diff options
Diffstat (limited to 'src/control')
-rw-r--r-- | src/control/CarCtrl.cpp | 4 | ||||
-rw-r--r-- | src/control/Script2.cpp | 4 | ||||
-rw-r--r-- | src/control/Script5.cpp | 8 |
3 files changed, 8 insertions, 8 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index b11a23fb..44e7ae40 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -1603,8 +1603,8 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float forward.Normalise(); float forwardAngle = GetATanOfXY(forward.x, forward.y); float angleDiff = angleBetweenVehicles - forwardAngle; - float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff)); - float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff)); + float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * Sin(angleDiff)); + float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * Cos(angleDiff)); float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance; float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft); diffToLeftAngle = ABS(diffToLeftAngle); diff --git a/src/control/Script2.cpp b/src/control/Script2.cpp index e4c71403..6f6e89cc 100644 --- a/src/control/Script2.cpp +++ b/src/control/Script2.cpp @@ -467,8 +467,8 @@ int8 CRunningScript::ProcessCommands300To399(int32 command) float length = GET_FLOAT_PARAM(5); float x, y; if (angle != 0.0f){ - y = cos(angle) * length; - x = sin(angle) * length; + y = Cos(angle) * length; + x = Sin(angle) * length; }else{ y = length; x = 0.0f; diff --git a/src/control/Script5.cpp b/src/control/Script5.cpp index 8354492e..d9991388 100644 --- a/src/control/Script5.cpp +++ b/src/control/Script5.cpp @@ -1002,10 +1002,10 @@ void CRunningScript::PlayerInAngledAreaCheckCommand(int32 command, uint32* pIp) initAngle -= TWOPI; // it looks like the idea is to use a rectangle using the diagonal of the rectangle as // the side of new rectangle, with "length" being the length of second side - float rotatedSupX = supX + side2length * sin(initAngle); - float rotatedSupY = supY - side2length * cos(initAngle); - float rotatedInfX = infX + side2length * sin(initAngle); - float rotatedInfY = infY - side2length * cos(initAngle); + float rotatedSupX = supX + side2length * Sin(initAngle); + float rotatedSupY = supY - side2length * Cos(initAngle); + float rotatedInfX = infX + side2length * Sin(initAngle); + float rotatedInfY = infY - side2length * Cos(initAngle); float side1X = supX - infX; float side1Y = supY - infY; float side1Length = CVector2D(side1X, side1Y).Magnitude(); |