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author | Sergeanur <s.anureev@yandex.ua> | 2021-06-30 20:26:36 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-06-30 20:26:36 +0200 |
commit | 138abb91f6232ef40e1093b3c37122e1b0bf2cf1 (patch) | |
tree | c4c694734bb56c29ddf8b5bbd891741540a7c68b /src/entities | |
parent | Fix script load (diff) | |
parent | Pause radio when game is paused (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/entities/Physical.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index 2c554c8e..69110a83 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -454,9 +454,9 @@ void CPhysical::ApplyMoveForce(float jx, float jy, float jz) { m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass); - m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f); - m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f); - m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f); + m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f); + m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f); + m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f); } //--LCS: done @@ -466,9 +466,9 @@ CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, floa CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass); CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz)); m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass); - m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f); - m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f); - m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f); + m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f); + m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f); + m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f); } //--LCS: done @@ -533,7 +533,7 @@ CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &spri damping *= step; if(bIsHeavy) damping *= 2.0f; - damping = clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME); + damping = Clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME); // what is this? float fSpeed = -speedA * damping; @@ -575,7 +575,7 @@ CPhysical::ApplyGravity(void) surfaceUp = point.normal; else surfaceUp = CVector(0.0f, 0.0f, 1.0f); - float t = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f); + float t = Clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f); gravityUp = gravityUp * (1.0f - t) + surfaceUp * t; if (gravityUp.MagnitudeSqr() < 0.1f) gravityUp = CVector(0.0f, 0.0f, 1.0f); |