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-rw-r--r--src/peds/Ped.cpp18
-rw-r--r--src/peds/PedIK.cpp4
2 files changed, 11 insertions, 11 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;
}
diff --git a/src/peds/PedIK.cpp b/src/peds/PedIK.cpp
index b9baf49c..0bd49459 100644
--- a/src/peds/PedIK.cpp
+++ b/src/peds/PedIK.cpp
@@ -34,8 +34,8 @@ CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool c
// rotation == 0 -> looking in y direction
// left? vector
- float c = cos(m_ped->m_fRotationCur);
- float s = sin(m_ped->m_fRotationCur);
+ float c = Cos(m_ped->m_fRotationCur);
+ float s = Sin(m_ped->m_fRotationCur);
rightVector.x = -(c*mat->right.x + s*mat->right.y);
rightVector.y = -(c*mat->up.x + s*mat->up.y);
rightVector.z = -(c*mat->at.x + s*mat->at.y);