diff options
Diffstat (limited to 'src/peds/Ped.cpp')
-rw-r--r-- | src/peds/Ped.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index 8ebe456f..c9a9cfb5 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -551,7 +551,7 @@ CheckForPedsOnGroundToAttack(CPlayerPed *player, CPed **pedOnGround) angleToFace = CGeneral::LimitRadianAngle(angleToFace); player->m_fRotationCur = CGeneral::LimitRadianAngle(player->m_fRotationCur); - angleDiff = fabs(angleToFace - player->m_fRotationCur); + angleDiff = Abs(angleToFace - player->m_fRotationCur); if (angleDiff > PI) angleDiff = 2 * PI - angleDiff; @@ -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 @@ -2151,10 +2151,10 @@ CPed::CalculateNewVelocity(void) } } - CVector2D forward(sin(m_fRotationCur), cos(m_fRotationCur)); + 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.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * sin(m_fRotationCur)); + 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) { m_moved = m_moved * (1 / CTimer::GetTimeStep()); @@ -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( @@ -2276,7 +2276,7 @@ CPed::CanSeeEntity(CEntity *entity, float threshold) else if (ourAngle > 2 * PI) ourAngle -= 2 * PI; - float neededTurn = fabs(neededAngle - ourAngle); + float neededTurn = Abs(neededAngle - ourAngle); return neededTurn < threshold || 2 * PI - threshold < neededTurn; } @@ -2811,7 +2811,7 @@ CPed::TurnBody(void) float neededTurn = currentRot - limitedLookDir; m_fRotationDest = limitedLookDir; - if (fabs(neededTurn) > 0.05f) { + if (Abs(neededTurn) > 0.05f) { doneSmoothly = false; currentRot -= neededTurn * 0.2f; } |