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author | aap <aap@papnet.eu> | 2019-07-10 17:34:11 +0200 |
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committer | aap <aap@papnet.eu> | 2019-07-10 17:34:11 +0200 |
commit | 90e093cd47fb2af10617b1d404fc65ca813782ec (patch) | |
tree | f77fde407d8458529f688d3cb14c2ff003573fb0 /src/peds | |
parent | added wrappers around math functions (diff) | |
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Diffstat (limited to 'src/peds')
-rw-r--r-- | src/peds/Ped.cpp | 8 | ||||
-rw-r--r-- | src/peds/PedIK.cpp | 2 |
2 files changed, 5 insertions, 5 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index c9a9cfb5..4ad4ac1b 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -872,7 +872,7 @@ CPed::Avoid(void) // If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else. // Game converts from radians to degress and back again here, doesn't make much sense - CVector2D forward(-sin(m_fRotationCur), Cos(m_fRotationCur)); + CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); forward.Normalise(); // this is kinda pointless // Move forward 1.25 meters @@ -2153,7 +2153,7 @@ CPed::CalculateNewVelocity(void) CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur)); - m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -sin(m_fRotationCur) * m_vecAnimMoveDelta.y; + m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y; m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur)); if (CTimer::GetTimeStep() >= 0.01f) { @@ -2179,7 +2179,7 @@ CPed::CalculateNewVelocity(void) // Interestingly this part is responsible for diagonal walking. if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) { TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed; - m_moved = CVector2D(-sin(walkAngle), Cos(walkAngle)) * pedSpeed; + m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed; } CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE); @@ -2239,7 +2239,7 @@ CPed::CanPedDriveOff(void) bool CPed::CanPedJumpThis(int32 unused) { - CVector2D forward(-sin(m_fRotationCur), Cos(m_fRotationCur)); + CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur)); CVector pos = GetPosition(); // wat? CVector forwardPos( diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp index 0bd49459..9b3f401f 100644 --- a/src/peds/PedIK.cpp +++ b/src/peds/PedIK.cpp @@ -51,7 +51,7 @@ CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool c float dotProduct = DotProduct(mat->at, inversedForward); if(dotProduct > 1.0f) dotProduct = 1.0f; if(dotProduct < -1.0f) dotProduct = -1.0f; - float alpha = acos(dotProduct); + float alpha = Acos(dotProduct); if(mat->at.z < 0.0f) alpha = -alpha; |