Merge branch 'miami' into lcs

# Conflicts:
#	src/control/CarCtrl.cpp
#	src/control/Script4.cpp
#	src/core/Frontend.cpp
This commit is contained in:
Sergeanur
2021-06-30 21:26:36 +03:00
51 changed files with 293 additions and 313 deletions

View File

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