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-rw-r--r--src/entities/Physical.cpp16
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);