Merge branch 'miami' into lcs
# Conflicts: # src/control/CarCtrl.cpp # src/control/Script4.cpp # src/core/Frontend.cpp
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@@ -348,7 +348,7 @@ CCamera::Process(void)
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currentTime = m_uiTransitionDuration;
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float fractionInter = (float) currentTime / m_uiTransitionDuration;
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float fractionInterTarget = (float) currentTime / m_uiTransitionDurationTargetCoors;
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fractionInterTarget = clamp(fractionInterTarget, 0.0f, 1.0f);
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fractionInterTarget = Clamp(fractionInterTarget, 0.0f, 1.0f);
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// Interpolate target separately
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if(fractionInterTarget <= m_fFractionInterToStopMovingTarget){
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@@ -552,7 +552,7 @@ CCamera::Process(void)
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// Process Shake
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float shakeStrength = m_fCamShakeForce - 0.28f*(CTimer::GetTimeInMilliseconds()-m_uiCamShakeStart)/1000.0f;
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shakeStrength = clamp(shakeStrength, 0.0f, 2.0f);
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shakeStrength = Clamp(shakeStrength, 0.0f, 2.0f);
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int shakeRand = CGeneral::GetRandomNumber();
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float shakeOffset = shakeStrength*0.1f;
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GetMatrix().GetPosition().x += shakeOffset * ((shakeRand & 0xF) - 7);
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@@ -1914,7 +1914,7 @@ CCamera::CamShake(float strength, float x, float y, float z)
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float curForce = mult*(m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - m_uiCamShakeStart)/1000.0f);
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strength = mult*strength;
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if(clamp(curForce, 0.0f, 2.0f) < strength){
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if(Clamp(curForce, 0.0f, 2.0f) < strength){
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m_fCamShakeForce = strength;
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m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
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}
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@@ -1925,7 +1925,7 @@ void
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CamShakeNoPos(CCamera *cam, float strength)
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{
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float curForce = cam->m_fCamShakeForce - (CTimer::GetTimeInMilliseconds() - cam->m_uiCamShakeStart)/1000.0f;
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if(clamp(curForce, 0.0f, 2.0f) < strength){
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if(Clamp(curForce, 0.0f, 2.0f) < strength){
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cam->m_fCamShakeForce = strength;
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cam->m_uiCamShakeStart = CTimer::GetTimeInMilliseconds();
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}
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@@ -3987,7 +3987,7 @@ CCamera::Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source,
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float
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CCamera::Find3rdPersonQuickAimPitch(void)
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{
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float clampedFrontZ = clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
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float clampedFrontZ = Clamp(Cams[ActiveCam].Front.z, -1.0f, 1.0f);
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float rot = Asin(clampedFrontZ);
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