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author | withmorten <morten.with@gmail.com> | 2021-06-28 13:31:35 +0200 |
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committer | withmorten <morten.with@gmail.com> | 2021-06-28 13:31:35 +0200 |
commit | cb3b3855b844c14c0e943c1a7614fc29820cf666 (patch) | |
tree | 8e9a6ae74e9c98515b813f412476058274d3fde4 /src/vehicles/Automobile.cpp | |
parent | Less invasive red tint on Delete Game page (diff) | |
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Diffstat (limited to 'src/vehicles/Automobile.cpp')
-rw-r--r-- | src/vehicles/Automobile.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index 7be6ed0b..3de3e12b 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -1665,7 +1665,7 @@ CAutomobile::PreRender(void) // 1.0 if directly behind car, -1.0 if in front // BUG on PC: Abs of DotProduct is taken float behindness = DotProduct(lookVector, GetForward()); - behindness = clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary + behindness = Clamp(behindness, -1.0f, 1.0f); // shouldn't be necessary // 0.0 if behind car, PI if in front // Abs not necessary float angle = Abs(Acos(behindness)); @@ -2264,7 +2264,7 @@ CAutomobile::ProcessControlInputs(uint8 pad) 0.2f*CTimer::GetTimeStep(); nLastControlInput = 0; } - m_fSteerInput = clamp(m_fSteerInput, -1.0f, 1.0f); + m_fSteerInput = Clamp(m_fSteerInput, -1.0f, 1.0f); // Accelerate/Brake float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f; @@ -2390,7 +2390,7 @@ CAutomobile::FireTruckControl(void) m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight() * 0.00025f * CTimer::GetTimeStep(); m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown() * 0.0001f * CTimer::GetTimeStep(); } - m_fCarGunUD = clamp(m_fCarGunUD, 0.05f, 0.3f); + m_fCarGunUD = Clamp(m_fCarGunUD, 0.05f, 0.3f); CVector cannonPos(0.0f, 1.5f, 1.9f); @@ -2835,7 +2835,7 @@ CAutomobile::HydraulicControl(void) float limitDiff = extendedLowerLimit - normalLowerLimit; if(limitDiff != 0.0f && Abs(maxDelta/limitDiff) > 0.01f){ float f = (maxDelta + limitDiff)/2.0f/limitDiff; - f = clamp(f, 0.0f, 1.0f); + f = Clamp(f, 0.0f, 1.0f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_3, f); if(f < 0.4f || f > 0.6f) setPrevRatio = true; |