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-rw-r--r--src/peds/Ped.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index c9a9cfb5..4ad4ac1b 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -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
@@ -2153,7 +2153,7 @@ CPed::CalculateNewVelocity(void)
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.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) {
@@ -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(