
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if( fEffects[PlayerOptions::EFFECT_FLIP] != 0 )
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{
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@@ -520,7 +520,7 @@ float ArrowEffects::GetXPos( const PlayerState* pPlayerState, int iColNum, float
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if( fEffects[PlayerOptions::EFFECT_BEAT] != 0 )
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{
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const float fShift = data.m_fBeatFactor*RageFastSin( fYOffset / BEAT_OFFSET_HEIGHT + PI/BEAT_PI_HEIGHT );
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const float fShift = data.m_fBeatFactor*std::sin( fYOffset / BEAT_OFFSET_HEIGHT + PI/BEAT_PI_HEIGHT );
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fPixelOffsetFromCenter += fEffects[PlayerOptions::EFFECT_BEAT] * fShift;
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}
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@@ -715,7 +715,7 @@ float ArrowGetPercentVisible(float fYPosWithoutReverse)
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fVisibleAdjust -= fAppearances[PlayerOptions::APPEARANCE_STEALTH];
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if( fAppearances[PlayerOptions::APPEARANCE_BLINK] != 0 )
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{
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float f = RageFastSin(RageTimer::GetTimeSinceStartFast()*10);
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float f = std::sin(RageTimer::GetTimeSinceStartFast()*10);
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f = Quantize( f, BLINK_MOD_FREQUENCY );
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fVisibleAdjust += SCALE( f, 0, 1, -1, 0 );
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}
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@@ -783,7 +783,7 @@ float ArrowEffects::GetZPos(int iCol, float fYOffset)
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const float* fEffects = curr_options->m_fEffects;
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if( fEffects[PlayerOptions::EFFECT_BUMPY] != 0 )
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fZPos += fEffects[PlayerOptions::EFFECT_BUMPY] * 40*RageFastSin( fYOffset/16.0f );
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fZPos += fEffects[PlayerOptions::EFFECT_BUMPY] * 40*std::sin( fYOffset/16.0f );
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return fZPos;
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}
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