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and of course the last commit didnt fix everything
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@ -872,7 +872,7 @@ CPed::Avoid(void)
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// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
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// Game converts from radians to degress and back again here, doesn't make much sense
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CVector2D forward(-sin(m_fRotationCur), Cos(m_fRotationCur));
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CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
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forward.Normalise(); // this is kinda pointless
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// Move forward 1.25 meters
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@ -2153,7 +2153,7 @@ CPed::CalculateNewVelocity(void)
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CVector2D forward(Sin(m_fRotationCur), Cos(m_fRotationCur));
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m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
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m_moved.x = CrossProduct2D(m_vecAnimMoveDelta, forward); // (m_vecAnimMoveDelta.x * Cos(m_fRotationCur)) + -Sin(m_fRotationCur) * m_vecAnimMoveDelta.y;
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m_moved.y = DotProduct2D(m_vecAnimMoveDelta, forward); // m_vecAnimMoveDelta.y* Cos(m_fRotationCur) + (m_vecAnimMoveDelta.x * Sin(m_fRotationCur));
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if (CTimer::GetTimeStep() >= 0.01f) {
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@ -2179,7 +2179,7 @@ CPed::CalculateNewVelocity(void)
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// Interestingly this part is responsible for diagonal walking.
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if (localWalkAngle > -DEGTORAD(50.0f) && localWalkAngle < DEGTORAD(50.0f)) {
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TheCamera.Cams[TheCamera.ActiveCam].m_fPlayerVelocity = pedSpeed;
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m_moved = CVector2D(-sin(walkAngle), Cos(walkAngle)) * pedSpeed;
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m_moved = CVector2D(-Sin(walkAngle), Cos(walkAngle)) * pedSpeed;
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}
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CAnimBlendAssociation *idleAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ANIM_IDLE_STANCE);
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@ -2239,7 +2239,7 @@ CPed::CanPedDriveOff(void)
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bool
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CPed::CanPedJumpThis(int32 unused)
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{
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CVector2D forward(-sin(m_fRotationCur), Cos(m_fRotationCur));
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CVector2D forward(-Sin(m_fRotationCur), Cos(m_fRotationCur));
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CVector pos = GetPosition();
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// wat?
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CVector forwardPos(
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@ -51,7 +51,7 @@ CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool c
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float dotProduct = DotProduct(mat->at, inversedForward);
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if(dotProduct > 1.0f) dotProduct = 1.0f;
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if(dotProduct < -1.0f) dotProduct = -1.0f;
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float alpha = acos(dotProduct);
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float alpha = Acos(dotProduct);
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if(mat->at.z < 0.0f)
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alpha = -alpha;
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