mirror of
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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@ -82,15 +82,15 @@ public:
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/** Initiate the task; make sure we're running on the right type of brain, save off
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user input state, and turn off any other running behaviors.*/
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** Progress towards the goal using a combination of walking and cheating-via-sliding.
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Returns true if we're still working on it; false if we're done. */
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** Restore user input state, etc. */
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virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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/** clear our target, and when we try to eval, we'll just finish */
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virtual void LeaveAge(plArmatureMod *avatar);
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@ -121,19 +121,19 @@ protected:
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/** Progress towards the goal. We get as close as we can by just pushing the same
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buttons as the user (forward, turn, etc.) when we're really close we slide
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around a bit so we can wind up on the *exact* initial orientation. */
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hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
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hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
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/** Okay, we're in the pure cheating mode now. Try to wrap it up;
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returns true when it's finally there. */
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bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
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bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
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/** Final cheating for position */
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hsBool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
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double time, hsScalar elapsed);
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double time, float elapsed);
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/** Final cheating for rotation */
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hsBool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
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double time, hsScalar elapsed);
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double time, float elapsed);
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/** If our target's moving, cache its new position and orientation for later math */
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hsBool IUpdateObjective(plArmatureMod *avatar);
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@ -170,17 +170,17 @@ protected:
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hsBool fStillRotating; // haven't yet reached the final orientation
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hsVector3 fGoalVec; // vec from us to the goal
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hsScalar fDistance; // how far to the goal?
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hsScalar fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward
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hsScalar fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left
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hsScalar fDistForward; // distance straight forward to goal plane
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hsScalar fDistRight; // distance straight right to goal plane
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float fDistance; // how far to the goal?
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float fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward
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float fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left
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float fDistForward; // distance straight forward to goal plane
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float fDistRight; // distance straight right to goal plane
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hsScalar fShuffleRange;
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hsScalar fMaxSidleAngle; // in right . goal
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hsScalar fMaxSidleRange; // in feet
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hsScalar fMinFwdAngle; // in fwd . goal
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hsScalar fMaxBackAngle; // in fwd . goal
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float fShuffleRange;
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float fMaxSidleAngle; // in right . goal
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float fMaxSidleRange; // in feet
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float fMinFwdAngle; // in fwd . goal
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float fMaxBackAngle; // in fwd . goal
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double fStartTime;
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uint8_t fFlags;
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