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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Eliminate hsScalar and hsFixed
Modern CPUs support floats just fine... hsFixed was crazy.
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@ -64,7 +64,7 @@ plAvBrainDrive::plAvBrainDrive()
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}
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// CTOR max velocity, turn rate
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plAvBrainDrive::plAvBrainDrive(hsScalar maxVelocity, hsScalar turnRate)
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plAvBrainDrive::plAvBrainDrive(float maxVelocity, float turnRate)
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: fMaxVelocity(maxVelocity), fTurnRate(turnRate)
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{
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}
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@ -100,17 +100,17 @@ void plAvBrainDrive::IEnablePhysics(bool enable, plKey avKey)
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}
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// APPLY
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hsBool plAvBrainDrive::Apply(double timeNow, hsScalar elapsed)
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hsBool plAvBrainDrive::Apply(double timeNow, float elapsed)
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{
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plSceneObject * avSO = fAvMod->GetTarget(0);
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hsScalar eTime = hsTimer::GetDelSysSeconds();
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float eTime = hsTimer::GetDelSysSeconds();
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hsMatrix44 targetMatrix = avSO->GetLocalToWorld();
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hsPoint3 playerPos = targetMatrix.GetTranslate();
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hsVector3 view, up, right;
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targetMatrix.GetAxis(&view, &up, &right);
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hsScalar speed = fMaxVelocity;
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hsScalar turn = fTurnRate;
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float speed = fMaxVelocity;
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float turn = fTurnRate;
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if (fAvMod->FastKeyDown())
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{
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@ -148,7 +148,7 @@ hsBool plAvBrainDrive::Apply(double timeNow, hsScalar elapsed)
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hsVector3 rotUp(0,0,1);
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hsVector3 rotRight(1,0,0);
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hsMatrix44 rot;
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hsScalar angle = 0;
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float angle = 0;
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if ( fAvMod->GetInputFlag( B_CONTROL_ROTATE_RIGHT ) || fAvMod->GetInputFlag( B_CONTROL_ROTATE_LEFT ) || fAvMod->GetInputFlag( A_CONTROL_TURN ) )
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{
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