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authorSergeanur <s.anureev@yandex.ua>2021-06-30 20:26:36 +0200
committerSergeanur <s.anureev@yandex.ua>2021-06-30 20:26:36 +0200
commit138abb91f6232ef40e1093b3c37122e1b0bf2cf1 (patch)
treec4c694734bb56c29ddf8b5bbd891741540a7c68b /src/vehicles/Automobile.cpp
parentFix script load (diff)
parentPause radio when game is paused (diff)
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Diffstat (limited to 'src/vehicles/Automobile.cpp')
-rw-r--r--src/vehicles/Automobile.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index 2112e666..ef7fded0 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -933,7 +933,7 @@ CAutomobile::ProcessControl(void)
float adhesion = CSurfaceTable::GetAdhesiveLimit(point);
// i have no idea what's going on here
float magic = traction * adhesion * 16.0f / SQR(fwdSpeed);
- magic = clamp(magic, -1.0f, 1.0f);
+ magic = Clamp(magic, -1.0f, 1.0f);
magic = Asin(magic);
if(m_fSteerAngle < 0.0f && rightSpeed > 0.05f ||
m_fSteerAngle > 0.0f && rightSpeed < -0.05f ||
@@ -2081,7 +2081,7 @@ CAutomobile::PreRender(void)
// 1.0 if directly behind car, -1.0 if in front
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));
@@ -2439,7 +2439,7 @@ CAutomobile::PreRender(void)
float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
if(GetModelIndex() == MI_VOODOO)
groundOffset *= 0.6f;
- mat.RotateY(Asin(clamp(-groundOffset, -1.0f, 1.0f)));
+ mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f)));
}
}
if(pHandling->Flags & HANDLING_FAT_REARW)
@@ -2480,7 +2480,7 @@ CAutomobile::PreRender(void)
float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
if(GetModelIndex() == MI_VOODOO)
groundOffset *= 0.6f;
- mat.RotateY(Asin(clamp(groundOffset, -1.0f, 1.0f)));
+ mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f)));
}
}
if(pHandling->Flags & HANDLING_FAT_REARW)
@@ -2513,7 +2513,7 @@ CAutomobile::PreRender(void)
float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
if(GetModelIndex() == MI_VOODOO)
groundOffset *= 0.6f;
- mat.RotateY(Asin(clamp(-groundOffset, -1.0f, 1.0f)));
+ mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f)));
}
}
if(pHandling->Flags & HANDLING_FAT_REARW)
@@ -2547,7 +2547,7 @@ CAutomobile::PreRender(void)
float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
if(GetModelIndex() == MI_VOODOO)
groundOffset *= 0.6f;
- mat.RotateY(Asin(clamp(groundOffset, -1.0f, 1.0f)));
+ mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f)));
}
}
if(pHandling->Flags & HANDLING_FAT_REARW)
@@ -2681,7 +2681,7 @@ CAutomobile::PreRender(void)
float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
if(GetModelIndex() == MI_VOODOO)
groundOffset *= 0.6f;
- mat.RotateY(Asin(clamp(-groundOffset, -1.0f, 1.0f)));
+ mat.RotateY(Asin(Clamp(-groundOffset, -1.0f, 1.0f)));
}
}
if(pHandling->Flags & HANDLING_NARROW_FRONTW)
@@ -2722,7 +2722,7 @@ CAutomobile::PreRender(void)
float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
if(GetModelIndex() == MI_VOODOO)
groundOffset *= 0.6f;
- mat.RotateY(Asin(clamp(groundOffset, -1.0f, 1.0f)));
+ mat.RotateY(Asin(Clamp(groundOffset, -1.0f, 1.0f)));
}
}
if(pHandling->Flags & HANDLING_NARROW_FRONTW)
@@ -2948,7 +2948,7 @@ 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;
@@ -3068,7 +3068,7 @@ 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);
@@ -3493,7 +3493,7 @@ 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;