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added wrappers around math functions
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@ -213,7 +213,7 @@ CVehicle::FlyingControl(eFlightModel flightModel)
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ApplyTurnForce(impulse*GetUp(), 2.0f*GetUp() + com);
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m_vecTurnSpeed.y *= powf(0.9f, CTimer::GetTimeStep());
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m_vecTurnSpeed.y *= Pow(0.9f, CTimer::GetTimeStep());
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moveSpeed = m_vecMoveSpeed.MagnitudeSqr();
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if(moveSpeed > 2.25f)
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m_vecMoveSpeed *= 1.5f/sqrt(moveSpeed);
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@ -296,7 +296,7 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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}
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if(brake > adhesion){
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if(fabs(contactSpeedFwd) > 0.005f)
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if(Abs(contactSpeedFwd) > 0.005f)
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*wheelState = WHEEL_STATE_STATIC;
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}else {
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if(fwd > 0.0f){
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@ -317,7 +317,7 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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*wheelState = WHEEL_STATE_2;
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}
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float l = sqrt(sq(right) + sq(fwd));
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float l = Sqrt(sq(right) + sq(fwd));
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float tractionLoss = bAlreadySkidding ? 1.0f : m_handling->fTractionLoss;
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right *= adhesion * tractionLoss / l;
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fwd *= adhesion * tractionLoss / l;
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@ -552,9 +552,9 @@ CVehicle::CanPedExitCar(void)
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if(m_vecMoveSpeed.MagnitudeSqr() > 0.005f)
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return false;
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// if car is slow enough, check turn speed
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if(fabs(m_vecTurnSpeed.x) > 0.01f ||
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fabs(m_vecTurnSpeed.y) > 0.01f ||
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fabs(m_vecTurnSpeed.z) > 0.01f)
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if(Abs(m_vecTurnSpeed.x) > 0.01f ||
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Abs(m_vecTurnSpeed.y) > 0.01f ||
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Abs(m_vecTurnSpeed.z) > 0.01f)
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return false;
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return true;
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}else{
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@ -564,9 +564,9 @@ CVehicle::CanPedExitCar(void)
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if(m_vecMoveSpeed.MagnitudeSqr() >= 0.005f)
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return false;
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// if car is slow enough, check turn speed
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if(fabs(m_vecTurnSpeed.x) >= 0.01f ||
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fabs(m_vecTurnSpeed.y) >= 0.01f ||
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fabs(m_vecTurnSpeed.z) >= 0.01f)
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if(Abs(m_vecTurnSpeed.x) >= 0.01f ||
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Abs(m_vecTurnSpeed.y) >= 0.01f ||
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Abs(m_vecTurnSpeed.z) >= 0.01f)
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return false;
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return true;
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}
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