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Old 04-17-2009, 11:02 PM   #8
JonNny
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Quote:
Originally Posted by akolyt0r
no, just use radians directly...
example:
Collapse JASS:
local real angstep = 2*bj_PI / I2R(EssencesAmount) //2*PI (radians) == 360 (degrees)
//...
    loop 
            exitwhen a > EssencesAmount
            // Creating the missiles here
            set angle = angstep * I2R(a)
            set Essences.Data[Essences.Index-1].angle[a] = angle
            set Essences.Data[Essences.Index-1].EssenceDummy[a] = CreateUnit(GetOwningPlayer(caster), DummyID , x + ReleaseDistance * Cos(angle),y + ReleaseDistance * Sin(angle) , angle)
            set Essences.Data[Essences.Index-1].DamagedUnits[a] = CreateGroup()
            set Essences.Data[Essences.Index-1].MissileScale[a] = MissileStartScale
            set a = a + 1
    endloop
of course you have to change the rest of the code (callback function) aswell, to get rid of all those bj_DEGTORAD

shouldnt be that hard to change
but is it really that faster ? whats the problem with bj_DEGTORAD?
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